• Title/Summary/Keyword: 그래픽노블

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A Study on Texture Style of the Graphic Noble Animation (그래픽 노블 애니메이션 <스파이더맨>의 텍스쳐 스타일 연구)

  • Meng, Zi-Lu;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.365-366
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    • 2019
  • 3d 애니메이션 제작 기술의 발전은 시청자의 수요를 충족시키기 위해 다양한 방면에서 성장을 해오고 있는데 툰 쉐이딩 기술역시 빠른 발전을 거듭해오고 있다. 2019년 개봉한 스파이더맨 애니메이션은 마블과 DC코믹스의 그래픽 노블 애니메이션의 새로운 시각적 스타일을 제시하고 있다. 기존의 툰 쉐이딩 스타일에서 벗어나서 캐릭터 뿐 아니라 배경, 카메라, 애니메이션, 편집에 이르기까지 영화의 전 영역에서 그래픽 노블을 보는듯한 착각을 일으키게 한다.

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A Study on Woman Growth-Narrative and Modes of Expression Graphic Novel 『Habibi』 (그래픽 노블 『하비비』의 표현양식과 여성 성장 서사 연구)

  • Lee, Young-Soo
    • Cartoon and Animation Studies
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    • s.43
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    • pp.231-254
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    • 2016
  • The graphic novel is seemed different from comics in two aspects, visual expression and narrative value. However, they are ambiguous standards, so it needs to research each works of graphic novel deeper. Then this paper studied both of visual expression and narrative in Craig Thompson's "Habibi" that has been recognized a fine graphic novel. As the research about how the modes of expression that an American author choose on purpose to represent an arab female are related with narrative, it will get the point of narrative strategy that graphic novel can have potentially. So It studied new modes of expression as focusing on imagination of arab letters and woman growth-narrative by using Gayle Rubin's 'traffic in women' theory, and how it was related with modes of expression in graphic novel. This paper will be helpful for broadening spectrum of expression in graphic novel as comics media having own narrative form and studying graphic narrative potential.

A Study on the Realism of Graphic Novel : Focused on Pascal Croci's (리얼리즘적 그래픽 노블: 파스칼 크로시의 『세슘137』)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.32
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    • pp.121-140
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    • 2013
  • This study takes a look at diverse artistic strategies is taking as a graphic novel of participation. Pascal Croci has used and combined the forms to convey the message he want as a writer of an inclusive graphic novel, image-text. It is linked with an intrinsic to the graphic novel as well as tradition of realism in a wide variety of genres. This study takes a brief look at the realism art in each genre and confirms in relation to the artistic characteristics of intrinsic to the graphic novel is taking as a graphic novel of participation. is consists of the process of covering a case and the form of a broadcasting report and a fictional format emphasizes the objectivity in contents to highlight the journalistic characteristics of the general narrative. uses various artistic languages of realism. The audience feels a realistic case through the experience and writer's message is convey effectively. shows the generic openness of the graphic novel.

A Study of the Relationship between Realistic Expression of Objects and Graphic Novel in Korean Comics - Focused on the work by Kwon, Ga-Ya - (한국만화에 있어 대상의 사실적 표현과 그래픽 노블의 연관관계에 대한 연구 - 권가야의 <남한산성>작품을 중심으로 -)

  • Park, Hee-Bok;Kim, Kwang-Su
    • Cartoon and Animation Studies
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    • s.37
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    • pp.361-392
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    • 2014
  • Regarding works that express objects realistically in painting, Gustave Courbet advocated realism in the mid-19th century, France, resisting the then academist style of painting, and works in realist style were produced in earnest by painters such as H. Daumier or Jean F. Millet, who went along with him. Later, realism has expanded into the realm of general literature, including fine art, which has had profound impacts on works of art and literary works. In comics, too, in the same historical context as a form of painting, realistic comics began to be produced by painters or cartoonists at the time. These realism comics are those dealing with stories based on facts, and in terms of contents, objective description and representation of the social realities of the times is one of the most important objectives, but it could not be concluded that in their visual aspect, that is, that of expressing the objects, they were realistic. In the meantime, a graphic novel was born, which was the intermediate form between comics and novels around the United States and Europe since the 1980s. Graphic novels appeared in forms and styles with strong literary and artistic values in the comics market in the U.S. which was full of the superhero genre (comics around heroes), and their major characteristics are very realistic expressions in terms of contents and visual aspect. They are complex and delicate and even have artistic, literary values as if readers read a fiction or literary work of which its narrative structures or pictures are produced with graphics. The characteristics of realistic expressions shown in graphic novels are very different from the previous works of comics. It is noteworthy that they began to be acknowledged as works of art like painting or illustration, thanks to their features of strongly individual auteurist painting style, a fairly high degree of completion of the works, and creative and experimental expression techniques or methods, instead of following the fashion of the times. In recent years, in South Korea, Hollywood blockbuster films have been released one after another and become box office hits, there are increasing interest and demand for the original graphic novels. Accordingly, many original graphic novels have been translated and started to be sold, and keeping pace with this global flow of fashion, some writers in Korea began to produce works of graphic novels. However, to look into the domestic works produced claiming to be graphic novels, there are various opinions on their format and authenticity. In this sense, this study focused on Ga-ya Kwon's Namhansanseong, one the representative works of Korean style graphic novels, and in particular, it attempted to analyze their characteristics and commonalities focusing on the visual aspect of realistic expressions of objects. It is expected that there would be an opportunity to seek for ways so that Korean style graphic novel can be further developed as a genre of comics, with competitiveness by looking back on the identity and present state of domestic graphic novels and developing and applying Korea's original subject matters differentiated from those of graphic novels in the U.S., Europe or Japan through this study. In addition, it is desired that they will be a new energizer for the stagnant domestic comics market.

