• Title/Summary/Keyword: 만화화

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The Connection between the Last Panel of 1st Episode And the First One of 2nd on 'Webtoon' (웹툰에서 1화 마지막 칸과 2화 첫 칸의 연결 관계)

  • Yi, Won-Suk
    • Cartoon and Animation Studies
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    • s.43
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    • pp.211-230
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    • 2016
  • First this research starts with agreement that comics is 'the sequential art'. It means that over two sequential panels makes how to recognize the story and this research owes to the connection of forward panel and backward panel. Webtoon, internet comics is also consisted to sequential panels. But only it is different with the publish comics by direction, shape, length and so on. So this research tries to make point of the connection between first panel and second panel. Especially it researches what types of connections between the last panel of first episode and the first panel of second one beyond the connections of panels at only episode. This research treats the types of gutter, 'connection' means to continue the same scenes or 'separation' does to devide the story and shows the new scenes. Weekly webtoon must have a kind of break time. The first panel of next episode should remind of the former story, it means easy technique. Otherwise some first panel don't show the same scenes or story so this study researches 130 artworks from the portal sites; Naver, Daum, mobile comics platform; Lezhin Comics and Toptoon, Corea.

Interactive genetic algorithm for cartooning parameter tuning (만화화 파라미터 튜닝을 위한 대화형 유전자 알고리즘)

  • Lee, Sun-Young;Yoo, Min-Joon;Yoon, Jong-Chul;Lee, In-Kwon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.443-448
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    • 2009
  • We introduce an interactive image cartooning system based on personal subjectivity. To effectively tune various parameters needed to adjust image style, our system uses interactive genetic algorithm. By selecting several pre-stylized image samples using simple user interface, the user can easily achieve the desired result without having any signal-processing knowledge. Our system reduces the parameter tuning time drastically compared to the conventional system, which involves manual parameter setting.

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지하부터 지상까지 판치는 불법복제만화

  • Park, Cheon-Hong
    • The Korean Publising Journal, Monthly
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    • s.237
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    • pp.8-8
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    • 1998
  • 불법복제만화는 심의를 거치지 않고 유통되기 때문에 음란성과 폭력성이 심각하고 독자들의 만화취향을 저질화시키는 원인을 제공한다. 또한 복제만화는 정상적인 출판과 유통과정을 거치는 만화전문 출판사들의 의욕을 꺾는 걸림돌로 작용하기도 한다.

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A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

A Comparative Study on Activities of Cartoon & Animation among Korea, America & Japan (한미일(韓美日) 만화영상활동 비교연구)

  • Lim, Cheong-San
    • Cartoon and Animation Studies
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    • s.9
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    • pp.33-58
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    • 2005
  • This study is to create and develop Korean cartoon & animation through the comparative study on those activities in Korea, America & Japan. Three countries advance highly in the art creation and industry development of their cartoon & animation. Therefore, the purpose of this study is to compare and analyze the following activities related to the education ${\cdot}$ art ${\cdot}$ culture ${\cdot}$ industry of their cartoon & animation; 1) The education of their cartoon & animation is deeply specified in the establishment of department, composition of curriculum, and research & development. 2) The art of their cartoon & animation is widely diversified in the art creation of cartoon & comics, vanguard experiment of animation, and awarding system. 3) The culture of their cartoon & animation is clearly distinguished in the setup of organizations, expansion of cultural facilities, and festival events. 4) The industry of their cartoon & animation makes ultramodern contents of cartoon & comics, film digitizing of animation, and brand merchandising of characters. Finally, we must research and develop the ${\ll}$digital cartoon, webtoon, and mobile animation${\gg}$ in Korea.

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Continuity and Transformation of the Cartoon Strip for the Musical Performance (만화 소재 뮤지컬에 있어서 만화특성의 지속성과 변형에 대한 시론적 연구)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.12
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    • pp.27-43
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    • 2007
  • The article concerns the continuity and transformation of the cartoon strip for the musical performance. Recently, the cartoon strip has been considered as a resource for creating the musical performance. However, There are a few articles on the relationship of the cartoon strip and the musical performance. In this respect, the article seeks to examine the characteristics of the cartoon strip and the musical performance in terms of planning system, storytelling structure, character formation and marketing strategies. The case on the musical entitled 'The Great Catsby', which is rooted in the cartoon strip entitled 'The Great Catsby', is examined. As a result, on the one hand, the characteristics of the cartoon strip has continuously affected the process of creating the musical performance in terms of storytelling, character formation, stage management and the marketing activities. On the other hand, the musical performance considers the music and sound, the moving image and stage management, performance of the actors as an essential part in comparison with the cartoon strip. In addition, the musical performance simplifies and recontructs the cartoon strip according to the principles of the musical performance.

