• Title/Summary/Keyword: 만화화

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Cartoon Criticism; The subject and the gaze based on Lacan' s theory otherness of vision : focusing on KUBRICK of Kang, Do-Ha (라캉의 시각의 타자성(대상 a)에 근거한 만화비평으로서의 주체와 응시 : 강도하의 큐브릭을 중심으로)

  • Yang, Seung-Kyu
    • Cartoon and Animation Studies
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    • s.26
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    • pp.79-108
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    • 2012
  • This thesis is on the purpose of seeking for the possibility of a mechanism in interpreting, analyzing and criticizing cartoons which are applied to the concept of "the gaze" based on "the otherness of vision", which states a pluralistic visual world. It proves that cartoons are in line with other art works that are the subject to "lack and desire"; the gaze, greets reality and acts as an important criterion of analyzing and criticizing the trend in contemporary art, in which the cartoon expresses the gaze in harmony within its work of art. In this thesis, the artist, Kang Doh-ha structuralized ambiguous and difficult forms of art as he has cumulated experimental minds by working in an indie cartoon plane for a long period of time. Among his works of art, he identified the "invisible world" through his piece "Kubrik". Therefore, he represented: a metaphor and a metonymy, an ambiguously situational expression, an intentional and emotional error, the structure of individuality and integration, and finally tension beyond its meaning through use of 'the gaze' that is both the cause and the subject of a desire in the visible world which Lacan academized when he interpreted and analyzed "Kubrik". The concept of the gaze can be used in a variety of ways to display one another's presence in relation each character, revealing a spot of lack by staring back at readers or audiences and furthermore, to analyze and criticize the hidden side of the art piece by critics. The most important details are the artist's gaze, which is seen in the eyes of the analysis and also his or her criticism of the cartoon, which functions as a metaphoric screen in which the subject himself or herself betrays the law of desires thus enabling the violent and cruel reality to be masked and indulged in plays. This will serve as an element that will lead into an art as well as control the degradation to just a piece of enjoyment with the cartoon remaining only within the visual world.

Extended Cartoon Rendering using 3D Texture (3차원 텍스처를 이용한 카툰 렌더링의 만화적 스타일 다양화)

  • Byun, Hae-Won;Jung, Hye-Moon
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.123-133
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    • 2011
  • In this paper, we propose a new method for toon shading using 3D texture which renders 3d objects in a cartoon style. The conventional toon shading using 1D texture displays shading tone by computing the relative position and orientation between a light vector and surface normal. The 1D texture alone has limits to express the various tone change according to any viewing condition. Therefore Barla et. al. replaces a 1D texture with a 2D texture whose the second dimension corresponds to the view-dependent effects such as level-of-abstraction, depthof-field. The proposed scheme extends 2D texture to 3D texture by adding one dimension with the geometric information of 3D objects such as curvature, saliency, and coordinates. This approach supports two kinds of extensions for cartoon style diversification. First, we support "shape exaggeration effect" to emphasize silhouette or highlight according to the geometric information of 3D objects. Second, we further incorporate "cartoon specific effect", which is examples of screen tone and out focusing frequently appeared in cartoons. We demonstrate the effectiveness of our approach through examples that include a number of 3d objects rendered in various cartoon style.

Interactive System for Efficient Video Cartooning (효율적인 비디오 카투닝을 위한 인터랙티브 시스템)

  • Hong, Sung-Soo;Yoon, Jong-Chul;Lee, In-Kwon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.859-864
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    • 2006
  • Mean shift 는 데이터의 특징을 잘 살려내는 None-parametric 방법으로, 특히 영상처리분야에서 많은 각광을 받아왔다. 하지만 좋은 결과를 보장하는 뛰어난 성능에도 불구하고, 높은 메모리소요와 긴 처리시간에 기인하여, 비디오처리 등의 분야에 적용하기엔 현실적인 제약점이 있다. 상기한 제약점을 극복하기 위해, 본 시스템은 비디오를 분석하여 전경과 후경으로 나눈다. 본 논문은 전경으로 분류된 부분에 대해 각 분리된 개체를구분하고, 좌표변환(coordinate shift)을 실행하여 연산을 할 비디오의 연산의 규모를 줄이는 방법론을 제시한다. 이러한 처리로 매우 많은 처리시간이 단축됨을 실험을 통해 알 수 있었다. 다음으로, 나뉘어진 전경에 3D mean shift를 적용하여 생성된 결과물에 대하여 3D cluster data structure 를 생성하고, 이를 이동하여 인터랙티브 에디팅이 가능하도록 하였다. 후경으로 나뉜 데이터는 이미지 한 장으로 축약이 되며, 2D mean shift 기반의 interactive cartooning system 을 통하여 만화화가 된다. 본 논문은 만화 특유의 단순한 톤을 표현하기 위해, 세밀한 분할이 필요한 부분과 그렇지 않은 부분을 따로 구분하여 처리하는 레이어처리방법을 제안한다. 위의 과정을 여러 실사이미지에 적용, 실험해본 결과 기존의 연구결과에 비해 매우 짧은 시간 내에 대상의 특징이 잘 나타낸 양질의 결과물이 생성되었다. 이러한 결과물은 출판, 영상편집분야 등 여러 분야에서 요긴하고 간편하게 사용될 수 있을 것으로 생각된다.

