• Title/Summary/Keyword: concept cartoon

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Exaggerated Cartooning using a Reference Image (참조 이미지를 이용한 과장된 카투닝)

  • Han, Myoung-Hun;Seo, Sang-Hyun;Ryoo, Seung-Taek;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.1
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    • pp.33-38
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    • 2011
  • This paper proposes the method of image cartooning, that makes cartoon-like images of a target, using reference images. We deform a target image using pre-defined reference images. For this deformation, we extract feature points from the target image by Active Appearance Model(AAM) and apply the warping method to the target using feature points of target and feature points of reference image as a basis of warping function. We create simplified cartoon-like images by abstraction of the deformed target image and drawing of edges and quantization of luminance of the abstracted image. Two main concept of cartoon(exaggeration and simplification) is inhered in this method when we use a exaggerated cartoon image as a reference image. It is possible for this method to create various results by control of warping and change of reference image.

Review on the Duplication of Modern Digital Art Works (현대 디지털 예술작품의 복제성에 대한 고찰)

  • Song, Dae-Sup;Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.17
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    • pp.205-218
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    • 2009
  • The duplication of art works has been made for wide distribution and profit from long time ago. With material duplication due to recent development of digital duplication media its concept was intervened in art works and the meaning gets expanded more. In this thesis, I will review on the concept of recently marked arts duplication connecting with modern mass culture, compare with duplication of machinery duplication era and research on the features to establish in new way. After all, the duplicational features of digital art works got deeply connected with the characteristics of generalized modern digital mass culture for duplication. In previous times old-fashioned machinery duplication such as pictures, woodblock prints and films played their roles as democratic and social value of art works and now it will be enough to say that the modern digital art works could be developed to be non-materialized factor of art works with the concept of duplication as well as duplication of objects just like previous cases. Besides duplicational factors derived spatial and emotional effects with visional sympathy in existing machinery duplication era and could have verified that the object for duplication was transferred from minor commercial producers to major audience.

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Cartoon Criticism; The subject and the gaze based on Lacan' s theory otherness of vision : focusing on KUBRICK of Kang, Do-Ha (라캉의 시각의 타자성(대상 a)에 근거한 만화비평으로서의 주체와 응시 : 강도하의 큐브릭을 중심으로)

  • Yang, Seung-Kyu
    • Cartoon and Animation Studies
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    • s.26
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    • pp.79-108
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    • 2012
  • This thesis is on the purpose of seeking for the possibility of a mechanism in interpreting, analyzing and criticizing cartoons which are applied to the concept of "the gaze" based on "the otherness of vision", which states a pluralistic visual world. It proves that cartoons are in line with other art works that are the subject to "lack and desire"; the gaze, greets reality and acts as an important criterion of analyzing and criticizing the trend in contemporary art, in which the cartoon expresses the gaze in harmony within its work of art. In this thesis, the artist, Kang Doh-ha structuralized ambiguous and difficult forms of art as he has cumulated experimental minds by working in an indie cartoon plane for a long period of time. Among his works of art, he identified the "invisible world" through his piece "Kubrik". Therefore, he represented: a metaphor and a metonymy, an ambiguously situational expression, an intentional and emotional error, the structure of individuality and integration, and finally tension beyond its meaning through use of 'the gaze' that is both the cause and the subject of a desire in the visible world which Lacan academized when he interpreted and analyzed "Kubrik". The concept of the gaze can be used in a variety of ways to display one another's presence in relation each character, revealing a spot of lack by staring back at readers or audiences and furthermore, to analyze and criticize the hidden side of the art piece by critics. The most important details are the artist's gaze, which is seen in the eyes of the analysis and also his or her criticism of the cartoon, which functions as a metaphoric screen in which the subject himself or herself betrays the law of desires thus enabling the violent and cruel reality to be masked and indulged in plays. This will serve as an element that will lead into an art as well as control the degradation to just a piece of enjoyment with the cartoon remaining only within the visual world.

A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

The Effects of Discussion Learning Using 'Concept Cartoons' on Middle School Students' Learning Attitude and Achievement (개념 만화를 이용한 토의학습이 중학생들의 과학 학습 태도와 학업 성취도에 미치는 영향)

  • Kim, Sung-Won;Kim, Eun-Mi
    • Journal of The Korean Association For Science Education
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    • v.21 no.2
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    • pp.299-315
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    • 2001
  • In this modern society, the students should be able to recognize problems for themselves, and search the information which is valuable for them, and apply and utilize it. For these, we analyzed the effect of the discussion learning using the concept cartoons on the students' learning attitude and achievement. Even though there was no meaningful difference in the achievement between the experimental group and the control group, it was found that the discussion learning using the concept cartoons could be one of the ways that improve the students' problem solving ability. The fact that there was the significant affirmative effect on the students' positiveness when they were solving the problems was also found.