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Articulation of Characteristics and Image - Focused on the Manmun-Manwha (문(文)과 화(畵)의 절합 -만문만화(漫文漫畵)를 중심으로)

  • Seo, Eun-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.179-214
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    • 2021
  • The purpose of this study is to reconsider the background of the acceptance and formation of Manmun Manhwa in colonial Joseon. It raises questions about previous discussions that cartoons have emerged as a political product of Japan's suppression of the media. Through this, this paper look at other possibilities in consideration of the colonial Joseon's situation of inner movement and the influx of popular culture. The term "Manmun-Manhwa" was first used in 1925, not by Ahn Seok-Ju. In addition, Ahn Seok-Ju returned home after studying in Tokyo and developed a cartoon in earnest. This paper traces the background and meaning of his interest in universal comics. Ahn Seok-Ju emphasized literary characteristics and image to all cartoonists. This marked the birth of a cartoonist with literary qualities and a cartoonist with the ability to write. This represents the cultural scene of the 1920s and 1930s, which was reorganized from text-oriented to Image text, with the emergence of a unique style of universal comics. In the end, Manmun Manhwa(comics) have emerged as the purpose of modern journalism and a strategy to popularize them. Considering the circumstances of this era, the acceptance of Manmun Manhwa is being examined in various ways in the connection between comics and essays. Like this, Manmun Manhwa are an important symbol of the colonial cultural arena, reorganizing not only cartoon history but also modern media into image text.

The Research of User Experiences of Participants of Public Comics Festival - In the center of Cosplay Sector of Bucheon International Comics Festival (공공 만화축제 참여자의 사용자경험에 대한 연구 - 부천국제만화축제의 코스프레 부문을 중심으로)

  • Chang, Jun-Do;Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.263-291
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    • 2016
  • Recently, by growing of Korean comics/animation markets and number of consumers, the more people have been reproducing culture contents into derived contents. However, user experience of active users who enjoy these cultures have not been accepted well like other local culture festivals in South Korea, though there are high potentials of vitalization comics/animation festivals using the active users. In this study, the experiences of participants of BICOF (Bucheon International Comics Festival) from 2013 to 2014 researched using the method of ethnography, especially using (group) interviews and participant observations. The result from the research indicates that cosplayers have limited range of participation inside of festival. And they have negative experiences during their participation into festivals. Therefore, this study suggests necessity of methodology of continuous reflecting of the user experiences of active users into festival, for the solution of the successful festival, who was objectified in the festival.

Analysis on the Figure of Black and White in the Comic Strip which are Mounted on the Book Pages (책 페이지에 구현된 만화의 흑백 연출 의미 분석 - 흑과 백이 갖는 상징성의 조화와 대립을 중심으로)

  • Yun, Bo-Kyoung
    • Cartoon and Animation Studies
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    • s.40
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    • pp.177-209
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    • 2015
  • The purpose of this study is to determine the meaning and function of black and white in the comic strip, which are mounted on the book pages. The role of space in comic strip, compared to the role of time in the cinema, enable to feel the role of the time in the book. Therefore storytelling of comic strip has been placed in the inseparable relationship with space. My aim is to think about the black and white meaning in the visual media, especially the use of black and white which is highlighted in the comic strip. Black and white doesn't mean a loss of color in the comic strip but it works around 2 important notions : readability, modernity (with minimalism). In comic strip, 'black and white' is not a true colour but it is complex items which indicate symbolic significances. Moreover it is also a notion which enhance 'existence and absence' and 'visible and invisible'. That's why to analyze and to understand how the space is organized in comic strip page, i chose several examples extract from black and white comic strip.

A Black and White Comics Generation Procedure for the Video Frame Image using Region Extension based on HSV Color Model (HSV 색상 모델과 영역 확장 기법을 이용한 동영상 프레임 이미지의 흑백 만화 카투닝 알고리즘)

  • Ryu, Dong-Sung;Cho, Hwan-Gue
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.12
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    • pp.560-567
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    • 2008
  • In this paper, we discuss a simple and straightforward binarization procedure which can generate black/white comics from the video frame image. Generally, the region of human's skin is colored white or light gray, while the dark region is filled with the irregular but regular patterns like hatching in most of the black/white comics. Note that it is not enough for simple threshold method to perform this work. Our procedure is decoupled into four processes. First, we use bilateral filter to suppress noise color variation and reserve boundaries. Then, we perform mean-shift segmentation for each similar colored pixels to be clustered. Third, the clustered regions are merged and extended by our region extension algorithm considering each color of their regions. Finally, we decide which pixels are on or off using by our dynamic binarization method based on the HSV color model. Our novel black/white cartooning procedure was so successful to render comic cuts from a well-known cinema in a resonable time and manual intervention.