• Title/Summary/Keyword: 만화표현

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A Study on Freedom Constraints of Comics Expression of Korea & Japan (한국.일본의 만화표현의 자유 규제 연구)

  • Yoon, Ki-Heon;Kim, Byoung-Soo
    • Cartoon and Animation Studies
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    • s.14
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    • pp.1-13
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    • 2008
  • The infinite imagination and variety of material, and freedom of expression are fundamental elements of the comics. However, although the freedom of comics expression is linked with the liberty of speech and press, it's expression is constrained by a public authority and social pressure, self-regulation. This paper explains some problems and desirable freedom of expression thought researches on constraints of comics expression of Korea and Japan.

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Studies of Meta-Expressions in Webcomics (웹코믹스의 메타표현에 관한 연구)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • s.16
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    • pp.211-221
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    • 2009
  • are cartoon-expressions called cartoon itself to show the characteristic and limit of the presentation system, cartoon, by constitution. These followings are typical examples. First, a character regarded as a cartoonist shows up in the cartoon and constitutes the readers' recognition of the cartoon by himself or herself. Second, the line dividing two cuts is transformed or destroyed and likened to another thing so that can help the readers understand the cuts are physical existence. Most of the approaches to cartoon criticism studies which have been done before are external analyses focused on how to use cuts, balloons, and the two-dimensional expression meaning the relationship between script and picture. The purpose of this research is understanding meta-expressions in online and offline cartoons based on these outcomes. The research on meta-expressions of cartoon is considered to help understanding about the structure of Webcomics and the expansion of expression field in media by examining the expressions of the genre called cartoon.

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Considerations on the Origins of Shojo Manga Style: The Works of Nakahara Junichi (일본 소녀만화의 시각적 표현의 원류에 관한 고찰 : 나카하라 준이치의 작품을 중심으로)

  • Kim, So-Won
    • Cartoon and Animation Studies
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    • s.18
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    • pp.1-16
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    • 2010
  • As manga is a genre characterized by combined use of letters and pictures, visual expression, that is style, is one of the most important representative elements, even beyond the structuring of the story. Shojo Manga (lit. Young girl's Manga) in particular is distinguished by visual style clearly differentiated from other manga genres. Shojo Manga uses a variety of unique techniques that cannot be found in other manga genres. The use of starry eyes in the depiction of the characters, taller than life characters, and the creative use of frames which disregard the traditional square shape are some examples. Therefore, the question arises of by whom and when such visual characteristics in Shojo Manga were created. This paper will analyze the figure of Nakahara Junichi (1913-1983), illustrator of Shojo magazines active between the 1930's and 1950's, and who as it has been stated in previous research, influenced the splendorous illustrations of Shojo Manga. Therefore, I will look for the commonalities and differences between Shojo Manga and Nakahara's oeuvre, shedding light on the origins of Shojo Manga and attempting to theorize the relationship existing between them.

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A comparative study on the creation and development of visual techniques in Girl's Comics (동서양 소녀만화의 표현발달 및 성립에 관한 비교연구 - 칸 표현을 중심으로-)

  • Kwon, kyung-min
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.149-151
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    • 2010
  • 본 연구에서는 고맥락 문화의 대표국인 일본과 저맥락 문화의 대표국인 미국에서 제작되고 있는 소녀 대상 만화의 표현 발달과 성립에 대한 비교분석을 하였다. 동서양 문화권에 따른 비교연구는 소녀만화 표현 매커니즘에 대한 정서적 차이를 구명할 수 있으며, 그 표현영역 확장에도 근거를 제시할 수 있다고 사료된다. 특히, 소녀만화의 표현 매커니즘의 가장 기본이 되는 <칸의 구조>를 살펴보는 것은 소녀 대상 만화를 보다 자생력있는 문화콘텐츠로 육성하기 위한 이론적 토대가 될 것으로 사료된다.

