• Title/Summary/Keyword: 만화문화

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이원복교수 "한국만화유통구조 개선방안에 관한 연구"서 주장

  • Korean Publishers Association
    • The Korean Publising Journal, Monthly
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    • s.80
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    • pp.22-22
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    • 1991
  • 일본만화의 국내유입에서 문제가 되는 것은 그 내용이라기보다는 내용의 저변에 깔려 있는 일본적 사상과 일본적 문화이다. 따라서 이를 국내에 들여올 때는 반드시 사전심의를 거쳐 우리의 도덕과 윤리, 그리고 가치관에 어긋나는 부분을 제거한 다음 독자들에게 전달하도록 해야 한다.

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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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A Study on the Collection of Caricature, Cartoons and Comics in the Library (도서관의 만화자료 수집에 관한 연구)

  • 유소영
    • Journal of Korean Library and Information Science Society
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    • v.34 no.1
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    • pp.173-193
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    • 2003
  • The purpose of this study is to expand understanding among librarians of the importance of caricatures, cartoons and comics in the library collection. To do so, the writer explores the characteristics, meaning, artistic value, and benefits of this realm. The writer also examines traditional as well as changing attitudes of the public toward caricatures cartoons and comics. As this study progresses. it will prove that caricatures. cartoons and comics are very important cultural products of our time, to which all libraries should pay more attention. Thus the writer urges that the library should make a good collection in this are and make it available to the public.

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A Study on Education and Development of the Digital Cartoon and Animation (디지털 만화 애니메이션의 발전과 교육 방안)

  • Shon, Young-Woo
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.219-225
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    • 2006
  • The appearance of digital culture contents swiftly has changed the culture in domestic and international areas in recently and the digital cartoon and animation have become the most important expression media in contemporary age. The digital cartoon and animation industry have attracted the attention of the people as the business of the OSMU(One Source Multi User) which has the possibility to expand and to enhance the added value not only for the field of image and character business but also for the area of the advertising and tourist business. Therefore, in this paper, 1 study on education and development of the digital cartoon and animation. Firstly, I study on definition and type of the digital cartoon, and work flow of the cartoon contents production. Secondly, the purpose of this study is to analyze and research the domestic business trend of the digital cartoon and animation. Finally, 1 propose the plan of policy and education of the digital cartoon and animation.

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Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries (스포츠만화의 변화가 스포테인먼트 산업에 끼치는 영향: 문화산업의 맥락에서)

  • Lee, Sang-Won;Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.28
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    • pp.79-99
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    • 2012
  • As a type of mass media, cartoon has been changed by political, economic, and social cultural influences. Certainly, sports cartoon also has been influenced by them. Ever since Park Ki Jung's cartoon came out, which was assumed as the first sports cartoon in Korea, sports cartoons had been used as a means of vicarious satisfaction until 1980s. Sometimes they reflected the phases of the era that struggled to overcome poverty, and adversity followed by war. Sometimes they showed people's suppressed feelings against their society. However, in modern society, the perspective of readers changes in various ways because of the influence by postmodernism. They put more weight on individualism rather than on group, they consider individual tastes very important since personal tastes and diversity has been one of significant factors. For these reasons, sport cartoons were no more what they had used to be. By 1990s, sports cartoons had attracted readers' attention again by presenting distinctive characters, and describing fancy sports skills in cartoons trying to escape from cliche story plots such as stories about rivals, competitions, winners-losers composition, and characters' diligence. Moreover, some sports cartoons contained professional contents focusing on expert sport knowledges, and deepen information of sports. From the point of cultural industries view, these tendencies are heavily affected on sportainment industry which stands out as an emerging industry recently. The ultimate purpose of sportainment industries is making a profit by providing entertainment and amusement for their readers beyond sports games. This study focused on influences that the transition of sports cartoons affects sportainment through concrete cases in context of cultural industries since 90s. The study will analyze the concept of sportainment industries, and discuss the process of sports cartoons' transition. Once sports cartoons keep trying to challenge, and make a progress with aggressive changes, it would give great influences not only to sportainment industries but also to other kinds of pop cultural industries.

