• Title/Summary/Keyword: cartoon policy

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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.

Art of National cultural in Chinese Animation (중국애니메이션에 나타난 민족문화예술성 연구)

  • Kim, Jin-Young;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.83-95
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    • 2009
  • As an exploratory research on China's animation, this study aims to enhance an understanding of the trends and characteristics of China's animation through examining its history and to forecast its future development trajectory. From its founding to recent period, China tried to maintain Communist political system through imbuing national identity to its people through management and supervision of media products under direct government's leadership in combination with ideological education. Such policy was also implemented in animation, major audience of which is children. With regard to the introduction of the policy and its influence, five historical phases could be identified as follows. During the first phase, from the founding of the Republic until the Cultural Revolution, national culture was introduced to China's animation. The second phase, which corresponds with the Cultural Revolution period, marks the decline of national culture. National culture was reemphasized during the third phase that follows the Cultural Revolution, which led to the nomination of the 'China school,' followed by the fourth phase, during which China's animation suffered the second decline due to the spread of TVs and foreign animation imports. Reintroduction of national culture on China's animation in the context of rapid industrialization process before and after 2000 characterizes the recent phase. It can be expected that although there could be some change in methods and forms, China's animation, which introduced national culture from its inception and maintained remarkable resilience following the period of decline, will continuously stress the its own national cultural identity.

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The Article Type Analysis of Animatoon : Focusing on Characteristics and Tendency of 'Animatoon Report' Type Articles (『애니메이툰』의 기사 분석 연구: 'Animatoon Report' 항목의 유형적 특성 및 통사적 경향을 중심으로)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.44
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    • pp.85-116
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    • 2016
  • This is the in-depth research dealing with Animatoon, the only animation-specialized magazine in Korea. By examining articles provided under the 'Animatoon Report' category, which is one of article categories set by the publisher, this research tries to find out the topic of articles and examine the tendency of topic. 'Animatoon Report' is chosen because the category title does not clearly show characteristics of articles, but has the second largest number of articles among all categories. First, the articles of the first ten years (1995-2005) has the largest number of pages as well as images, which means each article of this period tries to enrich its contents. Second, the role of magazine reporters are not critical considering the number of articles written by reporters are smaller than those made by the editorial department. Third, articles tries to deal with diverse issues and are mostly placed in front of the magazine. Fourth, in early days, articles used to provide the 3~5 lines of introductory summaries, but changed into provide the lead, the Korean and English subtitle, and so on. Fifth, articles mostly focus on issues of animation and Korea rather than other areas and countries. The results on the basis of article type are as follows. Among the types of people, work, organization/company, event, policy/industry, and etc, the policy/industry type has the largest amount of articles, and articles on the policy and those on the industry shows similar number of articles. Second, the event type has the second largest number of articles even though there are several separate categories only for the event. Third, articles in the et cetera type are often seen in early days because Animatoon who did not systemize the company itself focused on animation history and production techniques. Fourth, articles both on the people and the work type are consistently seen through the whole time period, but those on organization/company and event has more and more articles as time passes. In conclusion, it is possible to mention that the 'Animatoon Report' type shows more interest in policy and industry, and its interest on both issues are consistently seen from 2001 to 2015.

The Establishment of the Third Medium and Long Term Development Plan of the Comics Industry and the Policy of Training Professional Manpower (3차 만화산업중장기발전계획 수립과 전문인력양성 정책)

  • Kim, Byoung Soo;Lee, Won Seok
    • Cartoon and Animation Studies
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    • s.32
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    • pp.189-220
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    • 2013
  • It is expected that interests and supports for 'the creative economy' will increase considerably since the establishment of the Park Geun Hye Administration. According to a report with respect to its cultural policy handed in by the Minister of Culture to the president on March 28, 2013, the administration will set up a basic plan of establishing regional fusion-typed laboratories including such genres as story telling, animations, games, cartoons, performances, etc. in May this year, and opening contents Korea laboratories across the country by the first quarter in 2014 as part of its core task. Furthermore, it will focus on implementing such policies for training professional manpower as creative mentoring programs, expansion of education for field employees and expansion of a creative education for young students, including a plan to train 1,000 creative contents talents by 2017 as described in the report. Since the Comics Promotional Law took effect in August 2012, the Korea Culture and Content Agency and the Comics Industry have been establishing the third plan for medium and long term development of the comics industry together. One of the most important policy is about training professional manpower. "Joint Business with Creative Talents," in which the amount of 4.5 billion won was invested, has already been implemented, and "Support Business for Field Employees of Comics Creating Enterprises," in which the amount of 0.6 billion won was invested, has been performed so far through the Korea Comics Contents Agency upon the request of the Comics Industry. The government's plan to train professional manpower is interlocked with its foundation and employment policies, and thus, this will be a good opportunity for colleges and universities that have comics related majors, especially for those that need proper measures for bring their graduates a chance to get a job. Accordingly, it seems that if the government develops more aggressive policies, reflects this on the third medium and long term development plan of the comics industry, and then organizes policy and study meetings led by the learned societies to implement this, it will be able to generate a significant synergy effect. This Article will concentrate on first examining the flow and patterns of the policy to train special manpower by the comics industry, the Ministry of Culture and related institutions since the establishment of the Comics Promotional Law, analyzing some problems in the first and second medium and long term development plan of the comics industry to be implemented from 2003 through 2013 and the third medium and long term development plan to be announced in June 2013 to train professional manpower, and then suggesting an effective direction and some alternatives to train professional manpower in universities in a medium and long term way.

