• Title/Summary/Keyword: multimedia comics

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Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

Timing Agency in Digital Comics : Focused on Multimedia Comics (전자만화의 타이밍 에이전시 : 멀티미디어와 혼합된 만화를 중심으로)

  • Yoh, Mi-Ju
    • Cartoon and Animation Studies
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    • s.27
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    • pp.79-97
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    • 2012
  • Comic book readers have respectively different reading speed and this means that time in comics is translated by readers' view. The authors arrange panels and gutters to control time, but time recognition in comics depends on the readers and generally it is the readers' role. On the contrary, the phenomenon having occurred by infinite canvas varied the authority of timing. Infinite canvas can give the comic book authors more authority of controlling timing than the readers by intervening in readers' relative time as an agents and transforming their fictive time into absolute time. Following to the concept of "Agency" in games, agency is the power which satisfies the players by reemergence of their intentions. Since some of digital comics absorbed the properties of other media such as animation and sound, we can see that the reader's timing agency is shifted to the author's timing agency. The purpose of this study is to analyse this phenomenon and to remind that agency motivated by the balance between material constraints and formal constraints becomes a condition of readability of digital comics but excessive timing constraints given to the readers causes a decrease of the readers' timing agency. This also can be a considerable matter when we produce digital comics.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

Mobile Automatic Conversion System using MLP (다층신경망을 이용한 모바일 자동 변환 시스템)

  • Han, Eun-Jung;Jang, Chang-Hyuk;Jung, Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.272-280
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    • 2009
  • The recent mobile industry is providing of a lot of image on/off-line contents are being converted into the mobile contents for architectural design. However, it is difficult to provide users with the existing on/off-line contents without any considerations due to the small size of the mobile screen. In existing methods to overcome the problem, the comic contents on mobile devices are manually produced by computer software such as Photoshop. In this paper, I describe the Automatic Comics Conversion(ACC) system that provides the variedly form of offline comic contents into mobile device of the small screen using Multi-Layer Perceptorn(MLP). ACC produces an experience together with the comic contents fitting for the small screen, which introduces a clustering method that is useful for variety types of comic images and characters as a prerequisite as a stage for preserving semantic meaning. An application is to use the frame form of pictures, website and images in order into mobile device the availability and can bounce back the freeze images contents into dynamic images content.

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An Analytical Study on the Visual Innovation of the Animation <Spider-Man: Across the Spider-Verse>

  • Zhihui Chen;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.352-357
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    • 2023
  • This study focuses on the art style research of the 3D Animation <Spider-Man: Across the Spider-Verse>, exploring the film's innovation in art design. The article first analyzes how the movie skillfully blends American comics, watercolor painting style, Pollock drip painting, and ink painting, among other artistic techniques, to present a unique visual experience for the audience. By specifically dissecting the character design and scene composition in the movie, it explores the specific application of these art styles and their methods in digital image production. Ultimately, the paper emphasizes the contribution of <Spider-Man: Across the Spider-Verse> to 3D Animated cinema, particularly its innovation in the field of art design, as well as its inspiration and possibilities for the diversity of art styles in animated films. Overall, this study aims to provide in-depth academic insight into the field of animated film art design and to promote its development and innovation.

Charicteristics of directing a publishing cartoon according to an angel and a distance setting (각도와 거리 설정에 따른 출판 만화 연출의 특징)

  • Jeung, Kiu-Ha;Kim, So-won
    • Cartoon and Animation Studies
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    • s.25
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    • pp.87-108
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    • 2011
  • Published comics are widely recognized as a popularity-gaining media as well as Soap opera and the movies, and it also has a established characteristic of category. However, compare to the multimedia such as the movies, soap opera and playes, the research on direction is not yet satisfactory This research mainly tries to investigate on, first, whether the theoretically classified functions do actually practice their parts or not, and else, what other additional functions should be considered, by classifying the set up of basic direction functions, angles and range, which the most-cited angle and distance notion of 'Ahn Su Cheol' in comic education field. First, although we tried to approach with the expectation of angle and distance set up that will have a high frequency of certain set ups according to the atmospheres of comics of genre, unlike the expectation, they are rather displayed depending on the personal taste of the writers. The functional aspects of angles and distance set up are the fixing that are only limited in the space of representation, and it is the set up of physical space that should come first as the function of expressing the intensity. As we investigate the characteristics of comic direction, this research will help the range of comic direction to be broadened.

Analysis the Korea Movie's Success Factors of Comics Published (만화원작의 한국영화 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.550-553
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    • 2011
  • 영화산업의 메카라 불리우는 헐리우드를 비롯한 세계 영화계는 극심한 소재의 고갈로 비슷비슷한 내용의 반복, 기존의 영화를 리메이크하여 제작하는 관행이 점차 커지고 있다. 이런 현상은 다른 영역의 콘텐츠를 영화로 재가공하는 'One Source Multi Use'의 확산을 가지고 왔는데, One Source Multi Use의 원천 소스로 가장 각광받고 있는 것이 만화다. 미국은 1930년대 초반부터 코믹스라는 장르의 만화산업이 발전하여 방대한 그래픽노블과 코믹스를 원천소스로 '슈퍼맨', '배트맨', '스파이더맨' 등의 시리즈를 내놓고 있다. 한국 역시 많은 수의 만화원작을 보유하고 있다. 이는 한국이 다른 나라와는 확연하게 차이가 나는 만화생산 및 소비시스템을 가지고 있는 것에 기인하는데 그것이 바로 만화가게로 일컬어지는 대본소 시스템이다. 대본소를 통한 만화의 보급은 가공할 만화의 생산을 주도했고 일간지를 통해 연재된 장편만화 역시 다른 나라에서는 찾아보기 힘든 시스템이다. 근래에 이르러 문화산업의 원천소스로 각광받는 만화는 스토리텔링을 근간으로 하기에 다양하게 다른 매체로 전이되고 재생산이 가능하다. 이에 본 연구에서는 단지 만화로서가 아닌 콘텐츠로 활용될 수 있는 만화원작의 필요조건이 무엇인지 분석하고자 한다.

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A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.