• Title/Summary/Keyword: Comic

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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.

A Study on the modification of fantastique mode in You, Sijin's comic strips (유시진 만화의 환상성 변이 연구)

  • Chang, Eun-Young;Kim, Mi-Rim
    • Cartoon and Animation Studies
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    • s.24
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    • pp.25-48
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    • 2011
  • The fantastic has had various semantic layers between 'the Marvelous' and 'the Uncanny', these has been assorted by historical and synchronic aspects. The Marvelous has been harmonious and abundant world of fantasy which includes metaphysical system and all tradition of magical fence. The Uncanny has been a subversive fantasy world which shows absurdity and negative truths of this very world by modern consciousness. In comics, because of the media features, it is more useful the fantastic than the realistic. However, the relationship about comic and fantasy has rarely discussed in detail. So we has wanted to understand the specificities of affiliation with the Marvelous and with the Uncanny. Then it has been necessary to check the works of You, Sijin the comic book writer, for we ought to know how the affiliations with fantasy could influence each works' styles, and themes. You, Sijin started her works with sensibility of uncanny, but she tried to develop the theme "uptight" and devoted to establish "the Secondary World" stably. However, at Shin Meoung Ki(神明記) fantasy world overwhelmed the theme. After that, in The Closer and On, she crashed down the uptight feeing and made new self-consciousness by mixed fantasy style. The Closer and On has been the turning point of writer You, Sijin. Since than her works has showed a propensity for the Uncanny.

Webtoon era, current status of and development measures for cartoon education - Focusing on college comics education - (웹툰 시대, 만화교육의 현황과 발전 방안 연구 - 대학만화교육을 중심으로 -)

  • Kim, Byoung-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.255-291
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    • 2018
  • The domestic cartoon industry has went through rapid reformation since 2010 incurred by the emergence of webtoon. Most of the students in cartoon schools long to become webtoonists rather than published cartoonists. Cartoon education in middle and high schools rather focuses on webtoons. The growth of webtoons in private education, excluding college entrance examination, is even more promising. In the same train of thought, the number of webtoon private education institution has surged exponentially. Despite provincial colleges experiencing difficulty due to the lack of the student population, the competition for cartoon admission is intensifying. However, college education often maintains curriculums that do not relate to the on-site demands. Cartoon education in the past was mostly carried out through apprenticeship programs. However such programs began to disappear as college education became more common and as people embraced the emergence of webtoons. Instead collective education and author debut programs replaced the old system. Individualization of education is exacerbating as digital writing tools allow individual webtoonists to publish their works on a weekly basis. The background of the growth of webtoon education can obviously be explained by the growth of the market but there are aspects that can't be explained in such a simple manner. This study examines the current webtoon education status and discusses possible methodological and formation development measures for the future. The introduction examines the change in education and market. The main subject examines the current secondary schools and universities cartoon education and conducts a comprehensive study on the various education related changes. This study proposes future directions for universities by looking at the webtoon era and education changes in the conclusion. It also researched how the units of college cartoon education will fuse and deduct practical results via government policies.

Characteristics of research The Transmedia Storytelling in the Disney Marvel (디즈니 마블의 트랜스미디어 스토리텔링 특성 연구)

  • Kim, hui;Park, Sung-ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.159-179
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    • 2018
  • As digital media evolves, image changes have evolved from 2D to 3D. At the end of the 1930s when the US overcame the economic crisis and met the Second World War, people needed a hero to escape reality. In DC (Detective Comics), superhero comics started to become popular by making superhero series mainly with Super Man and Bat Man. Timely Comics, founded by Martin Goodman in 1939, also published Marvel Comics, the first comic strip in epochal comics on October 1 of the same year. From this point on, Marble has developed mainly in the cartoon industry. However, in the development of the times and the change of media, Marble boldly grasps the influence of Hollywood movies from the comic centered development system, and moves from the cartoon market to the movie market. Especially, the trans-media storytelling strategy was well reflected in the movie "Avengers" series, which Marvel produced after the merger with Disney. In this paper, When Marble Comics compares with the time when the comic book industry developed before the merger and the time when the movie industry was focused after the merger with Disney What kind of change and development, and The purpose of this study is to investigate the causes of these changes.

Textuality and Vision : Visual Narrative of Ancient Chinese Literature Art Focused on Narratology's Viewpoint (중국 고대예술의 도상서사와 시각문화 연구 -회화의 이시동도법과 만화의 칸의 상호 해석-)

  • Jo, Jeong-rae;Huang, Kuo-Li
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.779-790
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    • 2016
  • This study is to exhibit the iconographic narrative and visual culture of ancient Chinese art. The focus of the study is the composite integration of literature and graphic forms, in particular the heterochronous expression of different scenarios of scenes occurring in different time periods in pictures of ancient art. The unity of their origins with picture narration and comic art creation is the fusion of our modern times. The ancient Chinese understanding of visual art includes the traditional style of images and their symbolic meanings. Among artistic narrative expression, imagery contemplation and visual presentation have significance. Artistic thinking is inseparable from visual articulation. It is a rational thought process through creative language interpretation in visual media of imagery narratives. The characteristics of ancient imagery thinking and the way of presenting sequential incidents in the form pictures is a creative space of time. This is the spatial thinking of modern comic art, which is demonstrated through acceptance in artistic styles. Image narration needs new forms and media styles, including integrating with cultural values as aesthetic communication is necessary.

