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A Study on Webtoon Background Image Generation Using CartoonGAN Algorithm (CartoonGAN 알고리즘을 이용한 웹툰(Webtoon) 배경 이미지 생성에 관한 연구)

  • Saekyu Oh;Juyoung Kang
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.173-185
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    • 2022
  • Nowadays, Korean webtoons are leading the global digital comic market. Webtoons are being serviced in various languages around the world, and dramas or movies produced with Webtoons' IP (Intellectual Property Rights) have become a big hit, and more and more webtoons are being visualized. However, with the success of these webtoons, the working environment of webtoon creators is emerging as an important issue. According to the 2021 Cartoon User Survey, webtoon creators spend 10.5 hours a day on creative activities on average. Creators have to draw large amount of pictures every week, and competition among webtoons is getting fiercer, and the amount of paintings that creators have to draw per episode is increasing. Therefore, this study proposes to generate webtoon background images using deep learning algorithms and use them for webtoon production. The main character in webtoon is an area that needs much of the originality of the creator, but the background picture is relatively repetitive and does not require originality, so it can be useful for webtoon production if it can create a background picture similar to the creator's drawing style. Background generation uses CycleGAN, which shows good performance in image-to-image translation, and CartoonGAN, which is specialized in the Cartoon style image generation. This deep learning-based image generation is expected to shorten the working hours of creators in an excessive work environment and contribute to the convergence of webtoons and technologies.

IMToon: Image-based Cartoon Authoring System using Image Processing (IMToon: 영상처리를 활용한 영상기반 카툰 저작 시스템)

  • Seo, Banseok;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.11-22
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    • 2017
  • This study proposes IMToon(IMage-based carToon) which is an image-based cartoon authoring system using an image processing algorithm. The proposed IMToon allows general users to easily and efficiently produce frames comprising cartoons based on image. The authoring system is designed largely with two functions: cartoon effector and interactive story editor. Cartoon effector automatically converts input images into a cartoon-style image, which consists of image-based cartoon shading and outline drawing steps. Image-based cartoon shading is to receive images of the desired scenes from users, separate brightness information from the color model of the input images, simplify them to a shading range of desired steps, and recreate them as cartoon-style images. Then, the final cartoon style images are created through the outline drawing step in which the outlines of the shaded images are applied through edge detection. Interactive story editor is used to enter text balloons and subtitles in a dialog structure to create one scene of the completed cartoon that delivers a story such as web-toon or comic book. In addition, the cartoon effector, which converts images into cartoon style, is expanded to videos so that it can be applied to videos as well as still images. Finally, various experiments are conducted to verify the possibility of easy and efficient production of cartoons that users want based on images with the proposed IMToon system.

A Study on Popular Success Factors Shown in Raquel, Huerta's Neoclassical Tragedy (우에르따의 신고전주의 비극 『라?』에 나타난 대중적 성공 요인에 관한 연구)

  • Yoon, Yong-Wook
    • Cross-Cultural Studies
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    • v.42
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    • pp.393-418
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    • 2016
  • Raquel, the representative work of Vicente García de la Huerta, an 18th century Spanish playwright achieved theater box-office success and popularity during staging. It has been evaluated by many scholars and critics as the ideal drama that faithfully followed the norms of neoclassicism, which pervaded the aesthetic mainstream at the time. However, the factor that enabled the popular success of this theater production was its ability to harmonize the themes or contents with a traditional play to meet the unique trends and tastes of Spanish viewers who were still appreciated earlier Baroque theater, rather than complying with external norms of neoclassicism such as principle of three unities or exclusion of comic figures etc. That is, Spanish viewers of the time thoroughly rejected theater of neoclassicists who attempted to unilaterally enlighten them while regarding the Baroque theater of earlier times as full of superstition and irrationality, illogic and disorder, regardless of their own dramatic taste. In this situation, Huerta's tragedy Raquel, achieved the harmony of neoclassical tragedy and Spanish theatrical tradition. It thus emphasizes the importance of public support and sponsorship in dramatic success. Traditional dramatic elements shown in Raquel can be summarized as honor, poetic justice and love and these elements are major dramatic codes penetrating the entire Baroque theater of Spain.

Caricaturing using Local Warping and Edge Detection (로컬 와핑 및 윤곽선 추출을 이용한 캐리커처 제작)

  • Choi, Sung-Jin;Bae, Hyeon;Kim, Sung-Shin;Woo, Kwang-Bang
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.4
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    • pp.403-408
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    • 2003
  • A general meaning of caricaturing is that a representation, especially pictorial or literary, in which the subject's distinctive features or peculiarities are deliberately exaggerated to produce a comic or grotesque effect. In other words, a caricature is defined as a rough sketch(dessin) which is made by detecting features from human face and exaggerating or warping those. There have been developed many methods which can make a caricature image from human face using computer. In this paper, we propose a new caricaturing system. The system uses a real-time image or supplied image as an input image and deals with it on four processing steps and then creates a caricatured image finally. The four Processing steps are like that. The first step is detecting a face from input image. The second step is extracting special coordinate values as facial geometric information. The third step is deforming the face image using local warping method and the coordinate values acquired in the second step. In fourth step, the system transforms the deformed image into the better improved edge image using a fuzzy Sobel method and then creates a caricatured image finally. In this paper , we can realize a caricaturing system which is simpler than any other exiting systems in ways that create a caricatured image and does not need complex algorithms using many image processing methods like image recognition, transformation and edge detection.

