@techreport{oai:ipsj.ixsq.nii.ac.jp:00077159, author = {今間, 俊博 and 齋藤, 隆文 and 神谷, 由季 and Toshihiro, Komma and Takafumi, Saito and Yuki, Kamiya}, issue = {2}, month = {Aug}, note = {実写動画映像と比較して,アニメーションは元々動作における誇張・省略が多く,動きが記号化されている.キーフレームをそのまま補間して動画を作成する欧米のアニメと比較して,日本アニメには,動きの記号化傾向が顕著である.日本では,毎年多くの新作アニメが公開されている.その多くは手描きセル (タッチ) アニメであるが,3DCG 使用アニメの公開も増加している.しかし,記号化傾向が大きい日本のアニメは,動きに関しては 3DCG 化すると全く違ったテイストになってしまう.本論文は,それらの問題点と,解決法に対する取り組みである., It compares with the live action movie, as for the animation, there are originally much exaggeration and omission in case of operation and a movement is symbolized. The animation in the Europe and America does Key-Frame as directly to go to in-between and create the video. It compares with that and as for the Japanese anime, the symbolization tendency of the movement is remarkable. In Japan, a lot of new animation movie is made every year. The almost movie is cel anime by hand-drawing. The made on 3DCG animation, number is increasing. However, it has become a completely different taste when making anime in Japan with lot of symbolization tendency 3DCG about the movement. This paper is those problems and efforts to the approach.}, title = {CG化を妨げるアニメにおける動きの記号化}, year = {2011} }