• Title/Summary/Keyword: Research on Cartoons

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Public Opinion on the Duterte Administration's COVID-19 Period through Editorial Cartoons on Facebook

  • Bantugan, Brian Saludes
    • Asian Journal for Public Opinion Research
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    • v.8 no.4
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    • pp.409-431
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    • 2020
  • This study explores the images and ideas presented by the editorial cartoons that have appeared in the author's Facebook timeline during Duterte's enhanced community quarantine (ECQ). The study analyzed 70 editorial cartoons posted between March 14, 2020, when Duterte declared ECQ in the National Capital Region of the Philippines, and June 22, 2020, a few days before the emergency powers of Duterte expired. This study used (visual-verbal) textual analysis as the research method to surface discourses embedded in the selected editorial cartoons. The editorial cartoons were clustered according to the roles the powerful people play in the images, and the details of each image were compared and contrasted to surface nuances in representation. The 70 editorial cartoons were classified into seven categories: (1) invisible (non-suffering) persons, (2) front liners, (3) privileged homeowners, (4) priority clients, (5) judges, (6) gatekeepers, and (7) dysfunctional public officials. They gravitated towards the tragic realities that call for acts of social justice and equity, and underscore specific contexts that need to be fixed by those in power.

Change of Perception and New Methodology of Korean Cartoon Exhibition (한국만화전시의 인식변화와 새로운 방법론)

  • Kim, Jeung-Yeun
    • Cartoon and Animation Studies
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    • s.39
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    • pp.413-450
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    • 2015
  • Although cartoons have been recognized for their great potential and value, they have failed to bloom in Korea. This is because wrong perception and irregular distribution of cartoons have been repeated for the last several years. Presently, however, cartoons are escaping from chronic problems they have had for long and welcoming splendid chances now. From the mid- and late-1990's, there have been large-scale events having cartoons as their theme, and social recognition on cartoons is becoming more and more positive. Their contents are diversified, readers are increased, and they are escaping from stereotypes through harmony with other media. Lately, either large or small exhibitions for cartoons are being planned, and Korean cartoons are going overseas and producing exhibitions there. Particularly, visitors' appreciative eye is getting keener, and they begin to see them not as a genre underestimated as low culture like in the past but as a kind of art on which independent research is being actively conducted. One of the biggest factors that have allowed cartoons to be positioned as visual art is the form of exhibitions that combine them with other genres artistically. Especially the cartoon exhibitions being held these days are aggressively introducing various elements of the cartoon genre through the medium of exhibitions not just as a mere tool of seeing to help understand cartoon writers or works. The genre of cartoons is now regarded as an active subject that can reflect its own unique essence in this rapidly changing cultural environment and extend the range of it itself. The latest cartoon exhibitions are characterized by trans-genre and complex aspects in terms of their direction or organization according to the contents, space, or theme. This trend of cartoon exhibitions implies that they are subdividing, analyzing, and planning various factors not in a horizontal way that was centered around image as in the past. It means that cartoon exhibitions are evolving as a form of mobilizing, combining, and reproducing various methods. Although a number of cartoon exhibitions are being held with a variety of themes, there is still lack of research on cartoon exhibitions concerning their forms and contents. Therefore, this researcher sees cartoon exhibitions as a factor that allows cartoons to escape from negative recognition and examines various cartoon exhibitions, from Seoul International Cartoon Animation Festival to the ones that are recently held, to figure out the meaning of Korean cartoon exhibitions. Furthermore, this researcher will find out the factors of planning and popularity in international exhibitions or personal cartoon exhibitions being presently held and figure out new directions and potentials for Korean cartoon exhibitions based on that. To meet the needs of visitors whose expectations have become even higher, it is needed to try not just previous methods but experimental and original planning as well constantly. To realize that, it is necessary to keep providing a field of opportunity where cartoon works, cartoon writers, and visitors can communicate as in an exhibition. It is expected that this study will trigger research on cartoon exhibitions to be performed multilaterally and produce new discourse on cartoon exhibitions afterwards.

A study on the possibilites of Journalism as a cartoon (만화의 시사저널리즘으로서의 가능성 연구(Yellow Journalism으로서의 MAD를 중심으로))

  • 오유미;정성환
    • Archives of design research
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    • v.16 no.3
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    • pp.41-50
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    • 2003
  • Cartoons as one of visual art forms seek the essence of an, which is creation. They also have great ripple effects as popular art and culture. Cartoons as a communication tool by means of visual image give a better understanding thanks to its function of combining messages and animation. That is why cartoons have a unique place in journalism as the function of delivering facts through messages and pictures. MAD, a cartoon magazine for current issues, reveals and harshly criticize social contradictions, thereby eliciting readers'positive response. To effectively utilize cartoons, an approach in phases should be taken. First, different genres should be compared and embraced. And then, when the genre of cartoons enters the stage of expansion or growth, cartoons will become a new visual information medium from the perspective of communication in society and from the perspective of journalism, and literature, design and art in academia.

