• Title/Summary/Keyword: 만화 생성

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A Study on Webtoon Background Image Generation Using CartoonGAN Algorithm (CartoonGAN 알고리즘을 이용한 웹툰(Webtoon) 배경 이미지 생성에 관한 연구)

  • Saekyu Oh;Juyoung Kang
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.173-185
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    • 2022
  • Nowadays, Korean webtoons are leading the global digital comic market. Webtoons are being serviced in various languages around the world, and dramas or movies produced with Webtoons' IP (Intellectual Property Rights) have become a big hit, and more and more webtoons are being visualized. However, with the success of these webtoons, the working environment of webtoon creators is emerging as an important issue. According to the 2021 Cartoon User Survey, webtoon creators spend 10.5 hours a day on creative activities on average. Creators have to draw large amount of pictures every week, and competition among webtoons is getting fiercer, and the amount of paintings that creators have to draw per episode is increasing. Therefore, this study proposes to generate webtoon background images using deep learning algorithms and use them for webtoon production. The main character in webtoon is an area that needs much of the originality of the creator, but the background picture is relatively repetitive and does not require originality, so it can be useful for webtoon production if it can create a background picture similar to the creator's drawing style. Background generation uses CycleGAN, which shows good performance in image-to-image translation, and CartoonGAN, which is specialized in the Cartoon style image generation. This deep learning-based image generation is expected to shorten the working hours of creators in an excessive work environment and contribute to the convergence of webtoons and technologies.

Shadow Techniques in Real-time Hatching Rendering (실시간 해칭 렌더링에서 그림자 기법)

  • Kim, Chan-Soo;Kim, Dae-Myung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.806-810
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    • 2006
  • The research of computer graphics is divided into two parts of photorealistic rendering and non-photorealistic rendering. The purpose of non-photo realistic rendering is to make image like cartoon, water-color, hatching etc. In this paper, we study for real-time hatching rendering and shadow techniques and we combine two techniques to make real-time hatching shadow. In shadow techniques we apply projected texture shadow to hatching rendering. Eventually, we introduce natural real-time hatching shadow through comparison and analysis.

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Bayesian Network based Automatic Summarization of Photos using User's Context on Mobile Device and Image Annotation (모바일기기 사용자의 컨텍스트와 이미지 주석을 이용한 베이지안 네트워크기반 사진 자동요약)

  • Min, Jun-Ki;Cho, Sung-Bae
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06c
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    • pp.425-428
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    • 2008
  • 모바일기기에 탑재되어있는 디지털 카메라의 성능이 향상됨에 따라 이를 이용한 사진의 촬영 및 수집이 용이해졌으며, 따라서 사용자 로그정보를 이용하여 방대한 양의 사진을 분석하거나 브라우징해주는 방법들이 연구되고 있다. 본 논문에서는 모바일기기의 불확실한 로그정보와 사진 주석정보를 베이지안 네트워크로 모델링하여 사용자가 겪은 이벤트들을 추론하고 사용자의 일과를 요약해주는 방법을 제안한다. 우선 사진들을 시간과 위치정보에 따라 분할하여 사진그룹목록을 생성하고, 이를 모바일기기에 입력되어있는 사용자의 일정목록과 합하여 임시이벤트목록을 생성한다. 그 뒤 베이지안 네트워크를 이용하여 각 이벤트를 인식하고 이를 가장 잘 나타내는 사진을 선택한다. 제안하는 방법은 선택된 사진들을 나열하여 사진다이어리형식으로 사용자의 일과를 요약하여주며, 이때 특정 이벤트와 매치되는 사진이 없을 경우 미리 정의되어있는 만화 컷을 대신 사용하여 내용이 매끄럽게 이어지도록 하였다.

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A Study on Repetition and Multiplicite of Superhero Comics (슈퍼히어로 코믹의 반복과 다양체적 형식에 관한 연구)

