• Title/Summary/Keyword: 한국만화박물관

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Studies on Role Model of 'Korea Comics Museum' of Bucheon for Promoting Comics Creation (만화 창작 진흥을 위한 부천시 한국만화박물관의 역할 모델 연구)

  • Park, Shin-Eui
    • Cartoon and Animation Studies
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    • s.13
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    • pp.13-27
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    • 2008
  • This paper is studios about a new role model of 'Korea Comics Museum' which will be extended Into 'Korea Institute for the MANWHA & Moving Image Content's planning. Scanning all activities of 'Korea Comics Musium' until now, I'd like to suggest how to promote the comic industry by a Comic Museum's practical contribution. It needs conditions for doing its intrinsic activities, faithfully, most, than a value of Bucheon's city brand or superiority in industrial aspects. And also it is Important that establishing collection policy for spreading excellence of Korean comics, internationally and setting structure for mating network among the museums in abroad and institutions related comic industry. Finally comic museum has to equip a new working structure, furthermore, perform exhibition planning and cultivating system of artists and for this, it needs its own independent organization.

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The Case Study of the Content of Comics Museum Websites: Comparative Analysis on "Korea Manhwa Museum" and "Kyoto International Manga Museum" (만화콘텐츠 웹사이트의 콘텐츠 구성에 관한 사례연구: 한·일 만화박물관 사이트 비교분석)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.34
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    • pp.263-292
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    • 2014
  • This research explores websites of comics museum provided by the Korean Manhwa Museum and the Kyoto International Manga Museum and is supposed to analyze the type of content and finding out features. Since both museums specialize in comics and provide diverse information related to comics and their museums, this research analyze them on the basis of three types of categories, which are public relations content, professional content, and exhibition/education content The result shows that both museums generally provide similar type of information and content even though there are small differences. Especially, they have common points in the way that both offer detailed information of museum facilities and about exhibition schedules and education programs. However, the goal they are aiming at shows a difference. Korea Manhwa Museum tries to have interactive communication with its site visitors using the bulletin board system and to update newly published comics and events frequently managing separate websites. Kyoto International Manga Museum seems to focus on promoting itself in order to have more museum visitors. It provides detailed information such as history of the museum building, the object of setting up the museum and so on. Also, it provides four different foreign language websites.

The development of the comics studies in Korea (우리나라 만화 연구 경향 분석과 향후 과제)

  • Lee, Sang-Min;Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.16
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    • pp.1-20
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    • 2009
  • This paper explores the research trends in the area of the comics studies in Korea. In this article, the 664 academic articles are examined in terms of the characteristics of the researchers, the field of comics studies, the research theme and the research methodology. This study is on the basis of the recognition that there have been no consensus on what the core essence of comics studies is. As a result, there are a few articles on the academic identity of the comics studies. The comics studies have not consider the distinctive characteristics of the Korean comics significantly. In Korea, over 50% of the academic articles on the comics have been published by comics scholarships in the field of pedagogy and human sciences. Since the 1990's, comics studies have started to consider the value of the comics positively. The comics text studies also have increased since the 1990's in Korea. The comics studies on the comics policy and comics industries have been increased since 2000. The rise of comics studies is concomitant with the increased awareness of comics in Korea. The article concludes that the comics studies need to become an independent academic discipline in the future. The interdisciplinary studies on the comics is necessary to study the diverse aspects of the comics. In addition, the infrastructure for the comics studies should be established in order to improve the comics studies.

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Study on Cruelty in the Horror Comics : Focusing on of Ito Junji (공포만화의 잔혹성에 관한 연구 : 이토준지의 <토미에>를 중심으로)

  • An, So-Mi
    • Cartoon and Animation Studies
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    • s.23
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    • pp.19-33
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    • 2011
  • There are the various genres such as current affairs, romance, academy, Wuxia, sports, psychology, learning, living and horror in cartoons. Among them, the horror comics are based on the story full of real or realistic subject or exaggerated imagination. The horror comic by Ito Junji have gone through the various printings for the classes of readers since it was introduced in this country. This study has begun from necessity of research on the effect of the horror comics genre on the readers by analysis. among Ito Junji's horror comics makes its own cruel horror image by giving a very unrealistic situation to the usual structure of horror genre. The cruel horror comics rouse significance of the analysis of the genre as one genre of the comics. has the 'catastrophe' effect for the readers who want to enjoy and deny it at the same time by stubbornly describing aspect of 'cruelty' of the horror things. This study aims to research 'cruelty of portrayal' of in terms of human psychology.

