• Title/Summary/Keyword: 만화캐릭터

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제14회 아시안게임 마스코드 디자인

  • Chae, Yun-Gyeong
    • Cartoon and Animation Studies
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    • s.5
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    • pp.508-512
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    • 2001
  • 이벤트의 캐릭터는 특유의 소프트한 측면과 생명력으로 행사의 차별화 및 일반대중과의 친숙도 제고는 물론 무한한 상업적 부가가치로 그 중요성이 더욱 부각되고 있다. 특히 위성방송의 활성화로 전세계 단일 네트워크 권에 있는 오늘날에 있어서 그 역할을 무한하다고 하겠다. 따라서 단순한 행사의 상징으로 사용되었던 시기에 명명된 마스코드(Mascot)라는 용어보다 이벤트 아이덴티티 캐릭터(Event Identity Character)라는 용어가 더 적합하다고 할 수 있지만 행사의 조직위원회와 국제아시안게임조직위원회에서 공식적으로 사용하는 용어가 마스코트이므로 그대로 사용하도록 하겠다. 국내 지방자치도시로는 처음으로 국제적 하계 스포츠행사를 유치한 부산아시안게임의 마스코트를 개발하고 그 활용방안을 제안함으로써 행사의 객단가를 높임은 물론 행사에 대한 내, 외국 관객의 기대심리를 충족시키고자 하였다.

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출판계, 미디어 믹스로 '적과의 동침'

  • Park, Cheon-Hong
    • The Korean Publising Journal, Monthly
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    • s.249
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    • pp.28-28
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    • 1999
  • 출판을 토대로 영화.음반.컴퓨터 게임.캐릭터 등 2차적 생산물로 증식하는 '미디어 믹스'시대가 열리고 있다. 특히 타매체와 제휴 가능성이 높은 만화출판에서는 영화.음반.드라마.캐릭터 등이 동시 제작, 마케팅 전략을 다변화하는 경향이 뚜렷하다.

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A Study on Character Creation Using Forms of Real Characters : Analyzed character and applied focusing on (실사인물의 조형성을 이용한 캐릭터 제작 연구 : <마법에 걸린 사랑>의 캐릭터 분석 후 적용)

  • Jo, Eun-Sung
    • Cartoon and Animation Studies
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    • s.15
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    • pp.165-178
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    • 2009
  • Everybody recognizes importance of characters in theater animation that directly influence audiences through narrative structure. However, it is very difficult to make one. This study is about this process that creates characters. This study derived what common points were involved in analysis data of major/supporting characters' formative characteristics in various studies related to animation characters. Then, based on the data, this study analyzed how major/supporting characters were transformed to animation characters in the scenes that were animated at the beginning and end of film that were released in 2007. Finally, this study investigated the process of character creation using portrait based on the analyzed data. Although this study tried to approach to character creation objectively using objective data rather than subjective judgment of the researcher, the researcher recognizes that subjective thoughts could not be completely excluded since it is done by man's hands. However, this author sincerely hopes that this research can be a great help in producing animation characters through understanding form factors of images that makes character for short film producers who suffered from slow work process due to difficulty in creating characters or authors who failed to complete satisfactory work as they could not find slight difference in character modification.

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The study of the Korean Traditional Hybrid Character Shape: for Jangseung and Dokkaebi (한국형 전통 하이브리드 캐릭터 형상 연구: 장승과 도깨비를 중심으로)

  • Lee, Chae Ron;Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.31
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    • pp.1-27
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    • 2013
  • The study looks a shape of hybrid character in animation and suggests extended discussion to develop the Korean creative characters and to repeat traditional culture that can reproduce in mass media. First, this study considers Jangseung and Dokkaebi that appear frequently in the Korean traditional culture, and prepares a way to try to develop the Korean hybrid characters. To do this, I analyze examples of hybrid characters direction in as-found animation characters, and grasp the meaning of it. Hybrid character is classified as a character produced by mix and combination of shape and a character produced by shape exaggeration. And I shed new light on characters and meanings of Jangseung and Dokkaebi remaining as cultural assets. Through this, the study wants to help handling measure about a problem of character that the Korean animation has. Therefore, this study looks characters of description about imaginary creatures expressed in existing animations, and wants to shed new light on the Korean Jangseung and Dokkaebi regarded as from an object of folk religion and custom, to an object that is possible to use in the Korean traditional character development.