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
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    • s.28
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    • pp.27-53
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    • 2012
  • American superhero comics are being produced in numerous different forms for multiple, and cross-platform media. In cinema, films based on superhero comics top the list of all time box office records. The same phenomenon of the 'Invasion of Superhero' is duplicated in Korean box office 2012, however, the korean fans are not familiar with the superheroes from the publication which provides the original source of characters and stories for other superhero related media products. Based on observing the multiple and vastness of world building characteristics of superhero comic, this paper attempts to associate the continuous creative nature and the infinite repetition of superheroes and comic texts with the identity of superhero on ontological level. First, chapter 2 examines how one superhero exists in multiple and different worlds individually by utilizing the concept of 'multi-universe' or 'multiverse' in comic texts. Initially, duplicating a superhero on multiple settings and series destroyed continuity and allowed contradiction and paradox confused narrative as a whole, but it also gave chances for comics to be more vibrant and experimental with their stories and characters. Chapter 3 analyzes the superhero comic texts in the light of repetition, concept developed by french philosopher Gilles Deleuze, and make the argument that the superheroes and texts are not repeated to generate surplus of source for economic utilitarian purposes, but it is, first and foremost, a repetition of creativeness and capability. Many concepts introduced by Deleuze in his early masterpiece, $\acute{e}$rence et R$\acute{e}$p$\acute{e}$tition> are taken to support this argument. Mainly, his critical views on generality of the identity and his effort to replace the Plato's system of representation with vibrant creative, and renewal energy of r$\acute{e}$p$\acute{e}$tition. According to Deleuze, repetition is similar concept, if not identical, to what Nietzsche called the 'eternal return' which allows the return of the Overhuman or the Superhuman, and he extends his idea that the returning Overhuman is the singular simulacre which opposes the generalization of identity, in the likes of Plato's Idea. Thus, the superhero's identity is ever changing, ever returning, and ever renewing Overhuman. The superhero must be repeated to fully actualize his/her existence. Also, based on Deleuze's reading of Bergson's texts on the Virtual, the superhero, for example Superman, is actualization of his/her multiplisit$\acute{e}$, the internally multiple, and differentiated variations from itself. These every Supermans' multiplisit$\acute{e}$ shares common memory, past, and duration, thus the Virtual of Superman. Superman becomes himself only by actualizing the movement and differentiation from these multiplisit$\acute{e}$ in his virtual on the surface of reality. On chapter 4, a popular Korean comic book character Oh, Hae-Sung's r$\acute{e}$p$\acute{e}$tition and multiplist$\acute{e}$ are analyzed, and makes comparison to that of Superman to distinguish the repetition from r$\acute{e}$p$\acute{e}$tition, and multiplicit$\acute{e}$ from diversity.

Evolutionary & Revival of ChunCheon Cultural Cluster (춘천 문화산업 클러스터의 진화와 회생)

  • Seo, Jeong-Soo;Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.25
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    • pp.155-175
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    • 2011
  • The cultural cluster in Chuncheon was initiated in the late 1990s with the combination of diverse components, which were companies, a local government entity, educational institutions, and human resources. In order to hold ability of standing on its own way in a hard time when the local cultural industries could not had developed by themselves, it urgently required the encouragement policy in the name of industry development. GIMC (Gangwon Information & Multimedia Corporation) was established in this situation, and policy strategies for promoting the cultural cluster was decided on the basis of GIMC's strategies. This article analyzes the evolution process of the local cluster and suggests characteristics of its every stage--initiation, development, and decline--on the basis of cluster competition concept because of the problem to deal with the evolution process of cluster from the existing viewpoint. This article finds out that Chuncheon cluster embarked on cultural cluster strategies without concerning basic elements which had to be prepared from the initial stage. This problem worked as the serious obstacle hampering development of Chunchen cluster. This problem was the matter of policies in providing a direction of industry development as well as leading a local cultural cluster and led to a result of weakening the connection among cluster components. As a result, this article shows that the current status of Chuncheon cultural cluster is being entered the decline stage, and, therefore, suggests that the advanced policy to promote cluster for a next round is urgently needed. Stable closing the first round of cultural cluster policies and thorough preparation for the second round is the only practical solution to minimize side effects of cluster decline. It is the prerequisite to restore trust and, at the same time, reinforce relationship between members who consist of Chuncheon cultural cluster.

A Study on the code and design elements as a way of transition (애니메이션 화면 전환 수단으로서의 조형 요소 변화에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.14
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    • pp.83-99
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    • 2008
  • In general, the cut or dissolve or etc., collective changeover represents the change of scene in the film. Animation film makes scene's various parts to allow intended sensibility and narrative factors by special manufacturing skill generating frame image one by one and transfer it to the different symbolic dimensional expression. Nowadays sequential scene composition is not any more the unique special treatment for 2D animation according to image handling skill like morphing, metamorphosis, etc. becomes diverse and elaborate. But 2D manual animation makes spectator to be absorbed into different visual dimensions continuously and strongly beyond character and background, namely object and space. that is 2D manual animation's strong attractiveness. Finally these characteristics enable literary function which makes it possible to do delicate metaphorical through full scene composition basis and to communicate a implicative meaning system The analysis about scene broke boundary between symbolic perspective world and plane formative world and it became more diverse and complicated. Hereupon the analyzing the composition basis of formative element in the animation film scene and it's application effect make it helpful to analysis and application in the modern image scene having new absorbing methods

