• Title/Summary/Keyword: 만화사

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ANIMATION REVIEW - 캐릭터플랜 ‘해머보이망치’

  • Sin, Seon-Ja
    • Digital Contents
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    • no.11 s.126
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    • pp.130-133
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    • 2003
  • 허영만의 출판만화 ‘망치1, 2’를 원작으로 한 ‘해머보이 망치’가 개봉을 앞두고 있다. 이 작품은 애니메이션 제작사 캐릭터플랜이 3년 간에 걸쳐 200만 달러의 제작비를 들여 80분짜리 극장용 애니메이션으로 재탄생시킨 작품이다. 지진과 해일로 모든 문명이 파괴된 2112년의 지구를 배경으로 개구장이 소년 ‘망치’가 모험을 통해 전설의 기사로 성장해 가는 이야기를 그린 ‘해머보이 망치’는 이미 SICAF 개막작으로 선정돼 1,000여명의 관객들 앞에 상영돼 호응을 받았으며 이제 세계를 무대로 가고 있다. ‘해머보이 망치’가 과도기를 넘어 이제는 만개하기를 기대하는 애니메이션 마니아들의 기대작으로 손색이 없을지 맨발에 구멍난 철모, 작은 망치하나 들고 지구를 지키러 나선 망치가 이끄는 모험의 세계에 빠져보자.

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New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

Validity and Expected Effect of International Marketing Cooperative for Korean Animation (애니메이션 해외 배급 활성화를 위한 마케팅 협동조합 도입의 타당성 연구)

  • Kim, Young Jae
    • Cartoon and Animation Studies
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    • s.36
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    • pp.121-145
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    • 2014
  • Operating under the principle of user-benefit maximization and democratic user-control, cooperatives are being spot-lighted as a business model satisfying the various social, financial needs. In Korea, the Law of Cooperative was enacted as of December 2012, which has enabled the establishment of cooperatives in variety of industry fields. This study is to discuss the expected effect and validity of marketing cooperative as a solution for insufficient sales revenue in international distribution of Korean animation. The interviews with Korean animation studios found out the key problems of overseas distribution, which are; 1) lack of marketing expertise and weak organization, 2) lack of ancillary rights exploitation due to the deals based upon all rights package with the broadcasters who are not interested in ancillary business, 3) lack of localized marketing support in each territory. The solution for these problems takes large and long-term marketing investment and it is far beyond the capabilities of small Korean animation studios. Marketing cooperative can provide services not available otherwise such as in-depth market research which will help the improvement of international marketing expertise. Also. as the cooperative carries enough volume of animation catalogue, it can increase negotiation power satisfying the various needs of buyers. Also, it can provide the precise marketing support for each territory by integrating every process of value chain, from TV broadcasting, merchandising, and digital media platform. Above all, a clear benefit of marketing cooperative is that, because of its user-benefit and user-control principle, the principal-agent problem can be minimized while it maximizes the profit for member studios.

Movement 동인(動因)과 감성변이 연구를 위한 애니메이션 분석모형

  • Lee, Sang-Won
    • Cartoon and Animation Studies
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    • s.5
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    • pp.485-489
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    • 2001
  • 본 작품은 사실적 표현, 즉 실사에 근거한 분위기의 애니메이션에 관한 관점에서 시작한다. 물론 애니메이션에서는 생략과 과장이 자유로우며 풍자적이고 은유적인 분위기를 연출하는 것이 특징이다. 즉 사실성보다는 허구적이며 과장된 표현으로 왜곡을 가함으로써 관객들에게 극적 효과를 유발한다. 하지만 관객은 사실적이지 않은 허구인 것을 알면서도 자유로운 상상력의 오락적 분위기에 흥미를 갖는다. 아울러 본 작품은 애니메이션의 동인(動因)과 감성과의 관계를 전제로 한 애니메이션의 분석모형 작품이다. 이러한 모델 설계를 통해 대상물의 본질적인 면, 즉 사실성에 근거한 표현정도에 따라 인간의 감성이 달라질 수 있다는 가정 하에 애니메이션에 있어서 프레임 수와 대상물의 단순화 정도에 따라 감성이 어떻게 반응하고 변화하는가를 웹사이트 상에서 조사할 수 있도록 분석모형을 제작하였다. 연구작품을 위해 애니메이션의 동인이라고 할 수 있는 시간, 운동, 공간 중에서 움직임 지각에 영향을 줄 수 있는 타이밍, 즉 속도문제에 대해 프레임 수와 단순화 단계를 애니메이션의 Movement 동인에 대한 조작적 정의에 독립변수로 보았다. 분석모형의 설계는 객관적인 시각에서 대상물의 움직임을 파악할 수 있는 Duration이 짧은 유형의 대상물(말)과 중간정도의 대상물(사람), 그리고 긴 유형의 대상물(거북이)을 표본으로 선정하여 각 대상물마다 4단계의 프레임으로 나누어 좌표상의 Y축에 제작 배열하였다. 한편 단순화 단계는 대상물의 사실성에 선 드로잉에 이르기까지 4단계로 구분${\cdot}$제작하여 X축에 배열하여 각 클립별 감성언어 조사를 인터넷상에서 할 수 있도록 디자인하였다. 한편 각 클립에서 보여지는 표현향식에 대해 느끼는 감성조사는 디자인 관련 감성 형용사 중에서 본 연구에 적합한 감성언어들을 골라 조사 실시하고자 한다.