Trend and Implications of the Academic Research on the Digital Comics (디지털만화에 대한 학술연구의 동향과 함의)

  • Jeon, Gyongran;Park, Sung Dae
    • Cartoon and Animation Studies
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    • s.32
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    • pp.159-187
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    • 2013
  • The purpose of this study is to verify the status of current digital comics research trends and the characteristics in Korea. For this purpose, 87 articles and dissertations published between 19900 to 2012 were analysed by a meta-analysis methods. Digital comics platforms, topics, methods were examined to understand the landscape of the digital comics in Korean context. The main results of this study are as follow. First of all, the number of researches on the digital comics has been in the rise, and the various academic journals have published articles to understand the digital comics on the basis of their own academic background. Despite of the short history of digital comics researches, the range of research subjects has been broaden, and more integrated approaches have been taken from the various research fields. The content of articles, however, was skewed to a certain platform, topic and the method such as the website based comics, the text analysis, and the qualitative methodology. Thus, the more systematic and integrated approaches are needed to understand the digital comics issues and to build up the digital comics studies.

A case study of Infringement on the second digital copyrights of comics contents (만화콘텐츠의 2차적 디지털 저작권 침해사례 연구)

  • Kim, ha-yeong;Yoon, ki-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.109-110
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    • 2011
  • 만화가 각종 문화콘텐츠의 중요한 미디어믹스 원천 소스로 떠오르면서 이에 따른 2차적 저작권분쟁 또한 증가하고 있다. 이에 따르는 사회적 기회비용이 크고 향후 문화콘텐츠 산업에 악영향을 줄 수 있다. 따라서 기존의 공정이용 대책과 함께 만화 원작자와 관련단체, 그리고 정부기관의 콘텐츠 이용 형태와 권리 관계에 따른 구체적이고 세분화된 풀랫폼이 개발되어야 하고 더불어 기술적 보호 장치와 보상체제를 갖추는 노력이 선행되어야 한다.

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케리커쳐(Caricature)에 나타난 복식의 해학 -조오지왕조 시대를 중심으로-

  • 김경희
    • Proceedings of the Costume Culture Conference
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    • 2003.09a
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    • pp.53-54
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    • 2003
  • 현재 거대한 산업으로 형성되어온 만화의 이미지는 상업 광고나 정치선전, 공공홍보 등에 서 만화의 매체적 특성을 이용해 많은 효과를 얻고 있으며 복식에도 많이 응용되고 있다. 이러한 만화의 선두자인 조오지왕조 시대의 케리커쳐는 그 당시 많은 사람들에게 널리 보급되어 유행되었다. 케리커쳐의 어원은 Caricare라는 이탈리아어로 ‘싣는다’ 또는 ‘덧붙인다’라는 의미로 1646년 이탈리아의 화가인 마시니(Masini)가 그린 “일그러진 얼굴”을 캐리커처의 시작으로 보고 있다. (중략)

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Study on Guidebook of Standard Agreement in Korea Cartoon Business (만화 비즈니스 가이드북 표준 계약서 연구 : 만화 출판권 설정 계약서(매절과 인세) 중심으로)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.10
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    • pp.55-72
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    • 2006
  • ‘Guidebook of Standard Agreement in Korea Cartoon Business’ was officially announced by Korea Culture & Content Agency. We try to make this as a standard agreement for both cartoonist and publisher through mating the most of it. As this ‘standard agreement’ is the result of government sponsored research, it ought to be used for the profits of both, cartoonist and publisher. After investigation for unequal terms if any , I tried to find other alternatives for the development of this part. The objectives of my study is as follows; first, for the circumstance in which cartoonists can be devoted to his work without any insecurity in the part of ‘agreement’. Second, publisher can publish more of good contents with the help of those cartoonists.

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Methodology for Analysis of Comics Audience (만화수용자 분석을 위한 연구방법론)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.9
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    • pp.80-93
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    • 2005
  • This study analyzes current situation of Korean comics market, emphasizes the necessity of studying comics audience. Presenting the differentiated methodology for comics study, the alternative solution for Korean comics market is given. The theoretical foundation is based on the cultural approach for audience studies. This study aims to find out the changing environment of taking comics contents and using behavior of it. Most audience of comics make use of them in various ways and try to use them in new experimental method. To analyze the tastes and using behavior of comics audience is necessary for preplanning of comics production.

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