• Title/Summary/Keyword: 만화이미지

Search Result 243, Processing Time 0.019 seconds

A Study on Growth Type of Comic strips Heroes through Journey of Life (삶의 여정을 통한 만화 히어로 성장유형 연구)

  • Kim, MiRim
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.173-207
    • /
    • 2012
  • The four-phased plot which consists of introduction, development, turn and conclusion in the long-story structure tends to be patterned and schematized. The behavior of characters is in line with the beginning of human beings and the plot of comic strips basically has four phases. It is, however, not a simple arrangement but a complex one which was developed by organizing patterns of human power, behavior and emotions. With the results from a survey with college students studying comic strips, this study aims to categorize four characters from the archetypal system by Carol Pearson, four phases of the hero's journey by Joseph Campbell, and the four phases of the plot based on Aristotle's theory, which is the frame of the comic strip structure through supporting evidence extracted from comic strips in an integrated way. In this study, the categorization is performed by simplifying and systemizing a character's life cycle, which is a factor of a story structure in complex comic strips. This study is to identify what comic strip writers express by using the metaphor in the complicated long-story structure of comic strips This study reveals that the structure of introduction, development, turn and conclusion based on the plot theory by Aristotle is the metaphor of human life and fate and that the phases of development in the archetypal system by Carol Pearson, a Jung researcher influenced by Jung's theory are the metaphor of human life and fate. Also, the theories of Joseph Campbell, who also was influenced by Jung, are the metaphor of human life and fate as they projected complex emotions of joy, anger, sorrow, and pleasure onto the archetype of heroes and used the metaphor of the hero's journey. Lastly, the theories are introduced with the approach of 'guide to screenwriters' by Christopher Vogler. Meanwhile, this metaphor is the objective and goal of this study. The comic strips selected for this study seem to have long complex stories which have characters leaving their homes, going through adventures and difficulties, meeting the world in another way, experiencing tension, competition, wars, and hardship and returning home with compensation. They grow mentally and psychologically through their journeys and finally become heroes. They express the meaning of our introspection in a narrative through plots and images of comic strips. This appears complex but the basic structure of long comic strips has four phases of plot. The life style of an extraordinary character traveling for adventures and growing in long comic strips can be divided into four phases symbolizing childhood, adolescence, adulthood, and senescence and it is a psychological growth process. The archetypes of the character can be divided into four phases and the growth process can be explained. The hero's journey symbolized by the character can be also divided into four phases. Through theories, the complex arrangement of four-phased plots in comic strips corresponds with the growth process of introduction, development, turn and conclusion through the stages of life. At the same time, this study found that the characters becoming heroes are the metaphor of introspection and that the characters' growth and life correspond with the four phases in life through long comic strips. Long stories in long comic strips written by comic strip writers show that characters go on their journeys and change their lives through hardship and difficulty by logical construction of plot and their growth processes are presented in archetypal images and they reach introspection as heroes. The readers share time and space through images in comic strips and realize that they had the same experience as the characters emotionally by being moved by the stories.

Typological characteristic of the comics published gutter (출판만화 칸새의 유형별 특징)

  • Lee, Suk Jae;Yoon, Ki Heon
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.271-291
    • /
    • 2013
  • Cartoons exhibit contents and images and deliver them to readers by repeating frames. Frames embody the cross sectional factors of space-time, and the repetition of frames makes those cross sectional factors into a continuous flow. The gutter, which exists between frames, takes the role to make the continuous flow link smoothly, and at the beginning stage of the gutter, the operating of the gutter was usually passive by the frame meanings. However, the gutter is not just a medium for linking the frames, but is an efficient participation device for creating new expression methods of cartoon organization. By producing new directing methods for cartoon organization, the distinctive functions of the gutter have been kept alive with cartoon history. The distinctive functions of the gutter can be divided largely into transition function, reminiscence function, speech balloon function, pen function, and decorative function. And those functions perform actively as direct expression method of the gutter. When those functional methods are expressed by the author's intention and the frequency of them is generalized according to described contents, using each author's individual differences can suggest direction for new directing organization of cartoons.

A study of a Japanese goblin character:Centered around the making method of goblins' image (요괴 캐릭터 연구:요괴 이미지의 생성원리를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
    • /
    • s.16
    • /
    • pp.141-163
    • /
    • 2009
  • This paper examined the goblin characters in Japan animation. The meaning of the goblin in this paper is not a just monster. They have a spirit. This concept is based on animism in japanese mind. I attempted a chase of goblin character's making methods. My theoretical approaches lean on the concepts "inter-textuality" of Julia Kristeva and "text" of Roland Barthes. First of all, I compared some beings of the old chinese myth-geographical book with some characters of Japan animation . The making method of goblin characters is two. One is 'Hybrid', the other is 'Mutant'. And than I appled to Japanese traditional image, "Baek-kuy-ya-hang-do"(hundreds of goblins' parade). The making method of goblins is combined to a inter-textual way as hybrid or mutant.

  • PDF

A Case Study on the Test Automation Using AirtestIDE (AirtestIDE를 이용한 테스트자동화 사례 연구)

  • Kim, Suk-Soon;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.585-586
    • /
    • 2021
  • 유니티에서 안드로이드 앱을 개발하고 테스트하는 과정에 테스트 자동화 툴을 사용할 수 있다. 본 논문에서는 테스트 자동화 툴 중 AirtestIDE에 대해 소개하고, 이미지 캡쳐를 이용한 자동화 테스트인 Airtest와 UI제어 인식 기반 테스트인 Poco를 안드로이드 앱에 적용한 사례를 중심으로, 각 테스트에 대한 장점과 단점을 나열하여 앞으로의 테스트 자동화 툴이 더 나은 방법으로 변할 수 있는 방안을 제시하고자 한다.