Cultural Heritage Experiential Learning Smart-Phone APP Using LBS (LBS를 활용한 문화유산 체험학습 스마트폰 APP)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.821-828
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    • 2013
  • This paper proposed CHELS-App that Smart-phone APP optimized cultural heritage experiential learning is configured can learning and sightseeing at the same time with experience the cultural heritage and enjoying the mission through quests to take advantage of the Smart-phone. CHELS-App is provide a guide maps by using the location-based service and cultural commentary(commentary, photos, quizzes, games, cartoon) with capability of event push about the Jongmyo Shrine as world heritage, and configured with capability of experience diary create and foot stamp through these experiences.

An Improvement of the Method of Transition Tile in the Texture Splatting for Game Terrain (텍스쳐 스플레팅 방식에서의 게임 지형 표현을 위한 전이타일의 표현 방법 개선)

  • Jung, Jong-Pil;Kim, Chee-Hoon
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.57-64
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    • 2010
  • Method of making For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

A study of drawn-on-film animation technique by digital production method (디지털 제작방식의 필름 채색 (Drawn-on-film) 애니메이션 기법 연구)

  • Lee, Kwang-Hoon
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.399-406
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    • 2016
  • Drawn-on-film animation technique is one that neither is actively used nor receives attention in any video content area. This paper means to strengthen animation genre's future direction and aesthetic aspect by seeking to newly discover previous experimental techniques through this paper. Taking into account the details of paper, it was intended to systematize and introduce results and experiential information obtained by researcher from applying drawn-on-film animation techniques in actual educational arena and utilizing these in learning and newly created techniques and the like through this. Production processes were comparatively demonstrated after suggesting an alternative digital production system in this process. And ultimately, a study and proposal was made so as to be helpful in developing the techniques of animation genre.

Comparative study of motion in limited animation - Focusing on American Animation & Japanes Animation- (리미티드 애니메이션에서 나타난 동작비교연구 -미국과 일본애니메이션 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.385-392
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    • 2019
  • The limited animation method which is a Japanese Animation frame production method was born in the U.S. but it is Japan where it was most actively used and developed. With this in mind, this researcher conducted a comparative study on the movements shown in animated films of the U.S. and Japan to identify success factors. For an analysis of the animated films of the two countries, first, the difference between orthodox animation and experimental animation was analyzed. Second, the concept of limited animation was reviewed, as well as its difference from full animation. Lastly, for an analysis of the difference between animations of the U.S. and Japan, 'Disney's 12 principles of animation' was applied.

Identifying the Comic Festival's values on the Urban Revitalization: in the case of BICOF (만화축제의 도시 활성화 가치 인식에 관한 연구 : BICOF 사례를 중심으로)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.24
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    • pp.1-24
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    • 2011
  • This article is concerned with the values of the BICOF in terms of the urban revitalization. The values of the BICOF cover the economic value, social value, cultural value and city image value. The 13 indicators for measuring the values of the BICOF are developed. The article examined how the related stakeholders identified the BICOF's values on the Bucheon City by using AHP method. In addition, the objectives and programmes of the BICOF are analyzed in the perspective of the urban revitalization. As a result, the recognition of the BICOF's values varied according to the stakeholders. In addition, the result of AHP analysis indicates that the cultural values and image values should have priorities in comparison with the social values and economic values. This recognitions is different from the recent formal statements that BICOF's economic values should be emphasized as a priority. The article concludes that the identity of the BICOF should be established in the base of building the value consensus among the related stakeholders.

A Study on Positioning Strategy for Korean Animation Industry in the Chinese Market (한국 애니메이션 산업의 중국시장 진출전략 : 포지셔닝(Positioning)전략 및 실행방안)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.11
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    • pp.55-72
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    • 2007
  • Entering the Chinese animation market is a requirement for the survival and growth of Korean animation industry. While the size of Korean domestic animation market is not big enough to explain the investment for the production of animation project, the rapidly growing Chinese market provides a great potential for Korean animation. However, in recent few years, a high entrance barrier has been raised by Chinese government who aggressively enforce the strong policy to protect and develop the Chinese animation industry, by blocking the foreign animations out of Chinese domestic TV broadcasting. As a result, Chinese animation industry has witnessed a rapid growth enough to satisfy the domestic TV programming needs, and there seems no room for Korean animation to be exposed to Chinese animation consumers, whether through export of the program or co-production with Chinese companies. Through the study on Chinese government's policies and recent development of Chinese animation industry, this article is suggesting a new strategy for Korean animation industry to effectively exploit the Chinese market. In order to overcome the entrance barrier, Korean animation industry should satisfy the needs of Chinese government and industry for mutual benefit of both countries, and it can be accomplished by positioning Korean animation industry as a partner for Chinese industry, helping China in its way to the No.1 position in the global animation market. By providing the creative development capability, business knowhow and global marketing network for the co-production project, Korean animation industry can make a win-win situation for both countries, and at this point of stage, it would be the most effective way to make a meaningful presence of Korean animation industry in Chinese market.

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