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Raising Critical Awareness of Watching American TV Cartoons in an ESL Context

  • Suh, Young-Mee;Jung, Yoosun
    • English Language & Literature Teaching
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    • v.18 no.3
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    • pp.223-242
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    • 2012
  • The study focused on exploring the ways that young ESL learners can cultivate media literacy by asking critical questions about the messages embedded in popular American TV cartoons. The participants in the study were five Korean children who came from three different families that had been living in a Midwestern college-town in the U. S. for less than two years. Research methods include analysis of interviews, video-taped sessions and photos of children's drawings. The children were asked about their American cartoon viewing habits as well as critical questions after watching two episodes of their favorite cartoons-Pok$\acute{e}$mon and SpongeBob. The analysis revealed that on one hand popular culture played an important role in helping children to adjust to a new culture and in motivating them to learn English. Further, the children believed that watching American cartoons was helping them improve their English skills. On the other hand, it appeared that they were not accustomed to being asked critical questions and thinking critically while watching American cartoons. Participation in the study increased the children's familiarity with critical questions and critical thinking to varying degrees. Pedagogical implications and suggestions for teachers are discussed.

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Fashion Satire in the Cartoon Magazine『Punch』 (카툰잡지『Punch』에 나타난 패션 풍자)

  • Ahn, Jinhyun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.204-216
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    • 2015
  • Fashion is changing and evolving everyday with an influence from and over contemporary socio-cultural factors. Cartoons expressing the phenomena of times through exchanges of mutual effects with socio-cultural factors that result from functionality and media characteristics. This study examines how fashion provides a great correlation with society-culture expressed in cartoons. The research segment of this study was conducted with literature and case studies; in addition, the UK cartoon magazine "Punch" was selected for the case study. The research findings of the fashion satire expression in cartoon were divided into 2 cases. The first case is that fashion was used as an instrument to satirize socio-cultural phenomena in cartoons. Various fashion elements (hats, dresses, words on T-shirts) were used for satiric expressions and to express periodic images related to politics, economics, society and culture. It communicated factually or criticized noteworthy phenomenon or age changes through the symbolism of fashion. The second case is that fashion itself is the object of satire in a cartoon. It satirically described the blind following and destruction of stereotype as direct objects. Fashion satire appeared in cartoons regardless of a correlation with age. Each cartoon fashion satire had meaning in both humor and criticism for satirizing the age. This study shows that fashion symbolism for satire of the reality has been used as the instrument of expression and simultaneously expressed as the object of the critique as an image and phenomenon that reflects reality. This study has significance in that it examined expressive modes of fashion satire in cartoons that escape from separating fashion from cartoon as a different area.

Research on Simplification and Harpening of Production Programs for Quality Enhancement of Webtoons (웹툰의 질적 향상을 위한 제작 프로그램 단순화와 첨예화 연구)

  • Gil, Moon-Sup
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.389-395
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    • 2016
  • Korean cartoons, seeking an exit from economic distress, naturally entered the era of webtoons as the Internet arose in early 2,000s. Webtoons, a new concept of cartoon, are drawn mostly by oneself, whereas cartoons before were drawn with the help of many apprentices. This research demonstrates that webtoon artists are required to use many programs and fully understand the Internet environment in order to draw webtoons. This tough conditions pose many problems for an artist who should draw well and quickly under the circumstances. We are now at a stage where a simple webtoon program is needed and will go over alternatives. I have researched characteristics, advantages and disadvantages of webtoon's core programs such as Photoshop, Comicstudio, Cytool, and Clipstudio, and what would be the optimal functions for webtoons. I offer new programs that are optimized for story cartoons that can be utilized with webtoons.

A Study on the Policy Public Information Methods and Public Information Cartoons (정책홍보방안과 홍보만화 활용에 관한연구)

  • Yun, Chang-Suck
    • Cartoon and Animation Studies
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    • s.13
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    • pp.29-44
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    • 2008
  • This treatise is to study what kind of information marketing efforts each local autonomous entity makes to satisfy the inhabitants' right to know, followed by the abolition of Government Information Agency. Therefore I collected the efficient policy information methods and the data informing publicly policies by utilizing cartoons in each local autonomous entity. I intend to do the research focused on the information activity of local autonomous entities to secure the favor and trust by persuading the Information object of the policies based upon these data.

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A Study on Rational Dress and Escape the Corset Expressed in Cartoons and Webtoons (카툰과 웹툰 속에 나타나는 이성주의 복식과 탈코르셋에 관한 고찰)

  • Yoo, Hee-Eun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.1017-1034
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    • 2021
  • The "Escape the corset" movement raises the question of gender norms in dressing by rejecting the socially established ideal women's clothing. The context is similar to Rational dress of the 19th century, which claimed that women could also wear pants. Cartoons and webtoons reflect the characteristics of each era, including images and stories, and express social problems of the time implicitly and satirically. Thus, this study examined women's clothes expressed in cartoons and webtoons and analyzed their characteristics. The results are as follows. As an expression to the recipient of both clothes, women tried to form their identity through a rational attitude and break away from their embellishment, which was regarded as oppression from society. On the other hand, as an expression of the attitude of others towards the recipient of both clothes, people argued the changed appearance of women as a non-ideal form which should be corrected. This study is significant for proving that the dressing contains gender norms of the time beyond the trends.

Study on Storytelling of VR Cartoons (VR 카툰의 스토리텔링 연구)

  • Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.45-52
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    • 2018
  • The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.

Expression and Reader Cognition of Japanese Comics Character (일본 만화 캐릭터의 표정과 독자 인지)

  • Yoon, Jang-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.246-254
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    • 2007
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This research was conducted as we thought sufficient study on various situations are required, and among them for the research of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into categories of 'happiness, anger, sadness, pleasure' and 'fear, astonishment and dislike' and based on these categories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would recognize the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.