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  • 學位論文

象徵手法應用在2D動畫角色與場景之設計研究以「綠野仙蹤」故事情節創作為例

Symbolize the tactics to apply to the design research of the cartoon role of 2D and scene Create for the example with the plot of the story of“ The Wizard of Oz“

指導教授 : 張柏舟
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摘要


童話故事裡充滿著夢想、魔法、暗語、不可思議、罪罰、善惡、美醜。童話中的象徵涵義教導著我們,陪伴著我們成長。在這幾年來,許多動畫電影公司及個人工作團隊製作了不少動畫,其中也常以童話故事、歷史傳奇為發想。在動畫中我們不難看見製作者所要傳達的訊息,包含了其個人的背景、其心靈的抒發、以及一些象徵的手法。這些畫面不再只是述說故事,更甚是面對了我們的內心潛意識的衝突。因此在衝突的困境以及創傷的經驗中,我們心靈得以成熟長大。 在藝術的創作中,創作者透過描寫與主題相關的事物並以間接的的暗示其意涵,可增加作品的意義與韻味。因此可以說象徵(symbol)是一種很好的表現方式。象徵派的詩人馬拉美說過:「明說是破壞,暗示才是創造。」以間接表達的方式,不但可以增加作品的隱藏含義以及含蓄感,更能因此拉近與觀者之間的距離,讓觀者主動探索並從中得到樂趣。另外也可以增加作品的複雜性以及表達情感的強度。 本研究以動畫的發展史開始,然後提及動畫的法則以及種類,再則探討動畫的製作表現方式,以及象徵的定義以及其手法。接著是分析各電影公司所製作的動畫風格、角色造型與場景。最後介紹象徵手法的定義並分析電影公司的幾部動畫片中所運用道的象徵意義,將象徵手法做歸納分析,並運用到創作中。

並列摘要


In the children's stories full of dreams , magic , code words , inconceivable , punishment , good or evil , beautiful or ugly. Symbolizations in fairy tales are teaching us and to make us grow up. Over these several years , a lot of cartoon film Co.s and personal groups have made many cartoons , among their ideas often according to the children's stories or historical legend. We are very apt to see producer's information transmitted in the cartoon , include its personal background , tactics of expressing and some symbols of its soul . These pictures no longer just state the story , even face the conflict of our heart subconscious. So our soul can grow up riply in conflictive predicament and wounded experience. In creation of arts, the creator utilizes suggesting describing the meaning in which the things correlated with theme increase the works and sophisticated appeal of the indirect one. So we can say that it is a kind of very good behavior way to symbolize. Symbolized poet Mallarme.Stephane(1871-1945)said :”It is the destruction to speak frankly, it is created that hint.” by means of expressing indirectly , not only can increase the implication of the creations , even more can shorten the distance between the creator and visitors , make visitors receive enjoyment from exploring voluntarily. Also can increase the complexity and intensity of the emotion . This research regards development history of the cartoon as the beginning , then mention rules and kinds of the cartoon, moreover probe into the ways of the making, display, the definition symbolized and its tactics. Then analyse stylies, role's modelling and scene of cartoons which made by Co.s. Finally, sum up and analyse above-mentioned materials, and apply to while creating.

並列關鍵字

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參考文獻


29.姜彥竹,【圖像與象徵在海報設計上之研究】,國立台灣師範大學設計研
30.陳采青,【質感之象徵意像在視覺傳達設計創作之研究】,國立台灣師範
一、期刊
1.GQ雜誌 2005年二月號。
2.李長松,2005,XFANS放肆創意設計雜誌,2005年6/7月雙月刊第18期,

被引用紀錄


黃天佑(2009)。敘事性圖畫書象徵分析模式建構之研究〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://doi.org/10.6826/NUTC.2009.00010
黃天佑(2009)。敘事性圖畫書象徵分析模式建構之研究〔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=U0061-1811200915323663

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