• Title/Summary/Keyword: 만화언어

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Deconstructive reading of Makoto Shinkai's : Stories of things that cannot meet without their names (해체로 읽는 신카이 마코토의 <너의 이름은. 군(君)の명(名)は.> : 이름 없이는 서로 만날 수 없는 사물들에 대해)

  • Ahn, Yoon-kyung;Kim, Hyun-suk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.75-99
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    • 2018
  • Makoto Shinkai, an animated film maker in Japan, has been featured as a one-person production system and as a 'writer of light', but his 2016 release of "Your Name" was a departure from the elements that characterize his existing works. At the same time, by the combination of the traditional musubi(むすび) story, ending these, it was a big hit due to its rich narratives and attraction of open interpretation possibility. As it can be guessed from the title of this work, this work shows the encounter between the Japanese ancient language and the modern language in relation to the 'name', and presents the image that the role of the name(language) is repeatedly emphasized with various variations in events for the perfect 'encounter'. In this work, the interpretations of $Signifi\acute{e}$ for characters and objects are extended and reserved as a metaphorical role of the similarity, depending on the meaning of the subject which they touch. The relationship between words and objects analyzed through the structure of Signifiant and $Signifi\acute{e}$ is an epoch-making ideological discovery of modern times revealed through F. Saussure. Focusing on "the difference" between being this and that from the notion of Saussure, Derrida dismissed logocentrism, rationalism that fully obeyed the order of Logos. Likewise, dismissing the center, or dismissing the owner had emerged after the exclusive and closed principle of metaphysics in the west was dismissed. Derrida's definition of 'deconstruction' is a philosophical strategy that starts with the insight on the nature of language. 'Dissemination,' a metaphor that he used as a methodological concept to read texts acts as interpretation and practice (or play), but does not pursue an ultimate interpretation. His 'undecidability' does not start with infinity, but ends with infinity. The researcher testifies himself and identifies that we can't be an interpreter of the world because we, as a human are not the subject of language but a user. Derrida also interpreted the world of things composed of Signifiant and $Signifi\acute{e}$ as open texts. In this respect, this study aimed to read Makoto's works telling about the meeting of a thing and a thing with name as a guide, based on Derrida's frame of 'deconstruction' and 'dissemination.' This study intends to re-consider which relationship the Signifiant and $Signifi\acute{e}$ have with human beings who live in modern times, examine the relationship between words and objects presented in this work through Jacques Derrida's destruction and dissemination concepts, and recognize that we are merely a part of Signifiant and $Signifi\acute{e}$. Just as Taki and Mitsuha confirm the existence by asking each other, we are in the world of things, expecting musubi that a world of names calls me.

A Study on Comicality of Animation (애니메이션의 희극성(喜劇性) 연구)

  • Cho, Mil-Ra
    • Cartoon and Animation Studies
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    • s.12
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    • pp.103-119
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    • 2007
  • This study investigated the comical essence of animations and the comicality found in Korean animations focusing on the comical elements signifying the promotion of laughing and its meaning. In addition, it has been found from this study that the comical essence of animations was the laughing that expanded the recognition and awareness for the entity to be revived, by suggesting the following: 1) the fact that the laughing would be unexpected and it would stimulate the imagination of audience in unprecedented situations in which the method of creation would be unthinkable and thereby the laughing occurred would endow audience with thought, feeling and sense etc. that would not have been perceived so far; and 2) furthermore, the ideal world through grotesque expressions. Meanwhile, unlike the general preconception that animations would be considered one of the popular art forms with strong comical elements, it has been noted that there have been a very few Korean animations with strong comical elements. Besides, it has been confirmed that they have focused not on created and grotesque comicality, but on linguistic comicality based on the forms of characters or their movement itself, or humor and witty remarks.

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The study about historical style of animation :Focused on the individual style and USA's style & Japan's style (애니메이션의 역사적 양식에 대한 연구:개인양식과 미국의 디즈니.일본의 지브리 양식을 중심으로)

  • Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.49-65
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    • 2009
  • I try to extract typological factors from the historically relevant works of animation, for that we can refer 'style.' creator's individuality, general tendencies and restraints of his time, the national properties work on them. It is the individual aspect that excels in the works of Jiri Trnka, Tim Burton, Yuri Norstein, so they stand out not only in their own specific sensibility, vision but also in the elucidation of themes and the technology of dealing medium. On the other hand the Walt Disney's animation has so distinctive characteristics that we could identify them. Disney's so-called classical model accomplished a typically American animation form as full of expressive visual language, over reaction, full animation describing detail action. We could tell, Miyajaki Hayao's Gibri Studio represents Japanese animation, which works on traditional motives of Japan and expresses unique humanity.

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The sound analysis of (<이야기 속의 이야기> 사운드 분석)

  • Mok, Hae-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.87-104
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    • 2010
  • Animation creates meaning and affection by combinig image and sound like film. directed by Yuri Norstein is a good text for analyzing animation sound in that it combines image and various music and sound effects well. This study focuses on analyzing the way that sound function to make meaning in this text. Generally sound is categorized into dialogue, music, and sound effect. And animation has its own characteristic in each category. The voice for dialogue is created corresponding to the image of the character and the rhythm is very important in Animation. Plus Sound effect in animation can be said to mimic not just sound but also movement. This study analyzes sound based on three sound factors and the concepts of the point of listening, subjective sound, and sound bridge. Subjective sound using the point of listening of the wolf and the baby bestows a special position on the main characters in the text. It is the overall characteristic of the sound use of this text that the repetitive combination of sound and image, the linguistic and annotative function of sound effect, and comparatively conventional use of music and sound effect enhance the affection and readability.