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초등학교 고학년의 창의성개발을 위한 만화표현학습

  • Choe, Mi-Ran;Jeong, Seong-Hwan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.123-126
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    • 2009
  • 본 연구는 만화표현학습을 통한 창의성개발을 목적으로 만화의 창의성 평가요소를 추출하였으며 이를 통하여 실험대상의 창의성을 측정하였다. 먼저 만화의 창의성 요소로 유창성, 융통성, 독창성, 정교성과 더불어 흥미성 요소를 추출하였으며 각 요소를 통하여 객관적인 창의성 평가를 얻기 위해 각 요소에 평가항목을 제시하였다. 이 후 1 차 실험은 실험대상의 4 컷 만화제작을 통해 본 연구에서 제시한 창의성 요소를 이용하여 평가 하였으며 기본적인 창의성 요소를 확인한 결과 수업 전의 창의성이 높은 요소는 유창성, 낮은 요소는 독창성을 들 수 있었다. 또한 1 차 실험 후 실험대상의 작품평가에 대한 창의성 결과에 대해 정교성과 흥미성의 요소를 더욱 개발하기 만화 표현학습이 이루어 졌으며 이후 2 차 실험이 이루어졌다. 2 차 실험 또한 4 컷 만화제작을 통하여 창의성 변화요인을 살펴 보았으며 만화학습 후의 창의성 개발요소 중 높은 요소는 정교성, 낮은 요소는 독창성의 결과가 나타났다. 연구 결과 창의성개발을 위한 본 연구의 만화표현학습이 실험대상의 창의성 변화에 대해 영향을 끼친 사실을 확인할 수 있었다.

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Underground Comics and Hippie Culture: Focusing on (언더그라운드 만화와 히피문화 : 을 중심으로)

  • Ham, Jong-Ho
    • Cartoon and Animation Studies
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    • s.28
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    • pp.55-78
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    • 2012
  • Underground comics is a trend of comics started by reflecting hippie culture in the 1960's. It reflects hippie culture proclaiming return to nature and denying war with no humanity and social systems of material civilization expresses anti-culture in a radical and humorous way. Robert Crumb adds the features of hippie culture to comics aggressively with issuing comic book, series. Especially received great response from hippie. It became the chance for underground comics to improve further. includes works like 'Whiteman' expressing the hidden desire of conservative middle class or 'Keep on truckin' describing youths in hippie culture as characters lording it over somebody, strutting confidently across various landscape. The Comic was published and distributed independently and character-driven comic that reflected the variety of hippie culture. The Comic represented the characteristics of the underground comics very well. Winding lines and points, a strong contrast, were used for excellent graphical effect. These comics escaped from heroic comics of the era and played great roles in opening an era of underground comics which express satires of social culture more freely.

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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A Study on the Cartoon Style in Digital Game (디지털 게임에 나타나는 만화적 표현양식 연구)

  • Yun, Hyun-Jung
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.25-35
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    • 2011
  • This study finds out the types and meanings of the cartoon style in digital game. First, this study suggests two types, visual sign and aural sign. The cartoon style of visual sign signify denotative means, that helps user's instant gaming experience. Meanwhile the cartoon style of aural sign strengthens user's identity and immersion. Also it delivers background story of the game. These significations implies the semiological meanings of the cartoon style in digital game, and this study comprehensively handles aspects of the user experience in gaming world, too.

A Study on the Cartoon Style in Image Contents (영상 콘텐츠에 나타나는 만화적 표현에 관한 연구)

  • Lee, Young-Sook;Lee, Heon-Woo
    • Cartoon and Animation Studies
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    • s.24
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    • pp.65-82
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    • 2011
  • Since the arrival of the internet, numerous creative content industries have been active online. In particular, additional training has been necessary due to higher interest in e-Book publishing, and the opening and expansion of the online comics industry. However, as for the study of film grammar, there is a lack of research on lively and diverse expression in cartoon directing. In this study, animation and painting techniques, with examples of cartoons being expressed cartoon is intended to provide the possibility of directing. In addition, the comics industry one source multi user to the related industries is a key element with the value-added industries. So in other media expressed a wide range of research on the techniques of comic culture shall serve as key elements of the content looks.

A Study on the Rhetoric Expression in Domestic and Foreign 4 Panel Comic Strips (국내외 네칸만화 수사적 표현 연구)

  • Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.9
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    • pp.18-32
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    • 2005
  • Comic has a story. Comic exits as a some kind of media to convey the story the writer wants to say and it not only is a message described by sign, content, and complexity but also works in more vast communication condition. This Study treats that the rhetoric expression of 4 panels comicstrip in internal and external weigh with the narration of story. If the rhetoric is the sort out of the words, in the rhetoric of 4 panels comicstrip, the target is how easy to read, how interesting to read. Here are the analysis of the narrative structure in daily life and current affair 4 Panel Comic Strips. To analyze and compare the narrative structure of two above strips proposes actual model of basic skill making 4 Panel and further will be applied in the narrative structure of long comics. The study of explaining the feature of 4 Panel Comic Strips is proposed, based on the basic act in all comics. The narrative structure of the 4 Panel Comic strips Comic Strips has the basic structure of long serialized comics and story telling.

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