• Title/Summary/Keyword: 멀티미디어 만화

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Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

The differences between the French comics and the Korean Webtoons which are mounted on the digital screen (디지털 화면에 구현된 한국의 웹툰과 프랑스 만화의 차이점)

  • Yun, Bokyoung
    • Cartoon and Animation Studies
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    • s.32
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    • pp.91-119
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    • 2013
  • In recent years, the reader of comics get a chance to contact as well as korean comics, and foreign comics has increased to visibly. There was a relatively important progress also on international scale for mutual exchanges, but a variety of ways for the exposure of foreign comics can't help the reader to read easily the foreign comics. Socio-cultural differences also affects the choice of material, but it affects the format more fundamental. Format differences appear most, can be seen in the difference in narrative approach and medium (the book or the digital screen). This Article deals with two different comics, French and Korean comics. French comic is understood as other forms of literature, but the Korean is considered as a multi-media medium. This difference begins with cultural differences dealing with comics. It is also because the nature of the comics called hinge between the multi-media culture and culture of the books. This study will focus on the differences between the French comics which defend the value of the book and Korean Webtoons which suggest a new way in the digital environment. Through their differences, we can recognize the power of comics and can also predict its development in different medium.

Seperation Object from Background of Cartoon Using Mathematical Morphology (수학적 형태학을 이용한 만화에서 배경과 객체 분리)

  • 박장식;김현태;김동윤
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.661-664
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    • 2003
  • 최근 웹콘텐츠로써 플래시로 제작 애니메이션이 다양한 분야에서 각광 받고 있다. 플래시 애니메이션 중에서 기존의 정적인 만화를 변형하여 등장 인물 등의 객체에 움직임을 주고 음성 응향 효과를 삽입하여 극적인 효과를 주는 활동만화(moving cartoon(R))가 인터넷과 모바일 콘텐츠로 활용되고 있다. 본 논문에서는 기존의 만화로부터 활동만화을 제작하기 위하여 수학적 형태학을 이용하여 객체와 배경을 분리하는 방법을 제안한다.

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Timing Agency in Digital Comics : Focused on Multimedia Comics (전자만화의 타이밍 에이전시 : 멀티미디어와 혼합된 만화를 중심으로)

  • Yoh, Mi-Ju
    • Cartoon and Animation Studies
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    • s.27
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    • pp.79-97
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    • 2012
  • Comic book readers have respectively different reading speed and this means that time in comics is translated by readers' view. The authors arrange panels and gutters to control time, but time recognition in comics depends on the readers and generally it is the readers' role. On the contrary, the phenomenon having occurred by infinite canvas varied the authority of timing. Infinite canvas can give the comic book authors more authority of controlling timing than the readers by intervening in readers' relative time as an agents and transforming their fictive time into absolute time. Following to the concept of "Agency" in games, agency is the power which satisfies the players by reemergence of their intentions. Since some of digital comics absorbed the properties of other media such as animation and sound, we can see that the reader's timing agency is shifted to the author's timing agency. The purpose of this study is to analyse this phenomenon and to remind that agency motivated by the balance between material constraints and formal constraints becomes a condition of readability of digital comics but excessive timing constraints given to the readers causes a decrease of the readers' timing agency. This also can be a considerable matter when we produce digital comics.

Out-Boundary Rectangle Detection in Comic Images Using the Gradient Radon Transform (그래디언트 라돈변환을 이용한 만화영상의 외곽 경계사각형 검출)

  • Kim, Dong-Keun;Yang, Seung-Beom;Hwang, Chi-Jung
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.538-545
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    • 2011
  • Today, there is a wide variety of digital contents on the Internet. Especially, comic images are one of popular digital contents. Most of them are scanned from comic books by digital scanners, but they were not normalized in sense of their size, skew and boundary margin. The normalization is very important step in comic image analysis. It can be achieved by finding out-boundary rectangles in comic images. In this paper, we propose a method for detecting the out-boundary rectangle using the gradient Radon transform in comic images. We applied the Radon transform using image gradients to extract line segments which are the out-boundary rectangle sides' candidates in comic images. The final out-boundary rectangle can be detected by local histogram and the candidate line segments. Experimental results show that our proposed method effectively detect the out-boundary rectangle in comic images.

English Learning Application by Animation and Multimedia Software (애니메이션과 멀티미디어 소프트웨어의 영어 학습 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.707-715
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    • 2015
  • With the development of computer technology, the multimedia mediums that allow for animated videos, conversational illustrations are increasingly receiving attention for materials for educational purposes. Accordingly, there is a need to research whether multimedia resources and material is more effective compared to traditional educational material and resources. This study aims to compare traditional English reading and writing learning methods with learning methods using educational multimedia mediums such as illustrations or animation. Students were divided into a experimental group and a control group, and during 6 months the groups were exposed to different educational resources and on the basis of student evaluation feedback and grades, a new approach to English education is offered.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

Design of a Online Digital Storytelling System Making a Cartoon Sketch into a Motion Picture (만화적 스케치의 동영상화를 이용한 온라인 디지털 스토리텔링 시스템 설계)

  • 남양희;이상곤
    • Journal of Korea Multimedia Society
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    • v.5 no.4
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    • pp.434-440
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    • 2002
  • This paper proposes a digital storytelling system that employs a method of making users simple online sketch being animated in 3D. To help users focus on their story development, our proposed system gives sketch guidelines providing 3D scene structure, and publishes final results as animated scenes with story text across time. This system is based on the web and the authoring process can also be shared with others.

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A Study on Principle for Use of Multimedia in order to have Effective Communication in Information Design (정보디자인에서 효과적 커뮤니케이션을 위한 멀티미디어 사용원리에 관한 연구)

  • Lee, Il-Soon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.255-267
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    • 2008
  • Recently in the field of information design use of multimedia Including animation has been rapidly increased. And its application is expanding in the field of design nevertheless relevant research in this field is scant. In particular research on which characteristics contribute to improvement for effect of information communication is negligible. Until now designers' interest was mainly focused on visual perfection of screen such as diversity and originality. Actually the aspect of recognition of design was mostly overlooked. But considering ultimate purpose of Information design is accurate communication of information thus there should be more endeavor for research on man's visual recognitive faculty and memory in order to Improve power of communication of information for the purpose of reducing confusion of user before its originality and diversity. For this reason this author in this treatise attempted to examine possible impact of multimedia in information design on recognition of user and communication based on theory of effectiveness of media and also attempted to identify how maximize its effect under different circumstances. Theories on effectiveness of media can be summed up as that well- advanced information of multimedia should be analysed from diverse standpoints on relevancy to tasks and recognitive relevancy rather than its simplification from the standpoint of richness of media. For optimal interface design unnecessary recognitive load should be eliminated and information should be structured by laking maximum advantage of working memory of limited quantity. Also there will be need for selection of proper media and suggestion of expressive method to enable building accurate and successful mental image. In this treatise this author attempted to contribute to designer's decision making in future through examining theories on effectiveness of media in connection with the question of which information technology should be used in order to heighten effect of information communication appropriate to information design.

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