• Title/Summary/Keyword: 스토리 만화

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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.

A Development of A Digital Storyboard for Simulation (시뮬레이션을 지원하는 디지털 스토리보드 개발)

  • Han, Sung-Ho;Lee, Gang-Sung
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.3-16
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    • 2006
  • Making storyboards is the process of visualizing your film script by hawing sketches of screen shots. The final output looks like a comic book version of your film without speech bubbles. It helps you imagine how your movies, animations, and game opening movies are going to look like Should I be an artist to do this work? Maybe. But if you take a look at the storyboards of Hitchcock's or Spielberg's, you will notice that they have no talents of drawing. What's important in storyboards is actor's moving routes. Thus, far the easier and faster storyboard-making, we developed a tool for making digital storyboards with simulation. Using digital storyboards, you can be more productive than ever. You can organize your ideas and create your shots with the digital storyboads more effectively and it's time-saving, too. Besides, you can export the storyboard fie to HTML format for viewing/showing on the internet, so that you can share your storyboards with your colleagues, crew and clients through the internet.

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A Study on Comic Expression of Social Network Game (소셜네트워크게임의 만화적 표현연구)

  • Lee, Hyun-Woo;Kim, Sung-Nam;Kim, Byung-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.527-530
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    • 2011
  • This Paper studied out prototype and the structure of comic expression on Social Network Game and started with issues based on SNS(Social Network Service) in Culture Communication. Interaction with the platform have the information that aims to develop relationships with SNG. In a world where the paradigm is changing the game People of all ages, transcending national borders in the mediator role of interaction could have been important. Today SNG is a major topic in Game Contents and this issue has influenced the game design and Story Telling. Under this Situation, this study has a significant meaning because it proves that the factors Comic Expression in game is analyzed by SNG.

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Visual Narrative as a Color Storytelling in DISNEY and GHIBLI Studios (디즈니와 지브리 애니메이션 비주얼 서사구조에 관한 비교 연구)

  • Brito, Yahaira Moreno;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.221-246
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    • 2017
  • Visual narrative or storytelling involve two important aspects of the cognitive perception: the conscious and subconscious. Color is one of the cognitive storytelling elements, its interpretation is captured by the subconscious and it is considered an emotional resource due to its psychological background. On the other hand, the character is also part of cognitive perception and storytelling tool, but this is interpreted consciously, character is considered as a logical resource. Ghibli and Disney have organized their cinematographic techniques in different ways, so it would be unfair to say that one narrative style is better than the other, it depends of perception of beauty which varies according to society. However the present study seeks to determine the differences between Ghibli and Disney narrative style, taking as reference color. Ghibli and Disney are perfect example about color effects as a storytelling agent, It can be classified in two aspects: dynamics of color and color as a narrative sequence. The dynamics of color analyzes how color acts and is perceived into a stage, its meaning and symbolism regardless of the character's actions. The narrative sequence studies how color thermologic evolves in scene's development.

A Comparative Study of Storytelling between and (<더 월>과 <노란 잠수함>의 스토리텔링 비교연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.32
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    • pp.23-42
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    • 2013
  • The music videos of and were made based on the music of Pink Floyd and Beatles. This study aims to compare the characteristics of the two songs in terms of music and storytelling method. Previous studies investigated the narrative structure and concept of the storytelling, which are the basis of the images. This study, a comparative study of the two songs, firstly analyzed the narrative structure focusing on the roles and relationships among characters in each song. Secondly, it investigated the method of composition structure and the characteristics of the two pieces of music of which genre is different from each other. Thirdly, it classified the images into intro part, development part, and conclusion part and analyzed by comparison how the song or images inserted in the music interacts with each other. As a result, it was found that described strong progressive rock from the subjective viewpoint through the material storytelling structure by space and it represents the alienation of the hero through simile and metaphor, spatial changes crossing the past and the present, and the actual and non-actual crossover directing. On the other hand, developed a narrative storytelling structure in which progressive fantasy images developed from the psychedelic viewpoint through the confrontation of the good and the bad to deliver the messages of love and peace.