A Study on Construction of Region-Based Cartoon Creation & Production Center (지역 중심의 만화 창· 제작센터 구축에 대한 연구)

  • Lee, Jin-hee;Kim, Byoung-Soo
    • Cartoon and Animation Studies
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    • s.45
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    • pp.147-175
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    • 2016
  • This thesis aims to research ways for the regional balanced development of cartoon creation & production environment being centered in metropolitan area in Korean cartoon industry which has rapidly changed since 2013. As a cartoon can not only be produced with relative lower production cost comparing to those of other cultural contents industries, but also can be produced only if the minimal requirements for cartoon production is prepared, so the cartoon is a field that the decentralization can be accomplished very easily. Currently, most cartoon-relevant companies and cartoon promotion institutions are located in Seoul an Bucheon, etc. However, cartoon artists live nationwide, and even cartoon artists producing their works abroad are reached to a significant number. In some regions like Daejeon, Busan, Suncheon and Gyeongbuk (Gyeongsangbuk-do), there have been appeared full-scale movement to construct regional cartoon creation & production centers since 2015. This thesis aimed to investigate each region's movement to construct cartoon creation & production center with oversea cases, and to check how such movement could be balanced and harmonized with each region's unique features. First of all, this thesis analyzed the status quo of government's policy nurturing the cartoon industry. Korean government's cartoon-promotion policy around the axis of the Cartoon Industry's Mid.Long-Term Development Plan has been developed around the Korea Creative Content Agency and the Korea Manwha(cartoon) Contents Agency in Bucheon, but as the webtoon industry has rapidly grown up, the necessity for building a cartoon promotion institution in each region has been raised since 2015. With the establishment of 4th Cartoon Industry Mid.Long-Term Development Plan to be executed from 2019, it seems that full-scaled support framework for cartoon regional balanced development should be occupied. For the case of foreign countries, cartoon promotion institutions and relevant events have been developed around regions from early times like San-Diego, USA(Comicon), Angouleme, France(National Image Center), Kyoto (Cartoon Museum), Sakaiminato(Misuki Sigeru Road), Japan gave a lot of implications. In the section of conclusion, this study aimed to suggest the importance of and necessity for establishing a cartoon creation & production center in each region appropriately for the region's identity and characteristics with specific plans. Based on that, this thesis aimed to suggest a vision for cartoon & webtoon industry that regional creation & production system can be settled almost only in the cultural contents industry.

Design and Implementation for Presentation Animation Contents Based on the Mobile (모바일 기반의 표현 애니메이션 컨텐츠의 설계 및 구현)

  • Hong, Sung-Soo;Kim, Woo-Sung
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.956-966
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    • 2004
  • The Korean animation has enjoyed the brisk formation and establishment of its world-class infra for the last several years without unified titles or concepts, under the name of a national strategic project in the age of digital image. It also enjoys its new evaluation as digital animation that it's one of the greatest money making business in the non-education and frivolous culture and has the closest relations with the modern time. A great portion of popular image media has been taken by animation for the last 30 years. In this paper we propose a motion algorithm using an animation technology. It was developed for education purposed and accessible through the internet. For instance, in Cyber Clam Museum, 1000 gesture contents, the visual processes were used to design a screen with a realistic image and create an animation that makes possible show at 360 and every such transformation as translation, rotation, and scaling can be applied in the image interactively for the convenient and effective viewing.

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A Study on Comics Outreach Programs for Contents marginalized Areas (콘텐츠 소외지역의 만화 아웃리치 프로그램 모델링 연구)

  • Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.359-382
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    • 2017
  • Content is the complex of art and technology of trend, so it is important to experience different technologies for content education. Today, many non-profit organizations plan and operate numbers of programs for disabilities, low-income, and minority families to enhance the quality of life and the realization of social integration. These programs are limited to museums and galleries, not so pro-actively in progressing. Various contend education is necessary to the expansion of cultural exchange for the culturally alienated area. Naver is running an outreach program named . It is an experience-based outreach program where current cartoon / webtoon writers come directly to the school to inform students about the basic story of comics and comic techniques. However, the fact that the is not centered on the marginalized area but is centered on the Seoul Gyeonggi area, has the limitation that they can not benefit from a wide range of programs because they have a space limit of 'school', and, has a spatial limitation that the experience of the work is excluded. 'Outreach programs in marginalized areas' must be reorganized into a fluid dimension, not a fixed, single-system program. You should be able to experience and experience your work by directly using various professional equipment of comics based on your capacity and experience, local culture, religion, and society. These program participants will gain the effect of attractive and effective learning with empathy with their comic experience. Meanings of Comics content outreach program are following: First, the rich cultural archive can be used efficiently by providing various contents to existing outreach programs with the educational limitation of museums and galleries. Second, Comics contents can be enjoyed as a part of our life by understanding diversity and technology of contents. Third, because it is the program of expertise' participation, it can remodel, and restructure the severed experience in remote areas for the continuous growth and development, and furthermore, it can enhance the understanding of society.

Study of the Reactivation for Art & Culture Content Space Centering to Local Area, Yeongwol (영월지역의 문화예술 콘텐츠 공간 활성화 방안)

  • Park, Ki-Bok
    • Cartoon and Animation Studies
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    • s.17
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    • pp.163-173
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    • 2009
  • The reactivation for Art & Culture Content Space in Gangwon province need new turning point according to new approach with internal and external change. That should be established in sustainable possibility model with preexisted natural advantage instead of economical depression and global warming of in these days. That is not a choice to get a successful construction of art & culture content space in Gangwon province. Throughout of reactivation of art & culture content space in Gangwon province, this proposal should go on with diversity of culture and concrete art & culture educational program absolutely to get a goal in regional economical success and social good influence. Already Yeongwol region had lots of art & cultural spaces and developmental strategy compared with other regions in decade. In these points, I choose this region and would like to research Yeongwol region in limit. Thus I would examine and study about art & culture content space in Yeongwol region. And I will concretely suggest that this proposal is composed with economical creating employment and incoming. The reactivation for Art &Culture Content Space in Yeongwol will build up social and cultural influences to this region to get a new modern cultural images and improvement of common life of regional people by and large. In the way of the process to globalization, this reactivation project for Art &Culture Content Space in Yeongwol should go on the base of regional culture background as a mean of glocalization paradigm strategically. Ahead of developing model for globalization in macroscopic view point, we have to research the demend of reginal situation of cultural content and build up its own strength points. Because Art & Culture Content Space in Yeongwol is the place of people in Yeongwol directly as itself. And managing plans of reactivation of art & culture content space in Yeongwol should build up with diversity of culture and environmental circumstances.

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A Study on Teaching Artists competencies as educator for animation arts and culture education (애니메이션 문화예술교육을 위한 에듀케이터로서의 문화예술교육사 역량 연구)

  • Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.45
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    • pp.235-258
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    • 2016
  • As the first class Teaching Artists system is about to be brought to effect, the ability required for Teaching Artists to design educational contents, develop and manage education programs is not much different from that of a museum Educator. This system is necessary for resolving problems in existing Arts and Culture Education, such as overlapping programs and adjusting difficulty levels by age to meet the demand of educatee. It also deals with drawbacks in production-oriented curriculum originating from the preference in some subject. In addition, as progress in science and technology makes rapid changes in digital media and its subculture, increasing need for novel and interdisciplinary curriculum in the field of Arts and Culture Education puts further emphasis on the importance of this system. In this study, we focus on clarifying the significance of Educator as a professional and proposing curriculum for the system, trying to avoid restricting our discussion to current Arts Instructor Supporting Project which are merely aimed at supporting children and adolescents to grow up to enjoy culture and arts. Capacity for designing curriculum for culture and arts, the kernel of qualification for the first class Teaching Artists, requires a variety of comprehensive expertise and qualification such as doing preliminary research on contents related to animation, curating, determining potential of educational contents, organizing educational contents for appropriate educatee, understanding esthetic property and its role in education, and appreciating and enjoying cultural contents. Therefore, Teaching Artists plays roles not only in developing and running educational programs but also in supporting and cooperating with culture and arts institutions, designing and managing creative programs, combining and communicating with different social groups, and emphasizing mutual interchange in culture.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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