A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

A Comic Facial Expression Method for Intelligent Avatar Communications in the Internet Cyberspace (인터넷 가상공간에서 지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법)

  • 이용후;김상운;청목유직
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.59-73
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    • 2003
  • As a means of overcoming the linguistic barrier between different languages in the Internet, a new sign-language communication system with CG animation techniques has been developed and proposed. In the system, the joint angles of the arms and the hands corresponding to the gesture as a non-verbal communication tool have been considered. The emotional expression, however, could as play also an important role in communicating each other. Especially, a comic expression is more efficient than real facial expression, and the movements of the cheeks and the jaws are more important AU's than those of the eyebrow, eye, mouth etc. Therefore, in this paper, we designed a 3D emotion editor using 2D model, and we extract AU's (called as PAU, here) which play a principal function in expressing emotions. We also proposed a method of generating the universal emotional expression with Avatar models which have different vertex structures. Here, we employed a method of dynamically adjusting the AU movements according to emotional intensities. The proposed system is implemented with Visual C++ and Open Inventor on windows platforms. Experimental results show a possibility that the system could be used as a non-verbal communication means to overcome the linguistic barrier.

A Study on Fool Characters in a Culture of Laughter (웃음문화의 '바보' 캐릭터에 대하여)

  • Kim, Kyung-Seop;Han, Seung-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.243-249
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    • 2021
  • In the postmodern world, it is widely believed that being a fool or looking foolish can be more profound and unique than being smart and serious. Comic characters, or fool characters in comedy, have been used as basic tools to make people laugh in various cultures around the world. As such, this study will summarize the types of fool characters that have been depicted in plays and organize how they can be categorized in a culture of laughter as well as revealing their characteristics in performing arts. The ridiculous actions and words of fool characters fall outside the common dichotomy of wisdom and foolishness. This is significant and it is because the ways in which they act overturn the values that we consider to be truthful in the world of experience and contain wit and ridicule beyond the general knowledge. Also, it's worth pointing out that many comic characters that appear on TV shows are not all the same. To put it simply, each and every funny character has unique traits and these characters predictably change according to the times. In performing arts, a fool character's personality is displayed through his or her interactions with the audience. That is, on one hand, the character may or may not recognize himself as a fool, while on the other hand, the audience may regard the character as a fool or otherwise. Based on this background, the comic characters that appear in performing arts are categorized into four types and their features are discussed.

Game engine using for production of Web comic crowd scene (웹툰 군중씬 제작을 위한 게임엔진 응용)

  • Jung, Jong-Pil
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.206-207
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    • 2020
  • 본 논문에서는 웹툰에서 사용되는 대규모 군중 격투씬을 표현하기 위하여 Unity3D 엔진을 사용하는 방법에 대해 연구하였다. 웹툰에서는 대규모 군중을 표현할 때 그 작업량을 줄이고 속도를 올리기 위해 여러 가지 자동화 방법을 고려하고 있고, 빠른 피드백과 실시간 렌더링, 쉬운 조작이 가능한 게임 엔진은 이 경우에 매우 유용한 도구가 될 수 있다.

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An Exploratory Analysis on Adoption of Potential Customers in Transmedia Storytelling : Emphasis on Korean TV Drama and Movie (잠재고객의 OSMU(One Source Multi Use) 콘텐츠 수용에 대한 탐색적 분석 : 영화, 드라마를 중심으로)

  • Park, Bong-Won;Lee, Kun-Chang
    • Korean Management Science Review
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    • v.27 no.2
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    • pp.81-95
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    • 2010
  • There is an increasing interest in contents such as movie, drama and game using transmedia storytelling. It includes Le Grand Chef, The War of Flower, Dae Jang Geum, The Matrix, Harry Potter and The Lord of the Rings. However, transmedia contents have not always been successful. To study the factors affecting possible outcomes of transmedia storytelling, we analyzed the intention on transmedia of potential consumers who have not been exposed to transmedia contents before. To this end, we investigated two different cases : first, potential customer intention to watch dramas which will be produced after launching comic-based movies; second, potential customer intention to see movies which will be made after broadcasting comic-based TV dramas. In each case, we analyzed the outcomes from potential customers by applying several variables including gender, exposure to the original and components of contents (plot, quality of act and music etc). Our study showed that potential customers prefer movies or TV dramas with quality of acting, directing, casting and storylines. Interestingly, the quality of acting is more important in dramas than in movies and casting is an appealing factor to potential customers in movies. In TV drama cases, potential customers have high watching intentions when they read the original content. Among them, male potential customer have low watching intentions on TV drama when they did not read the original content. However, female potential customers have high watching intentions on TV drama regardless of the previous exposure to the originals. In movie cases, female potential customers have higher intentions on seeing movies than male. These results suggest that one needs to consider several factors such as casting, acting and gender for generating transmedia contents with a high probability of success.