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Predicting Box Office Performance for Animation Movies' Evidence from Movies Released in Korea, 2003-2008 (애니메이션 영화의 흥행결정 요인에 관한 연구 : 2003-2008년 개봉작품을 중심으로)

  • Jung, Wan-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.21-32
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    • 2009
  • This study provides an empirical analysis of box office performance for animation movies released in Korea between 2003 and 2008. Two dependent variables are both the number of audiences in the whole country and the number of audiences in Seoul. Such independent variables are employed : power of distributors, the number of screens, release time, sequel/remake, awards, film ratings, nationality, online reviews, and critics' reviews. For the total number of audiences in the whole country, significant variables are the number of screens, the power of USA distributors, Summer release, and online reviews. Since there is no analysis for box office performance for animation movies released in Korean theaters, this study will be considered to be meaningful.

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Analysis of the Symbolicity of "Haechi," Seoul's Promotional Animal Character (서울시 홍보용 동물캐릭터 '해치'의 상징성 분석)

  • Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.17
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    • pp.133-146
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    • 2009
  • In modern days, the iconic symbolicity of animal characters functions as a sign by the social promise after being made with voluntary intentions. Representing a public organization or corporation, an animal character is put to active use as a symbol. Today illusionary animal characters serve as important icons, and product developers incessantly put out animal contents. This study set out to examine the applications of animal characters in modern times according to media development by integrating animal characters into animation, which was the beginning of animal characters, based on the theoretical background of "symbolicity" in the aesthetics history. It also analyzed the symbolicity of "Haechi," which is Seoul's animal character and one of the good examples of utilization of a promotional animal character by a corporation or public organization.

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Tendency of 'a Cartoon Image' Appearing in Korean Modern Fine Arts - Ocusing on 'Atomouse' of Lee Dong-gi - (한국 현대 미술에 나타나는 '만화 이미지'의 경향성 -이동기의 <아토마우스>를 중심으로-)

  • Jeon, Young Je
    • Cartoon and Animation Studies
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    • s.36
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    • pp.669-702
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    • 2014
  • Today, in Korean modern fine arts, 'cartoon images' are utilized for their roles of the 'personas' of the artists, and as the 'texts' for the artistic discourses, while they play a role as a bridgehead between the public and art. In this study, we made a study, focusing on 'Atomouse' of Lee Dong-gi, in order to examine how the borrowing of the 'cartoon images' was made in the Korean modern fine arts, and what its period context is. 'Atomouse' of Lee Dong-gi is the first cartoon character that appeared in Korean modern fine arts, and it has acquired a symbolism of a subculture being acknowledged as art. In this study, we tried to find out what period contexts the changes of 'Atomouse' have, focusing on the private exhibitions of Lee Dong-gi, such as 'Smoking' Exhibition (2006), 'Bubble' Exhibition (2008), 'Double Vision' Exhibition (2008), 'The Garden of Uncertainty' Exhibition (2012) and 'Do Not Look Back with Angry Face' Exhibition (2013). Atomouse was born in the era of 'lack of pop' a change was attempted of it in the era of 'excess of pop' and its proceeding ended along with the 'settlement of the neo-pop'. From Atomouse started from the unconsciousness of the artist, we can find the 'identity' of the Republic of Korea, which was being influenced by the 'American and Japanese' culture, as well as the symbolism of a subculture being acknowledged as art, while it emerged as an icon to represent the Korean pop art of the time. Then, as the agony and self-examination of the artist was contained in it, its use was changed into the role as a persona and it was utilized as a tool to connect the and figurative worlds. In the end, the artist put an end to the proceeding of the 'Atomouse' at the boundaries of a persona and an alter ego, removing the creation with his own hands. In the process in which Lee Dong-gi created and changed 'Atomouse', the start-up and growth of the pop art are included in the history of the Korean modern fine arts, apart from a study of an artist. 'Atomouse' was not only painted on the walls of the subway stations in the form of public art, but it tried to closely communicate with the public through the collaboration with diverse media. It made the best use of the 'marketability' which a 'cartoon character' had at first, so that pure art was made a step closer to the public. So 'Atomouse' of Lee Dong-gi not only raised a subculture into the realm of high art, but lowered the door sill to high art. Through the study we could confirm what position 'Atomouse' of Lee Dong-gi, which started absurdly between parody and Hommage, takes in Korean modern art of today.