Analyzing Core Competence for Culture Contents Industry Ecosystem -based on Kyunggi Region- (경기도 문화콘텐츠산업의 지역착근성 기반 산업생태계 핵심역량 분석)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.672-677
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    • 2016
  • This study examined the relative industry competence of Kyunggi regional area. The LQ index was applied to estimate the competence of 11 culture contents. In the case of the amount of revenue, cartoon, characters, knowledge information, and publishing showed a relative high competence over LQ 1.0. Regarding the number of companies, cartoon, music, game, character, and knowledge information showed LQ of more than 1.0. The criteria of the number of employees indicated publishing, cartoon, game, character industry to be significant. The common LQ index result of 3 criteria suggested cartoon and character industry to be influential. This indicates that the flow among knowledge, information and person in a regional industry cluster are most important for promoting industry core competence.

A study of the relation between an animation character and personality trouble: Focus to the personality trouble on social isolation (애니메이션 캐릭터와 성격장애 상관 연구 : 사회 고립형 성격장애를 중심으로)

  • Kim, Eun-Ju;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.65-82
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    • 2008
  • The animation is expressed by fusing the character's aesthetic feature and action in the entire structure and such creation of the character is needed to approach with understanding its socio-cultural background and dramatic structure. This study has started for the reason that there is a need of making an animation character based on reality, as well as to develop a individual character and narrative skill at the same time. In this study, analyzing through the DSM-IV (Diagnostic and Statistical Manual of Mental Disorders) by the American Psychiatric Association, APA), I have been able to come to a conclusion in which the character's personality is presented more exaggeratingly than its ordinary tendency. So it is used as a means to occur a dramatic motive-induction and probability. Futhermore, applying the same condition of the personality disorders to the animation character has changed the narrative development and it showed a result that even the character is not having the problem of personality disorders, it shows the nature of personality disorders-like is being appeared exaggeratingly or increasingly.

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원피스 : 기계태엽성의 메카거병

  • Sin, Seon-Ja
    • Digital Contents
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    • no.11 s.162
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    • pp.88-91
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    • 2006
  • 국내에도 상당한 팬 층을 확보하고 있고 전세계적으로 1억권 이상의 단행본이 팔린 인기 연재만화<원피스>를 연작으로 한 애니메이션 <원피스>시리즈가 드디어 극장판으로 우리 곁을 찾아왔다. 이번에 국내에서 첫 개봉된 <원피스-기계태엽성의 메카거병>은 기존의 TV시리즈보다 더욱 화려해진 스케일과 새로운 캐릭터들의 등장으로 색다른 감동과 풍성한 볼거리를 제공한다. 일반적으로 만화를 원작으로 한 극장판 애니메이션들이 만화에서 모티브를 그대로 가져오는 반면 <원피스-기계태엽성의 메카거병>은 만화책과 TV시리즈에서 한번도 선보이지 않았던 이야기와 새로운 등장인물로 기존 팬들에게는 새로운 에피소드로의 초대를, 처음 접하는 관객에게는 기존 시리즈를 알지 못해도 이해 가능한 새로운 애니메이션과의 만남을 제공한다. 세상에서 가장 값진 보물 원피스를 찾아 떠난 루피 해적단의 신나는 모험의 세계에 빠져보자.