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Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
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    • s.13
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    • pp.223-236
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    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

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An Analysis of Elementary Science-gifted Students' Argumentation during Small Group Science Inquiry using Concept Cartoon (개념 만화를 활용한 소집단 과학 탐구활동에서 나타난 초등과학 영재 학생들의 논증활동 분석)

  • Choi, Gwon Yong;Yoon, Hye-Gyoung
    • Journal of Korean Elementary Science Education
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    • v.33 no.1
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    • pp.115-128
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    • 2014
  • Students' argumentation during science inquiry should be regarded important as it could help students to make meaningful connections between theories and experiments and to make scientific claims based on evidences. In this study, elementary science-gifted students' argumentation during small group inquiry was analyzed according to inquiry process. There were three stages of argumentation during students' inquiry. The first argumentation was to predict what would happen(Prediction stage). In this stage, the scientific problem was presented by concept cartoon as a way to start and to facilitate students' argumentation. The second argumentation was to design an experiment to solve the problem(Planning stage) and the third was to interpret the result of experiment(Interpretation stage). The discourse move, level of grounds and their relationship were analyzed to find the characteristics of argumentation during science inquiry. In terms of discourse move, 'Asking for opinion' was the most frequent whereas 'Claim' or 'Rebuttal' were rare. Students tended to listen to or ask others' opinion rather than provide their own claims or critics on others' opinion. 'Rebuttal' was shown a few times only during prediction and planning stage. There was no single 'Rebuttal' during interpretation stage. Students tended to easily accept or agree other student's interpretation of data instead of arguing their own ideas. In terms of level of grounds, students mostly provided their ideas without any attempt to justify their position. Especially during planning stage, students tended to suggest or decide ways of measuring or controlling variables without any grounds. They used evidences only a few times during prediction stage. In terms of relation between discourse move and level of grounds, students provided grounds most frequently when they dispute others' claims. The level of grounds were higher when they advocate or clarify their own or others' ideas than when they claim their ideas. The result of this study showed that the quality of elementary science-gifted students' argumentation during science inquiry was undesirable in many ways. Implications for scaffolding and facilitating argumentation during science inquiry were discussed.

A study on the characteristics of the movement image in the experimental short animation film : Centering on 'Snack and Drink' & 'The Battle of Kerzhenets' (실험적 단편 애니메이션에서 운동 이미지의 특성 연구 : 'Snack and Drink'와 'The Battle of Kerzhenets' 를 중심으로)

  • Oh, Jin-Hee;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.101-114
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    • 2008
  • This article studied that the characteristics of the movement image shows clearly through the controlled movement which the experimental short animation film shows. Animation makes the short edit like live action film. In addition animation shows the movement image positively by redefining the relationship between the frames. By using the concept of the movement image, this article says the movement in animation is not only the technique but also the essential factor which makes the audiences recognize animation and causes emotion in them and the important factor which reveals the meanings of each animation.

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A Study on the line expression in 'The cowboy's Flute' (중국 수묵애니메이션의 예술적 특징에 관한 연구 : 특위의 <피리부는 목동>에 나타난 선적(線的) 표현을 중심으로)

  • Kim, Jeung-Yeun;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.11
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    • pp.87-104
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    • 2007
  • This paper proposes to analyze artistic characteristic based on the line expression of , Te Wei's Chinese water-ink animation. We considered the transitions of Chinese water-ink animation through Shang-hai Animation Film Studio's works which induced the dominant improvement in Chinese animations and other major animation industries internationally with the theoretical explanations about particular understanding of line concept and formative characteristics. We not only considered line expression of , aesthetic and idea etc. which are the central point of this paper but also researched the artistic possibilities through the effects of Chinese water ink and line and the relationship of animation.

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Study Regarding a New Expression Format to Have Been Given to Webtoon (웹툰에 나타난 새로운 표현형식에 관한 연구)

  • Jeung, Kyu-Ha;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.17
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    • pp.5-19
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    • 2009
  • As webtoon became activated, new forms of expression corresponding to a web format were appeared. New forms can be classified into two. The first is regarding on the computer, which includes a wide use of CG, and color comics. The second is related to web-based one, which includes the trend of a vertical scroll, the introduction of concept in time, animation stage effects, the manufacture trend of media optimization, and the various media mixing. While problems regarding web-based comics service such as copyright and cartoonist become manifested, webtoon will widen new horizon of comics with its characteristics and the change in the form of expression.

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