A Study of Ironic Features in Full-length Animation of PDI Dreamworks and Pixar - Focusing on and (PDI Dreamworks와 Pixar 애니메이션에 나타난 아이러니적 특성 연구 -<슈렉 포에버>와 <몬스터대학>을 중심으로)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.1-17
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    • 2014
  • The purpose of this study was to identify ironic characteristics that appear through ironic reversal in formal aspect and foreshadow structure examined through the progression stage of irony within the narrative structure in contents aspect. This study is intended to research how ironic expressions is embedded in latest full-length animation created by major animation production companies in America, such as PDI Dreamworks and Pixar. As identified in this study, the irony can be defined into two categories. First, Irony appears dramatically in a last scene through the process of prediction and implication after setting up a situation. It delivers laughter as it is mainly used to portray characters or to set up backgrounds for incidents. Secondly, foreshadow that appeared in the early part of animation in relation to irony was revealed with a surprising twist with the cause-and-effect relationship in the middle or end of the play. The irony strengthens dramatic elements and was used to make the story richer. By analyzing two american full-length animation films, various consecutive ironic expressions in narrative, which is the reversal irony in continuous scene or irony used with foreshadow were identified.

A Study on the Delusional Characters and Their Narratives of Love in Cartoon Works of Jungae Lee and Shijin Yoo (이정애, 유시진 만화에 나타난 망상형 인물과 연애서사 연구)

  • Kim, Hye-Bin;Ahn, Sang-Won
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.640-650
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    • 2016
  • This study analyzed the narratives of love of "delusional" characters in the works of Jungae Lee and Shijin Yoo, whose cartoon creations were prominent in the 1990s and the early 2000s. Their delusional characters can be characterized by excessive obsession with their objects of love, rejection of realistic logic, madness, and extreme selfishness. They make a type of characters whose traces have disappeared not only in the South Korean society of the 21st century, where love and dating are included in the discourse of self-development and dramatic pathos is regarded as the waste of feelings, but also in creative works. It is still, however, needed to pay attention to the selfishness and collapse of those delusional characters that reject the order of the world and focus only on their love because they make the audience betray the sentimentality of melodramas stimulated by the popular culture and reconsider the concept of "love" itself. While Jungae Lee displays the progress of delusional characters and their narratives of love toward collectivized compulsion with the Messiah motif of Christianity, Shijin Yoo presents a narrative of delusional characters with lost memories reacting to hysterical fantasies and eventually choosing their collapse. Their two narratives are significant in that they propose the archetype of personal desire eliminated by the narratives of love in melodramas.

Desperately Seeking an Icon (with 8 Legs): (애니메이션 창세기 첫 페이지의 오류, 그 기원과 수정)

  • Nah, Ho-Won
    • Cartoon and Animation Studies
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    • s.45
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    • pp.417-434
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    • 2016
  • The wall painting of Altamira cave "eight-legged wild boar" is often presented as a typical example of long-held desire of humanity for expressing movement. However, the eight legs are the product of so-called "double layer", of two paintings painted in different periods. Nonetheless, the explanation of Altamira cave paintings linking with the origin of animation is constantly reproduced without any particular doubt, verification or citation of sources. The fact of associating eight legs with movement is irrelevant to visual perception transcending time. This should be considered a movement expression code invented in a particular period of time. Sequential photography tried in the late 19th century, in particular, chronography of $\acute{E}tienne$-Jules Marey plays a crucial role in this. Marey's photography of which a series of sequence movements are overlapped in one frame and printed was reflected in painting works of artists including Duchamp and Balla in the early 20th century and formed as movement expression code. Animation manuals started to emerge from that period of time introduced the images of Marey's chronophotography as a way of analyzing and embodying the movement. In sum, the act of considering Altamira cave paintings of eight-legged wild boar as an expression of movement is an error intending to look at the past through today's visual code.