A Contrastive Study of Japsaeknorum and Mime (잡색의 몸짓과 그 의미 - 잡색놀음과 마임의 대비적 고찰 -)

  • Lee, Youngbae
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.103-136
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    • 2009
  • This study analyzed the aspect of action and mean in Japsaeknorum. Secondly, this study contrasted Japsaeknorum with Mime. Thirdly, the characteristics of gestures in Japsaeknorum were analyzed. The results, obtained by those steps are subordination, hostility, cultural control, the comic characteristics by situation, functional role, the sublation of competition and conflict, the variation of subordination and deviation, the end of subordination and deviation. The korean mime is a heritage of Western culture. But in the history of korean mime, it make every effort to seek the korean form of mime. Therefore, this study is very helpful to seek such a way.

An Analysis of Sexuality Education Books for Children and Young Adults (어린이·청소년 대상 성교육 도서의 현황 분석 연구)

  • Lim, Yeojoo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.425-454
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    • 2022
  • This study analyzed the 77 most popular sexuality education books for children and young adults published in Korea, based on various criteria, including subject matters, format, implied readers, and author's occupational background. Among the key topics of the International technical guidance on sexuality education developed by UNESCO, the most mentioned was that it is natural to have curiosity on one's own feelings and body and that sex education books can help them learn about them. Respect on one's own body, knowledge of sexual and reproductive organs, eggs and sperms, menstrual cycle, effect of hormones were also easily found topics from the books. The least mentioned topics were HIV/AIDS and Gender-based violence. 63.5% of the analyzed books were books with/without illustrations. Other formats include picture books, comic books, and photo-illustrated books. Publication of books aimed for particular gender started to increase from 2019. Diversity of authors' occupation were also shown starting 2019. Further research on the role of sex education books is crucial to help all children and young adults develop their own sexuality and understand that of other people, and ultimately to live in a harmonious society.

A line study on movement expression in Dragonball of Toriyama Akira (토리야마 아키라의 <드래곤볼>에 나타난 운동표현에 관한 선 연구)

  • Cho, Dai-Ho;Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.153-176
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    • 2013
  • In the early 20th century, the some of futurist painter was attempted to represents the 'fast-paced' and 'dynamism' on a two-dimensional picture. The expression of fast-paced and dynamic for look like move image in the painting have evolved as a variety of visual symbol. Visual symbols that represent these movements were settled as the line of the most movement expression in the comic. The of Toriyama Akira gained worldwide popularity is emphasized speed and dynamism as the action genre in cartoon, is nice a data to research the line of the movement expression of cartoon. There is three terms as the action line, The speed line, the effect line on the movement expression in The glossary of in the dictionary of , but it not easy to Separate them by means similar. This study is willing to says the semantically problem of previous lines on the movement expression and to present a new alternative in order to study the line on the movement expression of . This study Separate the line on movement expression from symbolic the perspective and try to newly define by using, was classified lines of four kinds by add the afterimage line on existing the speed line, the motion line, the effect line. First, the speed line was defined as 'The line expressing the movement expression of a moving target as the concept of speed'. It on the way of expression was subdivided the direct as speed line when it alter the shape of the target and the indirect speed line when it alter the background of the target. Second, the motion line was defined as 'The line simplified the moving form or the moving path of moving target'. Third, the effect line was defined as 'the line emphasizing the movement expression of a moving target by Sensory expression or emotional expression. Fourth, the afterimage lines was defined as 'The line expressing slowly moving or swaying the movement expression of target to the afterimage effect. The terminology presented in this study will be able to help the understanding of the line on the movement expression .

A Study on Brand Recognition of BICOF : Comparative Analysis on the Visitor and Non-Visitor (부천 국제만화축제 브랜드 인식에 관한 연구: 참관자와 비참관자 비교분석을 중심으로)

  • Yoon, Ji-Young;Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.131-156
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    • 2012
  • As the Global Age has arrived, the domain of festivals has expanded to fulfill the role of being not only a tourist attraction but of being a factor that determines the image and identity of cities, and the factor of enhancing the brand value of a particular city is being focused upon. The city of Bucheon, which aims to be a culture oriented city, is attempting to utilize the Bucheon International Comics Festival as a cultural asset for the revitalization of the city. This study has as its purpose the development of an evaluation index model on the brand value of the Bucheon International Comics Festival and research being conducted based on the developed evaluation index model on the awareness level of the citizens of Bucheon of the festival. In regards to this, the theoretical background was examined and the index model was developed based on precedent research. Based on this, a survey of 1,000 citizens of Bucheon was conducted in this study. This study conducted a survey targeting 500 persons, dividing them into 2 groups according to whether they participated in the festival. The survey of this study established 9 evaluation categories for the International Comics Festival evaluation index model which consists of demographic research and participation motivation, value of comics, festival brand awareness and association image, perceived product quality and loyalty for the festival, internationality of the festival and urban activation. Each survey question is composed of 5 points scale measurement. As a result of the survey, 'for an education of children' was the highest for the participation motivation, and 'not knowing of the festival information' was the highest for the reason of not having participated. The industrial value was evaluated as the highest among the value of comics by the both two groups, and it was studied that there was perception gap for the festival according to whether they participated in the festival for each survey question. It was revealed that the level of awareness of the Bucheon International Comics Festival was "normal," the "city revitalization" index and the "value of comics" index were relatively high and the "international character of the festival" index was the lowest. Furthermore, it was shown that there were differences in the awareness of the established categories of the developed evaluation index model based on whether or not there was participation in the festival. This study comprehensively organizes these analytical results and derives implications which can be used as data for the criteria of the development of future strategy for the Bucheon International Comics Festival.

