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A Study on Interactive Editing for Real-time 360° 3D - Animation - Focusing on <Windy Day>-

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초록

The work of editing was a technical element of 2D visual grammar, which has been refined for 110 years since 1895, and the core of direction connecting short(cut)s. However, Windy Day, which came out in 2013, demands a new discourse about visual grammar. It is a real-time 360° 3D animation that allows for 360° appreciation with no frames and varies in characters' acts and shorts' length in connection with the eyes of the audience, marking the beginning of VR content. This study set out to introduce the significance of Windy Day and analyze VR content in a new viewpoint of "interactive editing" unlike old analyses based on the eyes of the audience, narrative structures, and frames. "Interactive editing" is a new concept first proposed in the present study. It focuses on real-time editing acts such as the direction of visual shorts and the length and connection of shorts based on interactions according to the eyes of the audience, an attribute of real-time 3D animation. Since there is only one short in Windy Day that was short in long-take, the investigator defined "implicit shorts" according to space changes to analyze the work according to the significance of editing. There are eight "implicit shorts" in Windy Day, and characters' actions are used to direct the eyes of the audience along with space triggers for scene change orders for the natural connection of the shorts. The present study may provide rather basic content to developers, but its significance can be found in its definition of "visual editing," which was an important milestone in the development of video industry, with the interactive concept and its introduction and analysis of Windy Day and its content.

Abstract

The work of editing was a technical element of 2D visual grammar, which has been refined for 110 years since 1895, and the core of direction connecting short(cut)s. However, Windy Day, which came out in 2013, demands a new discourse about visual grammar. It is a real-time 360° 3D animation that allows for 360° appreciation with no frames and varies in characters' acts and shorts' length in connection with the eyes of the audience, marking the beginning of VR content. This study set out to introduce the significance of Windy Day and analyze VR content in a new viewpoint of "interactive editing" unlike old analyses based on the eyes of the audience, narrative structures, and frames. "Interactive editing" is a new concept first proposed in the present study. It focuses on real-time editing acts such as the direction of visual shorts and the length and connection of shorts based on interactions according to the eyes of the audience, an attribute of real-time 3D animation. Since there is only one short in Windy Day that was short in long-take, the investigator defined "implicit shorts" according to space changes to analyze the work according to the significance of editing. There are eight "implicit shorts" in Windy Day, and characters' actions are used to direct the eyes of the audience along with space triggers for scene change orders for the natural connection of the shorts. The present study may provide rather basic content to developers, but its significance can be found in its definition of "visual editing," which was an important milestone in the development of video industry, with the interactive concept and its introduction and analysis of Windy Day and its content.

참고문헌 (16)

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  16. 이준수, "가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-", 만화애니메이션연구, (47), pp.1~29 (2017), 한국만화애니메이션학회[DOI]

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