  • PDF

Study of Rhetorical Puns in Korean Comic Strips in Daily Newspaper (한국 신문만화의 언어유희적 기법 연구)

  • Kim, Eul-Ho
    • Cartoon and Animation Studies
    • /
    • s.10
    • /
    • pp.1-16
    • /
    • 2006
  • This thesis aims to recall the importance of language in comics by studying comic strips in Korean daily newspapers: the comic strips are analyzed for rhetorical puns in its language text as they representatively show the value and role of language in comics. Moreover, Korean comic strips, as they developed into current affairs comics, acquired a stronger media characteristic of communicating information compared to other genres of cartoons. As a result, comics strips have become a genre where language plays an important role and the words needing to be able to convey the meaning quickly and implicitly. Due to tight control of national authority, the language technique developed into an indirect expression rather than a stronger direct imaging technique. The political oppression of the comic strip paradoxically brought on the rhetorical development in the creative techniques. Based on this analysis, the writer studied the rhetorical puns of the texts Korean comic strips by implementing the classification techniques of rhetoric expressions. As a result, through quotes and analysis of actual comic strips, the writer confirmed that Korean comic strips do actually show tremendously vast rhetorical puns in its language application techniques. The writer was also able to conclude that the rhetorical puns in comics were the force entertaining and impressing the readers, and also acting as the creative principle. Concluding this study, the writer emphasizes that language, not only in comic strips, is a combination of words and images and is also an important factor in all cartoons in general. Thus the thesis proposes that the training of humanistic thoughts and linguistic sensitivity are as important as learning to draw in the creation of cartoons.

  • PDF

A Study of Expression Visual Image in 2D Animation (2D애니메이션에서의 시각이미지표현에 관한 연구 -그레이브스의 명암이론을 중심으로-)

  • Kim, Kwang-Hwan
    • Cartoon and Animation Studies
    • /
    • s.9
    • /
    • pp.94-111
    • /
    • 2005
  • Sight is one of the Important physical function of understand and express everyday life or artistic worts. 80% of the whole cognitive information on things and spaces comes from sight among man's five sense. This proves that the function of sight has much influence upon senses and perceptions, and such influence evokes a varier of emotional response. Emotion is an important element in framing an animation work, and need various equipment to evoke audience's impressions. Such elements as event, circumstance, time, and space are equipments for the emotional experience of audience.

  • PDF

한국국학진흥원 캐릭터 및 CI개발에 관한 연구

  • Jeon, Hyeong-Do
    • Cartoon and Animation Studies
    • /
    • s.5
    • /
    • pp.493-497
    • /
    • 2001
  • 2001년 10월 안동에 위치한 한국국학진흥원의 개소식에 맞추어 타 관련기관과 이미지 차별화를 통한 국학의 세계화, 전문화 실현 및, 국학의 특성에 부응하는 시각적 동질성 확립으로 한국국학진흥원을 국학연구 전문기관으로 표현할 수 있는 C.I.P 개발에 그 목적을 두고 디자인을 하였다. 연구내용으로는 기본편과 응용편으로 나누어 한국국학진흥원의 시각요소로서 필요한 매체에 적용할 수 있는 모든 아이템을 개발하였다. 특히 심볼 로고와 함께 안동지역이 유교문화권으로서, 국학진흥원의 홍보수단으로서 뿐만 아니라 관련 분야에 다양하게 활용할 수 있도록 그 목적을 두고 캐릭터를 개발하였다. 매뉴얼에 제작된 내용으로 실제의 각 요소에 접목 활용함으로써 한국국학진흥원을 상징하는 모든 매체에 이미지통일화를 확립하여 위상정립과 홍보의 효율성을 높이는데 기여할 수 있을 것이다.

  • PDF

A Study for Expressing the Image of Anticommunistic Ideology Reflected in (<똘이 장군>에 반영된 반공적 이데올로기 이미지 표현에 관한 연구)

  • Jang, Yeon-Yi
    • Cartoon and Animation Studies
    • /
    • s.15
    • /
    • pp.109-122
    • /
    • 2009
  • Cultural policy, a part of ideological policy has affected remarkable changes in movie and animation. Korean animation was called cartoon movie and popular only among children, but works dealing with anti-communism ideology have been introduced in Korea since before/after 1970s. Animation focusing on ideology is not unique in Korea, but division of two Koreas after Korean War made great influence on social, cultural and educational aspects of the nation. Moreover, modification in movie-related laws and regulations made in 1960s - 1970s affected movie and animation significantly and is a means of strengthening anti-communism. In particular, Director Cheong-gi Kim's released in 1978 is meaningful in that it is the first long piece of animation movie. In this study, I clarify anticommunistic ideology reflected on the anticommunistic animations and the imageable expression of ideology reflected on . Most of all, I emphasize on clarifying how the cultural policies and social & cultural background influence on the advent of anticommunistic animation in 1960${\sim}$1970. Also, to communicate anticommunistic ideology reflected on produced under the social & cultural background, I clarify the expressive characteristic which the image of animation has.

  • PDF

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
    • /
    • s.43
    • /
    • pp.231-254
    • /
    • 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.

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

  • Mok, Hae-Jung
    • Cartoon and Animation Studies
    • /
    • s.20
    • /
    • pp.87-104
    • /
    • 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.

  • PDF