Teachers' Understanding of Environment around Schools and Actual Survey in Prejudical Business in Taegu City (대구지역(大邱地域) 학교주변(學校周邊) 환경(環境)에 대한 교사(敎師)의 인식(認識)과 유해업소(有害業所) 실지조사(實地調査))

  • Yang, Myung Sook;Kim, Sang Soon
    • Journal of the Korean Society of School Health
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    • v.7 no.1
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    • pp.45-55
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    • 1994
  • The purpose of this study is to contribute to improvement of educational environment by analysing all problems related to environment around the school. To accomplish this purpose, this study was carried out by examining the problems in controlling the areas required for cleanup with 220 teachers in charging the cleanup duties of the primary and secondary schools in Taegu between June 1 and July 15, 1993 and by actually surveying the prejudical business stores around 72 primary schools between August 10 and September 20, 1993. Although most teachers answered to the questionnaires that it is necessary to cleanup the bad environment around the school, the duties of its cleanup tend not to be considered as an important matter. The teachers considered that the most prejudical business store around the school is totally the game room, and in such order as comic books' store, liquor selling shop and causing noise and pollution. 57.3% of total respondents answered that the present cleanup movements have resulted in failure mostly because of both supervising authorities' careless promotion and store owners' excessive commercial transactions. The result of actual survey in environmental and sanitary cleanup area around 72 primary schools showed that the greatest number of 1,258 prejudical stores was the video tapes shop, and then in such order as lodgings, and game rooms, while the number of prejudical store by the schools was 17.5 stores per school on the average which showed a various distribution from zero to 77 places. In general, these prejudical stores were mainly located around the schools in Jung-gu and Seo-gu areas. In addition, it was shown that the more the number of students, the more the number of the prejudical stores. In order to improve the environment around the school, it is necessary to strictly carry out the zoning system relating to the usage of land, to strongly restrict the stores without permit and abnormal stores and to establish the basis asking the city development authorities to go through the environmental evaluation. Moreover, it is absolutely required to make efforts to establish the national right sense of education, and to closely cooperate with the related authorities.

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A Study on Kang Full's Webtoon through the Main Plot Composition Method in Tobias -Focused on Rescue and The Riddle Plot- (토비아스의 메인 플롯 구성 방법을 통한 강풀의 웹툰 분석 -구출과 수수께끼 플롯을 중심으로-)

  • Kim, Dae-Kweun;Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.40
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    • pp.211-242
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    • 2015
  • Recently, the shrunk influence of printed cartoon has been superseded by the influence of Webtoon in the comic industry. Webtoon has gained popularity and interest by being served on internet quickly and easily. Their novel material and sympathetic topic have made it possible for many Webtoons to be reproduced into tv dramas and movies, so, the influence of them has been increased as the copyright industry of culture contents industry. The increasing interest for Webtoon has induced academic studies for the subject. Among the various studies in need on Webtoon, the most important study topics in need are 'Story' and 'Quality' which are criterion for readers to choose Webtoons to read. To create the Webtoon that are great at 'Story' and 'Quality', the study on plots should be preceded, which recast episodes organically through a logical causal relationship. Therefore, in this study, the plots of Webtoons have been analyzed through Rescue plot in and the Riddle plot in selected from the Kang Full's Webtoon series, 'mystery psychology horror season', which are evaluated as the great work at 'Story' and 'Quality.' The analysis was implemented based on Tobias' theory which suggests 'the characteristics of plot' and '8 principles for good plot.' First, Kang Full's webtoons were analyzed through 'the characteristics of plot' and '6 principles for good plot' which is modified from '8 principles of good plot' based on Tobias' theory. Applicability was checked if Tobias' theory could be applied to Kang Full's Webtoon checking through the scenes and contents of the Webtoon. (1) Tobias' 'the characteristics of plot' could be applied to both Rescue plot in and the Riddle plot in . (2) Among '6 principles for good plot', 5 principles are shown in The Lighting Store and all of the 6 principles in Neighbor. The result shows that Tobias theory could be applied to the plot of Webtoon. The fact that Kang Full's Webtoons are composed in a formulaic form could be identified through 'the characteristics of plot' and '6 principles for good plot' shown in Rescue plot in and the Riddle plot in .