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 Visual Counterpoint immanent in Production of Animated Characters' Changing Role -With Focus on the Lighting Design of 3D Animation Toystory3 Digital Colorscript - (애니메이션 캐릭터의 역할변화 연출에 내재된 시각적 대위법 - 3D 애니메이션 <토이스토리 3> 디지털 칼라스크립트의 조명디자인을 중심으로 -)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.155-180
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    • 2014
  • The roles of the characters of 3D animation Toystory3, which was released in 2010 and achieved worldwide success, can be classified into typical, simple and easy-to-understand roles such as hero, villain, princess, and assistant. However, the process, in which each character's role is finally recognized by the audience, is embodied in a very colorful and exquisite manner and makes the curiosity of the audience continue effectively. The stream of the diverse role changes of the characters of Toystory3 is represented through "visual rhythm of the lighting design" and such rhythm can be confirmed most clearly in the digital colorscript stage. This researcher analyzed the characters' role changes in the work based on Propp's folktale character analysis theory, and extracted the core scenes that lead to inference, doubt, performance, reinforcement by character in order to grasp how the audience gasps major characters' role changes. The visual differences of the lighting design, which the four core scenes of each character show, were represented in graph and analyzed, and the results showed that the changes that one character has constituted rhythmical, visual contrast gradually and the rhythms of each independent character achieve visual contrast and harmony each other like the voice part of polyphony. This researcher calls this "the visual counterpoint of character's changing" and derives the conclusion that a dual visual counterpoint is hidden in the character production of the full-length animation Toystory3. Along with this, this researcher proposes the production of full-length animation that actively utilizes constructive aesthetics.

Metaphorical imagination and storytelling in short animations (단편 애니메이션에 나타나는 은유적 상상력과 스토리텔링 - <페이퍼맨>을 중심으로 -)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.45
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    • pp.435-450
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    • 2016
  • Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.

The aspect and meaning of the digital world view in the anime based on myth (신화를 소재로 한 애니메이션 <고스트 메신저>에 나타난 디지털 세계관의 양상과 의미)

  • Kim, Jin-Chul
    • Cartoon and Animation Studies
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    • s.49
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    • pp.299-323
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    • 2017
  • Interests to cultural prototype as a material of cultural contents are getting more increasing nowadays. One of them is myth. The important thing when you are dealing with the myth as the material that how to convert prototype narratives. Today, digital culture is becoming one of the essential elements of mankind, that is a new sociocultural phenomenon and distinguishing differentiation from the past analogue era. In this regard, the combination of mythology and digital culture is effective strategies for transforming storytelling that can resonate with people who are not familiar with myths. puts the view both of this world and underworld, mythical characters, and various elements of the Grim Reaper into the story. And combines them with digital elements. sets the world that the transcendental soul exists as physically transferred data form. and reinterprets the traditional mythology world into the digitally operated world. Soul-Phone from this anime reflects the digital culture such as storage and transmission, and helps enjoying audiences accept the unfamiliar world of myth. And also It symbolically shows dystopian viewpoints through side effects can caused by digital technology development, such as the instrumentalization of human being, the risk of communication through digital media, and ego-loss caused by duplication, etc. In conclusion, forms a consensus with the audience through the transformation strategy of storytelling that converts the world of myth into the digital world. And it reflects the dystopian view and shows a differentiated world view from the narrative of myth.

A Research on the Character Modification in Animation Storytelling : Comparative Analysis on (스토리텔링 내부의 캐릭터 변용에 관한 연구 : )

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.25
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    • pp.1-39
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    • 2011
  • It is important to create animation storytelling because it is the most critical factor to make animation successful at the box-office. As such, lots of researchers have paid attention to Disney's animations because the Walt Disney company has produced the largest number of interesting animations. One of Disney's strategies to make story interesting is the application of original works that were already open to public. On this point, this article explores how Disney deals with characters in its animation that is based on an original work. Drawing a comparison between characters of and those of "Hua Mulan", which is its original work, this article focuses on how characters are created and used for the purpose of managing animation storytelling. Significant differences between two works exist. That is to say, actively makes the use of characters. First, it creates several new characters that are not seen in "Hua Mulan." Those characters can be divided into three groups by their roles; realistic characters, unrealistic characters, and realistic characters of unrealistic personalities. Second, Mulan in has both masculine initiative and feminine adaptability, and each one is used as necessary through the whole narrative. Last, it sets up a relationship between characters either in a blood-based family category or in a social category. Through these results, it is possible to confirm that this modification of characters is solely to manage the narrative with more flexibility.