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Cultural Opening & Animation (문화개방과 애니메이션)

  • Choi, Seung-Rak;Choi, Young-Chul
    • Cartoon and Animation Studies
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    • s.9
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    • pp.294-309
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    • 2005
  • The term 'animation' derived from the Latin 'anima' meaning spirit, life, or vitality. Although its original meaning was somewhat related to creation of life or incorporation of vitality into an inanimate or nonexisting entity by providing mobility through artificial manipulation, it is now used in a rather narrow sense to define collectively the cartoon-based films or tape-recordings and specialists who are involved in animation production or related areas are called animators. The current worldwide market for animation production is progressing and expanding enormously. Although the domestic animation market is ranked as third in the world in terms of overall quantity, the reality is that there are few high quality products that can compete with foreign animation products in the global markets. This issue is further discussed in this paper along with the current status of the domestic animation technology and production. This investigation concerns the comparative analysis of literature data on foreign and domestic animation, which can be a basis for the production of internationally competitive animation work.

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A Study on Good Pose in Pose to Pose (포즈 투 포즈 방식 애니메이션에서 포즈 선별에 대한 연구)

  • Kim, Young-Chul
    • Cartoon and Animation Studies
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    • s.41
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    • pp.57-73
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    • 2015
  • A pose is an important component in the animation with timing and spacing. Pose is the key to describe the story-telling or how the animation behavior. Key animation method is Straight Ahead and pose to pose method. Many animaters have been using these two methods, or by a mix of two ways. It is possible that computer animation make a pose using interpolation between keyframes. The many animators of computer animation are using pose to pose in their work. It is depend on good and strong pose that make audience understand a story or a situation. This makes animators to be efficient of inefficient operation. In this study, according to the effective good pose to catch proposes four ways. There are four methods of making pose that are stretch and squash, the height of the character, the center of weight, step. The law of 12 kinds of Disney Animation is a good reference for the study.

Between Destruction and Rebirth: Transformation of Jesus into a Hillbilly of the Graphic Novel, Songy of Paradise (파괴와 부활 사이에서: 만화 『낙원의 쏭이』에 나타나는 예수의 촌뜨기로의 전환)

  • Kim, Hae-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.628-633
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    • 2022
  • John Milton's 17th century epic poem, Paradise Regained, is deconstructed or re-birthed in Panter's new graphic novel, Songy of Paradise in 2017, and the most notable change comes from the main character, Jesus. In the original text, Jesus as an "anointed universal King" achieves his greatness in the progress of lonely journey, and is declared as Son of God. Therefore, Panter's description of Songy as hillbilly is quite stunning. Panter's Punk vagabond, however, shares common aspects with Milton's Jesus in terms of his stubborn resistance against Satan's temptation. Jesus and Songy succeeds in the battle against Satan leading their talk into the "failure of a conversation." This study examines how ironically this punk art embraces the original character of the grand epic while destroying it utterly.

Interactive Non-Photorealistic Rendering Using Pointillism Techniques (점묘 기법을 이용한 상호적 비실사 기법)

  • Han Man-Jun;Oh Se-Yoon;Lim Soon-Bum;Choy Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.724-726
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    • 2005
  • 지금까지의 컴퓨터 그래픽스의 방향은 사진과 유사하게 표현하는 Photorealism이 강세였으나, 최근 각종 기술문서나 의학, 교육등 많은 분야에서 사진과 같은 컴퓨터 그래픽스보다는 사물의 특징을 강조하고, 불필요한 부분을 생략해서 표현하는 비사실적 렌더링(Non-Photorealistic Rendering)분야가 새롭게 떠오르고 있다. 비실사기법을 통해 생성된 이미지는 사물의 특징을 부각시켜 시현함으로서 사진과 같은 사실적인 묘사보다는 사물의 특징을 통한 의미전달에 초점을 둔 렌더링 기법이라 할 수 있다. 비실사기법에는 수채화, 수묵화, 유화, 목탄화, 데생과 같은 미술기법과 만화와 같이 표현하는 Cartoon Rendering등 다양한 분야가 있지만 본 논문에서는 모든 그림의 기본 요소가 되는 정을 이용하여 사물을 표현하는 점묘법을 적용한 비실사기법에 대해서 이미 발표된 논문을 살펴보고, 새로운 기법을 제안하고자 한다.

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