• Title/Summary/Keyword: cartoon

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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.

A study on the expansion of spatial expression in webtoon (웹툰에서의 공간 표현의 수직적 확장에 대한 연구: 강도하의 <로맨스 킬러>, <큐브릭>을 중심으로)

  • Seo, Che-Hwan;Ham, Jae-Min
    • Cartoon and Animation Studies
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    • s.20
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    • pp.63-74
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    • 2010
  • For several decades in history of cartoon, it was about the era of publishing tendency based on printing technique just until few years before now. The media critic Marshall McLuhan said, "The cartoon of the 20th century have characters of printing or woodblock printing yet. Coming in to the 1980s, unlike traditional printing, cartoons of more various form appeared such as 'Moving cartoon, CD-ROM cartoon, Click-cartoon'. These phenomenons diversified and accelerated during the electronic equipments and internet that cartoon were able to be produced and distributed on not printing forms were progressing and popularizing. Like these, base on the progress of various forms in webtoon, this study will suggest 3 concept about expansion of Spatial Expressions of expression and cognition such as 'Reminiscent of The Vertical Image', 'The Vertical Panorama' and 'The Morphing into Spaces'. Also, , , the works of Doha Kang who is in the spotlight as the webtoonist of avant-garde and dynamic works, will be examined and analysed as the texts. Doha Kang was selectied as a 'Contemporary Twenty Webtoonist in Korea' from a survey of the cartoon's experts in korea by Bucheon Cartoon Information Center in 2009. He has recognized as the most experimental and be influential webtoonist from beginning of webtoon era to today. In this context, the analyses of his two works that was published in 2007, 2009 each, will helps understanding from diverse viewpoint about webtoon's expressions and structures. Furthermore, this study helps focus on values of webtoon as expansion art of Spatial Expression.

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A study on Connection between Creativity Development and Emotional Quotient in Cartoon Learning (만화학습에 있어서 창의성개발과 감성지능의 관계에 관한 연구)

  • Choi, Mi-Ran;Cho, Kwang-Soo
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.183-192
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    • 2012
  • This study aims at expressing the correlation of 'creativity' and 'emotional intelligence' in cartoon expression learning through literary research and correlation analysis. Analyses were made on each sub-factor for the self emotional intelligence evaluation and the creativity evaluation made by experts through cartoon expressions by elementary school students, who are the learners. Studies on preceding research showed that creativity and emotional intelligence had a correlation and that it is common preception that higher creativity is equivalent to higher emotional intelligence. However, results of correlation analysis in this study showed that while there is a relation between creativity evaluation and emotional intelligence in cartoon expression learning, not all factors were correlated. Furthermore, the results of emotional evaluation of the upper and lower group learners did not show similar results in the creativity evaluation. Through this study, it can be said that for emotional intelligence and creativity factors, finding the appropriate emotional intelligence development method would be the way to enhance creativity. Therefore, in order to develop creativity through cartoon expression learning, systematic research should be performed for extracting the relative emotional intelligence factors.

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Expression Types and Characteristics of Cartoon and Animation Characters in Contemporary Fashion (현대패션에 나타난 만화와 애니메이션 캐릭터의 표현유형과 특성)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1912-1922
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    • 2010
  • This paper examines the types and characteristics of cartoon and animation characters in contemporary fashion in order to provide the basic data necessary for the development and use of fashion character designs that develop creative designs and culturally high values. This study examined the relevant literature, reviewed local publications, foreign fashion magazines, and Internet data from 2000 to 2009. In this way, it analyzed various visual images that reflect cartoon and animation characters in case studies. This paper found some expression types, which are the direct expression of characters through print or collage, the borrowing of character images, the use of cartoon expression techniques, and the use of characters for the composition of clothing forms. Those expression types had some similar characteristics. The first is the expression of a kidult-like entertainment that reflected the inner psychology of adults trying to escape from a complicated modem society and returning to their childhood. The second is the expression of satire. Cartoon and animation characters were used as a medium for pointing out social irregularities and evil deeds that taught the lesson of good triumphing over the evil in fashion; they expressed the satire of the modem society and delivered a message of purity and hope. The third is the use of a decorative factor. Each character was printed in primary colors or expressed in colorful beads, and serial cartoon scenes were printed on clothes and used to make a decorative effect of fashion designs.

Cartoon Rendering with Level-of-Detail (세분화 단계(LOD)를 적용한 카툰렌더링)

  • Park, Jung-Hyun;Ryoo, Seung-Teak;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.26-33
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    • 2007
  • NPR is the area of research which does the image creation of the impression where the hazard person who creates made a human intimate image by the hand in objective. NPR in Cartoon-Rendering when the human being recognizes a thing, it is a technique which expresses a thing to use an appearance and the line which are a means of basic and intuitional expression. Also Cartoon the person probably is, the hazard which helps, raises the efficiency of namely meaning delivery and a simplification technique with the means for it uses. Is like this cartoon basic rules where the simplification and omission are life, from modeling, the low of LOD technique which it is using specially actively from game and one pulse communication is having a common point. The research which it sees Cartoon effects of GPU bases which use DirectX Shader programs LOD it leads and it applies the method for about under presenting it expresses Cartoon effects in exterior.