A Study on Visual Aesthetic Characteristics and Visual Storytelling of Graphic Novel film (그래픽 노블 영화<씬 시티>의 영상미학적 특성과 비쥬얼 스토리텔링)

  • Park, Sang-Ho;Yun, Tae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.175-176
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    • 2014
  • 영화<씬 시티>는 프랭크밀러 원작의 만화 '씬 시티'를 영화로 만든 작품이다. 흑백영상과 조명, 원색의 컬러와 뒤에 배경을 컴퓨터그래픽으로 배치함으로써 표현주의를 바탕으로 한 필름 느와르 장르와 원작의 컷을 사용하여 그래픽 노블 이미지를 영상으로 연출하였다. <씬 시티>를 분석하여 이를 통한 영상 미학적 특성과 비쥬얼 스토리텔링에 대해 살펴 볼 수 있는 연구라 사료된다.

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The Use of Graphic Novels for Developing Multiliteracies (그래픽노블을 통한 다중문식성의 발달)

  • Yun, Eunja
    • Journal of English Language & Literature
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    • v.56 no.4
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    • pp.575-596
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    • 2010
  • The modes of narratives and communication have expanded due to social and cultural changes and technological development. Thus texts have become multimodal and media hybridities and media crossover have been increasing as well. Multimodality requires new literacy to understand and interpret those multimodal texts other than existing traditional literacy approaches. The New London Group (2000) argues that multiliteracies are needed to serve today's changing multimodal texts. Kress (2003) also argues, visual texts have been prevailing, being mingled with other modes of texts such as linguistic, audio, gestural, and spatial modes. Literary texts are not exception in this trend of multimodality. The recent renaissance of comics, in particular, the new light on graphic novels can be interpreted in this historical vein. In comparison to comics, no consensus has been made in defining graphic novels, however, many studies have been recently conducted in order to look into the potential of graphic novels in building multiliteracies. In this paper, the graphic novel as a literary genre are explored from a histocial perspective and the definition of graphic novels was attempted to be made. In the light of multiliteracies, this paper presented cases that show how graphic novels can be utilized to build multiliteracies. Lastly, the use of graphic novels for English as a foreign language was introduced as well. The author hopes that at the age of multimodality, the potential graphic novels have in language and literacy education can be taken into account by language teachers and students in expanding their territory of literacy.

A Study on Expressional Feature of <> by Art Spigelman (아트 슈피겔만의 <<쥐>>에 관한 표현적 특성 연구)

  • Choi, Ji-Young;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.413-422
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    • 2008
  • On Expressional Feature of by Art Spigelman who won the Pulitzer Prize in 1992, first in the works background of Spigelman, $60{\sim}70's$ the author sends an adolescence the ideological background of the work investigated a periodic situation and the environment where becomes the creation background of <> and researched. Second, in narrative special quality it was researched about fablelic narration, narration of documentary, doublespeak, frame formula configuration. Third, in formal quality, <> being based on Scott McClould's cartoon theories analyzed with structure. Last, <> was investigated in form.structural completion degrees with Spigelman peculiar expressive techniques, photos, informality illustrations, maps that were expressed the realism strongly were analyzed.

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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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Moebius' L'INCAL Analysis of 'self' and 'self-consiousness' in philosophic viewpoint ('자기와 자기 의식'의 철학적 관점에서 본 뫼비우스의 '잉칼'분석)

  • Hong, yong ok;lee, won-seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.667-671
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    • 2007
  • Moebius' L,INCAL Analysis of 'self' and 'self-consciousness' in philosophic viewpoint. In this research, I studies and analyzed Mobius' L,INCAL who had affected revitalization of Europe and America's genre cartoon and graphic novel. Among the L,INCAL. I selected some parts which are related to 'self' and 'self-consciousness' of 융(Jung), 라캉(Lacan), chaos theory Because it is too extensive for me to do this. Cartoons filled with philosophy is likely to have a possibility to be seen by adults. The goal of this study is to make a coner stone which all the classes can enjoy various cultures with.

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A Study of Transmedia Contents : Storytelling and Conceptualization (트랜스미디어 콘텐츠 연구 : 스토리텔링과 개념화)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.180-189
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    • 2010
  • Cultural contents refers to cultural and artistic contents that are saved, sold, and enjoyed in various digital media. In responding to rising content contents, OSMU has been utilized to make one content into various types of products. Recently, transmedia contents are replacing the role of OSMU. Transmedia contents builds up the united content with blending of various contents through plural media and they have emerged in the part of creating digital contents under the convergence paradigm. Transmedia contents becomes invasive and permeates fully the audience's lifestyle by developing content available across multiple forms of media. This study discusses the differences between OSMU and transmedia contents. It attempts to clearly define transmedia contents and to conceptualize the components of transmedia contents. In doing so, this study seeks a new method of storytelling utilizing transmedia contents. The discussions in this study should be useful for transmedia content developers to improve their work. Implications and directions for future study are discussed.