본 연구의 목적은 공동체 미학이 애니메이션 캐릭터 창조에 어떻게 적 용되는지를 탐구하는 것으로, 중국 애니메이션 영화 <강자아>를 사례로 삼았다. 본 논문은 텍스트 연구 방법을 사용하여 <강자아> 내의 캐릭터 와 줄거리를 심층 분석함으로써 공동체 미학의 구체적인 적용을 탐구한 다. 이에는 공동체 미학의 기본 개념과 이론 틀 소개는 물론 <강자아> 내 주요 캐릭터의 감정 공명과 연결에 대한 심층 분석을 포함한다. 공동 체 미학이 문화 전달 분야에서의 중요성을 설명하고, <강자아>의 사례 분석을 통해 공동체 요소가 캐릭터 형성과 스토리 전개에 미치는 영향을 보여준다.연구 결과는 공동체 미학이 애니메이션 캐릭터 창조에 중요한 적용 가치를 가지며 <강자아>는 공동체 미학의 개념을 성공적으로 활용 했음을 보여준다. 이는 중국 애니메이션 영화의 창작을 풍부하게 하고 관객에게 깊은 감정 체험과 문화적 성찰을 제공한다. 그것은 중국 애니 메이션 영화의 발전에 유익한 시사점과 참고를 제공하며, 캐릭터의 감정 적 깊이와 복잡성을 통해 관객이 감정 공명을 느끼고 영화의 줄거리에서 공동체의 힘을 체감할 수 있도록 한다. 공동체 미학의 적용은 관객의 감 정적 체험과 문화적 이해를 깊게 하는 데 도움이 된다.
Introduction
The article presents a technique for studying the perception of images of animated characters based on the application of psychophysiological methods of recording data in combination with classical sociological methods. The theoretical justification of the EEG, GSR, PPG and video-oculography methods application in testing affective stimuli is provided. The applications of the technique at various stages of creating animated characters are presented. The main advantages of the technique are noted: the ability to work with a target audience starting from the age of 3 years old and the recording of physiological data directly while viewing a stimulus material. One of the most topical objectives for the authors of animation films is the creation of animated characters, which elicits viewers’ sympathy, influences general perception of the movie and affects its distribution and final box office. The methodology that allows to study a perception of characters at different stages of its creation, from conception to final embodiment, will help authors to make changes and adjustments before moving to another technological stage, which will reduce production costs and more accurately meet the needs of the audience. The advantage of the proposed methodology on the one hand, is the efficiency of working with child audience, which is the most difficult in terms of obtaining valid information. On the other hand, it is the possibility of obtaining data directly during the perception of stimuli, which is impossible while using sociological methods.
Theoretical development
The EEG method is an integral component of classical neuromarketing studies of perception of audiovisual materials, allowing assessing the attractiveness and motivational component in the choice situation. A significant number of scientific publications demonstrate the correlation between the arousal of positive emotions and the activation of the left hemisphere. This is determined by the lower power of the alpha rhythm in the left frontal lobe as compared to the right one. While a person experiences negative emotion, the right frontal lobe is more active, thus, the alpha rhythm power is lower there (Rusalov, 1988, 1999; Aftanas, 2000; Vecchiato, et al. 2011; Ravaja, 2013, Harmon-Jones, et al. 2009). In our methodology the stimuli attractiveness index is calculated based on the EEG data. The high index scores are associated with positive emotions and the interest to object; low scores are associated with negative feelings and indifference. Changes in the indicators of the vegetative nervous system activity are strongly connected to an emotional manifestation; these changes are caused by anatomical and physiological conditions. Numerous studies have demonstrated that a decrease in the amplitude of the plethysmogram is observed when a person experiences negative emotions. On the contrary, an increase in the amplitude is observed during positive emotions experience (Sylvia, et al, 2008; Kreibig, et al., 2007). The emotional involvement indicator refers to the power of emotional inclusion when viewing a character. It is calculated by the registration of vegetative indices related to emotions (EDA, plethysmogram, breathing). Interest is a cognitive need to learn about what is happening on the screen; it reflects the direct interest in visual information. The understanding of interest is mostly based on the psychological researches (Izard, 1999; Silvia, 2006), however, the intensity of the parameter can correlate with objective physiological indicators based on oculomotor activity. The process of the characters’ image scanning is accompanied by the distribution of attention to individual areas of interest (Jenkin, 2001). In this methodology we allocated the areas of interest according to a different character or a separate element of the visual image of the hero.
Research design
The method is based on a complex approach combining neurophysiological methods of recording physiological reactions while the demonstration of animated characters’ images in combination with sociological research methods used after the stimuli demonstration. The developed technique allows the use of any audiovisual materials created at different stages of work on a character as stimuli (design of character, design of character accessories, character model in static in 2D or 3D, technological test from 10 to 30 seconds). The data was recorded via the high-speed remote binocular eye-tracking system RED250, the professional computer polygraph (PCP) “Energia” and the electroencephalograph B-AlertX24.
Result and conclusion
20 images of animated movie characters were tested on 150 respondents during the research (a child audience of animated films and an adult audience with children aged 3-8 years, who make the decision to choose an animated film). A restriction for the EEG method has been found in working with children under 7 years old. At this age the analyzed rhythms are slowed down and not completely formed. The analysis of this group of respondents was focused on vegetative indices. The predicting method of perception of animated characters’ images allows us to define the evaluation parameters of the image of the animated character in terms of attractiveness, emotional involvement and interest. The methodology will be further developed and will include a differential analysis of emotional reactions by virtue of the electroencephalography method in response to the presentation of characters or video samples. The commercial use of the technique is planned for the purpose of testing characters at all stages of animation film production.
In recent years, the revival of Chinese traditional culture has gradually been emphasized, and Chinese myths and legends have a large number of characters full of traditional cultural flavor, and the redesign and re-creation of these characters has been a popular subject in Chinese film and animation. In this redesign of traditional characters, the problem of modernization of their traditional culture has also surfaced. How to use ancient traditional stories as a base to shape and narrate modern values and transform the value shaping ability of ancient myths into new modern myths is a major challenge. Thus, the author chooses two films, "LEGEND OF DEIFICATION" and "YOBI, the Five Tailed Fox", as a comparison to compare the different ways of dealing with the same problem between China and Korea, and to find a common solution in the differentiation
‘중국 전통예술'을 시역(視域)으로 '애니메이션영화 캐릭터 디자인'을 투시한 이 글은 중국의 초기 애니메이션 작품인 ‘대요천궁(大鬧天宮)’을 예로 들며, 구체적인 시공간적 상황 속에서, 전통희곡(傳統戲曲)예술, 회화예술, 전지예술(剪紙藝術)및 민악예술의 관점에서 접점을 만들어 보고, 전형적인 캐릭터를 분석하면서 '민족화(民族化)' 애니메이션 캐릭터의 디자인 핵심을 탐구한다.
또한 애니메이션 영화와 중국전통예술을 결합한 것은 살아있는 전승보호체계를 구축하는 중요한 조치중 하나이며, 산업육성, 홍보등을 통해 전통예술의 생명력과 영향력을 어느 정도 강화할 수 있다.