A Study on An Identification System for Scanned Cartoon Book (북스캔 만화 저작물 식별 시스템에 관한 연구)

  • Han, Byung Jun;Kim, Tae-Hyun;Kang, Ho-Gap;Cho, Seong-Hwan;Lee, Kyun Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.131-137
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    • 2014
  • Although illegal reproduction of cartoon books are prevalent with rapid growth of webhard services and smartphone use, fingerprinting technology for product identification, as seen in music and videos, has not been developed yet. This leads to indiscriminate illegal reproduction of cartoon books, causing great amount of copyright damages from copyright infringement of the rightful owners. The copyright R&D project granted from the Korea Copyright Permission (Project Title: Identification and Copy Protection Technology of Bookscaned Text/Comic Books) has been carried out in order to develop technology to effectively identify illegal reproduction and distribution of scanned cartoon books. The developed technology will contribute to increase of royalty payments and robust ecosystem of cartoon book markets. The study is to propose an enhanced implementation model for identification of scanned cartoon books on the basis of hierarchical symmetric difference feature algorithms adopted from existing feature extraction algorithms for video.

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.

The Effects of Using Cartoon at Finishing Stage of Class on Scientific Attitude and Academic Achievement (학습정리 단계에서 만화자료를 활용한 수업이 과학적 태도 및 학업성취도에 미치는 영향)

  • Lee, Hyeong-Cheol;Lee, Sun-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.3 no.3
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    • pp.184-190
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    • 2010
  • This study is to verify the effects of classes at a finishing stage using cartoons depicting certain science textbook units on scientific attitudes and academic achievements of students, compared to those of classes using experiment and observation oriented textbooks. Participants of this study were 56 fifth graders at B Elementary School in Busan, and cartoon textbooks were developed based on 'Unit 1. Mirror & Lens' and 'Unit 3. Temperature & Wind' from a science textbook for the 1st semester, the year 5 to conduct cartoon led lessons just before ending a class till the 10th lesson, for the period of 4 weeks. The result of this study can be summarized as follows: Firstly, scientific attitudes improved better from the cartoon based lesson of a final stage than from the experiment and observation method, and especially more effective in lower groups among all other academic achievement levels as well as in male students. Secondly, academic achievements scored higher when cartoons were used in lessons than when the experiment and observation type was used, with higher groups of academic achievement levels working better, despite no significant gap existing between two genders. Thirdly, the memory transfer and sustenance of lessons were more effective in finishing class stage with cartoon studies than with experiment and observation one, and among all levels and both sexes, higher academic groups and male pupils exceeded. Fourthly, when questioned about their opinions on a cartoon led lesson for a final stage, 65% of those participants responded positively, while higher groups preferred more than lower groups. responded positively, while higher groups preferred more than lower groups.

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A Study on Identification System for Abnormally Scanned Cartoon Books (비정상 북스캔 만화 저작물 식별방법에 관한 연구)

  • Kim, Tae-Hyun;Yoon, Hee-Don;Kang, Ho-Gab;Cho, Seong-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.35-41
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    • 2015
  • In order to solve the problems that fingerprinting technologies and image identification technologies for digital music and videos identification scanned have not yet been enough to identify scanned cartoon books, the copyright project granted from the Korea Copyright Commission(Project title: Identification and Copy Protection Technology of Scanned Text/Comic Books) secured basic solutions for scanned cartoon books. The first result of the research project in 2013 was focused on the identification technology applied to abnormally scanned cartoon books. As subsequent research for the project, studies in the year of 2014 has been to provide solutions to identify cartoon books which abnormally scanned and occurred with transformations and distortions and solutions to protect the system from trials to devitalize functions of the identification system through various attacks. This paper is to propose a model for a system for identifying abnormally scanned cartoon books as a way of enhancing the identification rates for identifying abnormal bookscans and transformation attacks.

Extraction of Line Drawing From Cartoon Painting Using Generative Adversarial Network (Generative Adversarial Network를 이용한 카툰 원화의 라인 드로잉 추출)

  • Yu, Kyung Ho;Yang, Hee Deok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.30-37
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    • 2021
  • Recently, 3D contents used in various fields have been attracting people's attention due to the development of virtual reality and augmented reality technology. In order to produce 3D contents, it is necessary to model the objects as vertices. However, high-quality modeling is time-consuming and costly. In order to convert a 2D character into a 3D model, it is necessary to express it as line drawings through feature line extraction. The extraction of consistent line drawings from 2D cartoon cartoons is difficult because the styles and techniques differ depending on the designer who produces them. Therefore, it is necessary to extract the line drawings that show the geometrical characteristics well in 2D cartoon shapes of various styles. This study proposes a method of automatically extracting line drawings. The 2D Cartoon shading image and line drawings are learned by using adversarial network model, which is artificial intelligence technology and outputs 2D cartoon artwork of various styles. Experimental results show the proposed method in this research can be obtained as a result of the line drawings representing the geometric characteristics when a 2D cartoon painting as input.