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篇名 動畫的鏡位取向及表現性探討-以《玩具總動員》、《史瑞克》、《冰原歷險記》三部3D動畫電影為例
並列篇名 The Tendency and Expression of Shot in Animation -A Case Study of “Toy Story”, “Shrek” and “Ice Age”
作者 張宇晴(Chang, Yu-ching) 、鐘世凱(Chung, Shih-kail)
中文摘要 3D 電腦動畫近年來已不再只是一項說故事、抒發情感的媒材,在全球產業中更佔有一席重要的地位;尤其是好萊塢3D 動畫電影,不僅擁有最先進的電腦技術,其創意及各方面完美的結合,更成為最佳的代表性指標。本研究所關注的重點,是3D 動畫鏡頭語言中最基本的鏡位使用;不同於實拍電影,3D 電腦動畫使用虛擬攝影機,所有角色的表演、故事的發展、模型的顏色及光影等,都必須透過取景才能呈現,對一部動畫具有舉足輕重的影響。
本研究首先從相關電影、動畫文獻中探討鏡位相關的定義及概念,並以好萊塢三部成功且各具特色的3D 動畫電影《玩具總動員》(Toy Story)、《史瑞克》(Shrek)、《冰原歷險記》(Ice Age)為研究樣本,透過段落故事架構的鏡位分析,探討鏡位在好萊塢動畫電影中的表現性,並試圖歸納好萊塢成功3D 動畫電影的鏡位取向與訴求重點。
英文摘要 3D Animation is not only a method for telling stories and expressing feeling, but also becoming one of the important global industry in recent years. 3D animation film in Hollywood represents the best 3D animation, because it has the highest computer technology, creative ideas and
combined perfectly in all respects. This study mainly interest in shot size and shot angle, which are the basic elements of Lens language. 3D animation is different from movie while everything can be seen on the screen is through the frame of virtual camera; it concerns the whole visual images of the film.
This study first investigates the definitions and concepts of shot size and shot angle from published resource. Three popular 3D animation films, Toy Story, Shrek and Ice Age, are used in this study and analysis samples. By way of sorting out the story into three frameworks and discuss
the shots separately, this research studies the lens language of animation film and generalizes the tendency and expression of shot in commercial 3D animation film in Hollywood.
頁次 1-32
關鍵詞 3D 動畫 好萊塢動畫電影 鏡頭角度 景別 鏡頭語言 Hollywood Animation Film Shot Size Shot Angle 3D Computer Animation Lens Language
卷期 2:2
日期 200910
刊名 藝術研究學報
出版單位 國立臺南大學