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A Study on Satirical Expression of Animal Cartoon & Animated Cartoon (동물 만화영상의 풍자적 표현 연구)

  • Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.9
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    • pp.266-282
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    • 2005
  • Cartoon & Animated cartoon is consists of imaginal attributes and linguistic attributes, and it is closely connected with humor and satirical contents. And then various expressions using animals as matter communicate satirical attributes of a satire strongly and easily. On this article, techniques of satirical expression using animals in Cartoon & Animated cartoon media are studied and analyzed. By the method, it looks around briefly beginning from primitive cave paintings of the prehistoric age to various contemporary Cartoon & Animated cartoon character industries as historical background of Cartoon & Animated cartoon, and also arranges various types that literary expression and representation for visual expression techniques - metaphorical expressions, emblematic expressions, figure of speech and so forth - on literature. This attempt aims for presenting a basic analysis method that connecting and combining Cartoon & Animated cartoon media with humanistic classification and making database of existing data. These accumulated data will indicate cartoon and the action of meaning.

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Cartoon Rendering for Facial Expression (얼굴 표정의 카툰 렌더링)

  • Jung, Hye-Moon;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.449-454
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    • 2009
  • The human face has "expression" as an important visual factor in contrast with general objects. For this reason, cartoonists draw shadow that emphasizes facial shape and facial expression in order to convey atmosphere of scene and trait of character. This shadow should be considered when doing cartoon rendering for facial expression although it is not an physical shading. This paper proposes a cartoon rendering system for facial expression based on shading techniques of real cartoonist. First of all, we searched such techniques of cartoonist through variety of collected cartoon images and defined shadow templates according to character's facial expression to do cartoon rendering diffently. After that, we demonstrated cartoon rendering system of facial expression on the basis of survey result that effectively emphasizes facial shape and facial expression. Finally, we showed the usefulness through the user questionnaire.

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Antipodal Structuralization Strategy of Character Appearing in : Based on Psychological Functions of MBTI Personality Types Theory (<배가본드>에 나타난 캐릭터의 대척적 구조화 전략: MBTI 성격유형론의 심리기능에 근거하여)

  • Yang, Se-Hyeok;Kim, Dae-Gwon
    • Cartoon and Animation Studies
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    • s.31
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    • pp.117-152
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    • 2013
  • is a comics that the original Yoshokawa Eiji's novel . Since the series started in 1998, it's epic that records the 54 million or more copies of the cumulative sales volume to 1.7 million unit volume average in the book, 34 are currently up to volume has been published. proceeds with narratives in a way of following naturally the personality of a character based on the rule of an author, which is 'people should be described as what they are'. Accordingly it features very unique characterizing. This study focused on the fact that numerous characters in maintain a structural balance through the establishment of a character composition in an antipodal relationship although those characters have strong personalities. In order to analyze the relationship of such characters, the study utilized as an analytic frame MBTI personality types theory which is a psychology test tool. First, the study inferred personality patterns as the temperamental characteristics of MBTI, and tried to analyze the antipodal character composition based on the combination of cognition and judgment which are assumably the most important functions. From this, the study was able to discover the following three structures applied to those characters. (1) The antipodism between Musasi, the main character and Kojiro, a mirror character becomes central to the work, (2) The antipodal relationship between their fosterers and the character playing the mentor's role extends the character attribute of Musasi and Kojiro. (3) The Yoshioka family was also established in the antipodal composition as a role of exchanging influences with Musasi and Kojiro. Through this, the study reached a conclusion that in the pairs of characters in contrast were established as if to reach a dialectic synthesis. As such, the antipodal structuralization of the character composition shown in is deemed to differentiate the inner sides of numerous unique characters; thereby make it possible to describe their inner sides in-depth. Finally, the following common context is found: works in the field of successful comics and animation in terms of criticism and performance are focused on characters. It is probably because their consumers are relatively very interested in those characters as the characters in comics or animation become differentiated from those of novels or movies. Subsequently, it is expected that the analyzed results of characterizing can be referred to during the production of contents by preparing the results as database.