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The Research of Shot Type and Camera Speed in Hollywood's Blockbuster Animation Films

分鏡類型與鏡頭速度在好萊塢成功商業3D動畫長片的應用研究

摘要


敘事與表達情感的3D電腦動畫已是臺灣數位內容產業發展上的重點明星。成功的3D電腦動畫依靠的是創意、技術、美術三大領域的完美整合,亦是政府既定政策的重點明星產業,3D電腦動畫長片更是數位內容中難度最高的領導火車頭。成功的3D電腦動畫乃是創意、技術、美術三大領域的完美整合,其中攝影機的運鏡橫跨此三領域,對於動畫的呈現,具有舉足輕重的影響。然而有關攝影機的研究甚少,且多集中於傳統影視的應用,因此在3D電腦動畫的虛擬攝影機研究上,有相當困難。3D電腦動畫的虛擬攝影機不同於實體攝影機,在運用上有更大的自由度與彈性,如何利用這些特性優點,最佳化3D動畫的表現,實為重要且基礎之研究。本研究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,透過三幕劇故事敘事架構與數據分析,探討3D動畫電影中的鏡頭語言,歸納好萊塢商業3D動畫電影的分鏡類型與鏡頭速度應用重點。研究成果期能做為臺灣發展3D動畫電影有關鏡頭運用的重要參考文獻。

並列摘要


3D Animation is not only a method for telling stories and expressing feeling, but also becoming the leader section in Taiwan's digital content industry. Impressive 3D computer animation must have good integrating of creative ideas, technology and skills, and art contributions. Among the complex creating processes, the usage of virtual camera involves many details inherited from the above three issues, and play a critical role in the performance of computer animation. Unfortunately, relative studies in camera usage are not many, and most of them address the problems and issues in conventional broadcasting. Thus, study in virtual camera's movement has its difficulties. Unlike physical cameras used in traditional film-making, the virtual camera has much better freedom and flexibility in its operation. How to benefit these virtual camera's advantages is a fundamental and important issue in optimizing 3D animation production. Three block-buster 3D animation films, Toy Story, Shrek and Ice Age, are used in our research and analysis samples. By way of sorting out the story into three frameworks and analyzing data statistics, this research studies the lens language and focuses on the investigating of shot type and camera speed in 3D computer animation in Hollywood. As the results of this research, they should provide an important reference of camera usage in Taiwan's producing of film-length 3D computer animation.

並列關鍵字

Camera Speed Ice Age Shrek Shot Type Toy Story

被引用紀錄


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林家敏(2012)。電影鏡頭運用於漫畫之創作研究〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315291957
郭書吟(2017)。三維電腦動畫「逐光」創作論述與相關技術之研究〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0061-2207201716085400

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