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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.

The animated soul of the machine The development of kinetic elements in installation art, eastern and western positions (기계의 움직이는 정서에 대한 조형 연구)

  • Halbherr, Bernd;Choi, Han Jun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.537-561
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    • 2017
  • Machines and robotic structures are questioning existential bases of human beings. They influence our way of thinking and transform our social philosophies and value systems. The same time they keep their fascination ever since. Mechanical technique and skills are symbols for development and hazard at the same time. The attraction of this ambivalence is reviewed in this thesis by having a look at kinetic elements in modern sculpture. The author is focusing on classical sculptural positions that use machines or machinery within sculptural artworks. The historical development is examined and certain examples from the classical modern era are discussed as role models during their time. On this scenario, the portraits of two young contemporary outstanding positions in the field of kinetic art and installation are analyzed and explained. One of the goals was to investigate the eastern and the western language of two artists that are doing artworks in the same field and compare the works and the cultural expressions to each other. Different cultural positions and visual languages become visible due to the research. And the author's final conclusions is, that even in a globalized world there will always be significant local distinguishes remaining.

Visual Narrative as a Color Storytelling in DISNEY and GHIBLI Studios (디즈니와 지브리 애니메이션 비주얼 서사구조에 관한 비교 연구)

  • Brito, Yahaira Moreno;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.221-246
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    • 2017
  • Visual narrative or storytelling involve two important aspects of the cognitive perception: the conscious and subconscious. Color is one of the cognitive storytelling elements, its interpretation is captured by the subconscious and it is considered an emotional resource due to its psychological background. On the other hand, the character is also part of cognitive perception and storytelling tool, but this is interpreted consciously, character is considered as a logical resource. Ghibli and Disney have organized their cinematographic techniques in different ways, so it would be unfair to say that one narrative style is better than the other, it depends of perception of beauty which varies according to society. However the present study seeks to determine the differences between Ghibli and Disney narrative style, taking as reference color. Ghibli and Disney are perfect example about color effects as a storytelling agent, It can be classified in two aspects: dynamics of color and color as a narrative sequence. The dynamics of color analyzes how color acts and is perceived into a stage, its meaning and symbolism regardless of the character's actions. The narrative sequence studies how color thermologic evolves in scene's development.

A Study on Revaluation of copy theory in Representational Gaps Extinction of CGI (CGI(Computer-Generated Imagery)의 재현적 간극 소멸에서 보여지는 모사이론의 재평가에 관한 연구)

  • Chung, Kue-Hyung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.103-128
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    • 2012
  • Study about existence of illusion which human beings feel from imitated image based reality have been continuing by copy theory and conventionalism for a long time. Traditional copy theory which had controlled representation theory from plato have explained illusion by similarity of image and representation objects. According to copy theory, image is natural sign unlike language but the late in the 20th century, conventionalism from N, Goodman insists they are not any special similarity between image and representation objects. They insist image and conventional sign just as language. These opposit theory rearranged conventionalism by the entrance on the cognitive science. The copy theory couldn't explain the problem of representational gap between reality and duplication, but photo media makes new paradigm about theory of the illusion. The problem of representational gap was disappeared by CGI images on the base of digital media. We are exposed exquisite duplication for a example, movie, advertisement, printings. Sometimes duplications are more real than the original works. Digital is a non-material object by 0 and 1. Specially real lighting skill and mechanism are copied perfectly by photon mapping skills and the duplications are produced more real than the original works. By disappearance of representational gap, we need new theory model for explaining of digital illusion and copy theory can be the key.

Multi-perspective of Korean Folk Paintings (민화의 다시점을 활용한 애니메이션 표현기법 연구)

  • Kim, Do-Yeon
    • Cartoon and Animation Studies
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    • s.9
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    • pp.112-126
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    • 2005
  • This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.

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Humor Elements Analysis of Pixar Short Films Based on Henri Bergson's Theory of the Comic (픽사 단편 애니메이션에서 나타나는 유머요인 분석: 앙리 베르그송의 희극론을 중심으로)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.19
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    • pp.51-64
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    • 2010
  • Although there has been a significant technological and representational achievements in domestic animation industry since the beginning of the 21th century due to the high expectation and boost in production, domestic long and short film animations have been less favored compared to foreign animations because they are less entertaining. For small scale productions including students, it is easier to create short film animations due to small budget and short time frame. In addition, as shown in Pixar animation studios case, production of short film animations can lead to success in production of long film animations from better ideas and technology improvements. This research studies factors that contribute to entertainment and humor of short film animation by examining Pixar's short film animations based on Henri Bergson's comedy factors, which are shape, movement, situation and language, and personality. The most noticeable fact is that the humor by situation is found in all short films. Comedy aspect shown in the form of character's internal characteristic is something that has to be considered from the beginning of character design. Contribution of language is minor compared to movement or gesture, which are more often used to cause humor. Finally, character's personality has to be clear and decided beforehand in order to create comedy situations. After studying various short film animations, I found out that the more successfully humorous an animation is, the more it uses various combinations of the above mentioned comedy factors. By fully analyzing and adopting commercially and artistically successful Pixar's short film animations as the benchmark, planning and production of domestic short film animations can perform entertainment role both domestically and globally.

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