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Automatic Generation of Rule-based Caricature Image (규칙 기반 캐리커쳐 자동 생성 기법)

  • Lee, Eun-Jung;Kwon, Ji-Yong;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.4
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    • pp.17-22
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    • 2006
  • We present the technique that automatically generates caricatures from input face images. We get the mean-shape of training images and extract input image's feature point using AAM(Active Appearance Model). From literature of caricature artists, we define exaggeration rules and apply our rules to input feature points, then we can get exaggerated feature points. To change our results into cartoon-like images, we apply some cartoon-stylizing method to input image and combine it with facial sketch. The input image is warped to exaggerated feature point for final results. Our method can automatically generate a caricature image while it minimizes user interaction.

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Korean Dong-in Culture and Yaoi: Focusing on the Changes in the 1990s (한국 동인문화와 야오이: 1990년대를 중심으로)

  • Kim, Hyojin
    • Cartoon and Animation Studies
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    • s.30
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    • pp.263-291
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    • 2013
  • In this article, I analyze Korean Dong-in culture and its relationship with Yaoi, focusing on the changes in the 1990s. While Korean Dong-in culture has developed under the influence of Japanese Dojin culture, it is not well-known that Korean Dong-in culture has its own characteristics, reflecting the unique situations surrounding the Korean society. The reason that I pay attention to the changes in the 1990s is that they have created the foundation of the current Korean dong-in culture through changes such as the import and reception of Yaoi, the creation of 'virtual community' in PC telecommunication, the enforcement of Juvenile Protection Law, and the inauguration of 'Comic World,' Among them, the import and reception of Yaoi, a genre characterized by homosexuality including sexual relationship and fanwork, played a decisive role in the change of dong-in culture from manwha circle by highly motivated amatuer artists to fandom. The circumstances that original manhwa dong-in by manwha circle and Yaoi by manhwa fandom coexisted by the mid-1990s, the enforcement of Juvenile Protection Law and the lift of ban on Japanese popular culture rapidly weakened original manhwa dong-in. Also, the popularity of Comic World as a new type of dong-in events reflected the spread of fanwork as a new trend of Korean dong-in. In summary, the import and reception of Yaoi should be considered as one of the important changes in the 1990s Korean Dong-in culture, because 1) Korean women considered Yaoi as a liberating subculture by its powerful contents-homosexuality with sexual relationship, and 2) Yaoi succeeded in attracting new population favoring fanwork as a major trend in Korean Dong-in, differentiated from original manhwa circle population.

An Interpretation on the Philosophy of Mozi School in the Movie Battle of Wits (<묵공>에 반영된 묵가철학의 의의와 한계)

  • Lee, Jong-sung
    • Journal of Korean Philosophical Society
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    • v.137
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    • pp.409-438
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    • 2016
  • The movie, Battle of Wits which is based on the cartoon by Morihideki(森秀樹) is directed by Zhang Zhiliang(張之亮), a director from Hong Kong. Morihideki's cartoon is based on the novel by Sakemikenichi(酒見賢一). The movie represents a successful one-source multi-use case. Battle of wits, which deals with the Mozi's propaganda against war, presents the thought of Mozi School(墨家) in spring, autumn, and warring states. The movie criticizes aggressive war by powerful nations. Aggressive war is an extreme form of brutality and worthless action without any benefit. Aggressive war represents 'never each love(buxiangai, 不相愛)' and 'never each benefit(buxiangli, 不相利)' as understood by Mozi. The main character of the movie endeavors and successfully defends the enemy's attack as Mozi did. It is due to the propaganda of Mozi School 'not to attack(feigong, 非攻)' that they can defend themselves from the attack from a powerful nation. It means that 'the universal love(jianai, 兼愛)', the ideology of Mozi, is concretely actualized. The philosophy of Mozi School in the Battle of Wits has its limits as follows: the thought of Mozi School is just suitable during times of war and unnecessary in times of peace, the contradiction between universal love and hatred for one person; the Mozi School's faith in the nature of human beings to confront betrayal. This limit was also proposed in the movie. However, the movie presented how the masculinity of Mozi School, supplemented by the feminity of Daojia(道家), can succeed in achieving genuine communication. When focusing on this point, the movie can be interpreted as biased towards the philosophy of Daojia.

A Study of Tim Burton's Lighting Style and Visual Storytelling (팀 버튼의 조명 스타일과 비주얼 스토리텔링 연구 - '크리스마스의 악몽'을 중심으로 -)

  • Lee, Jee-Eun
    • Cartoon and Animation Studies
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    • s.11
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    • pp.137-151
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    • 2007
  • This study is based on Tim burton's 'The nightmare before christmas' and analyzation was made to see how he used lights and to understand his unique color visual story telling style. The analyzation revealed that Tim burton used second class hollywood movies of $1930{\sim}60's$ and classical lighting style. He used this lighting style in 'The nightmare before christmas' as a really strong visual structure which substantially attributed to maintains it's fantastic mood consistently.

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환경지킴이 - 정인화 가톨릭 환경연대 대표

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.34 no.2 s.381
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    • pp.10-11
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    • 2001
  • 지난해 개봉한 '바람계곡의 나우시카'. 94년도 일본에서 선보이며 일본 열도를 강타한 작품으로 우리나라에도 많은 매니아를 확보해 놓은 일본 애니메이션의 가장 '미야자키 히야오'의 작품으로 '월령공주'와 함께 이미 많은 팬들이 불법(?) 비디오를 통해 한번쯤은 본 만화영화다. '나우시카'나 '월령공주'를 통해 미야자키감독은 인간과 자연과의 관계가 어떠해야 하는지를 자신의 목소리로 풀어나가고 있다. 인간이 자연을 공격하면 자연 역시 인간을 공격해 결국 인간이 살아갈 수 없다는 것을 보여주고 있다. 만화영화 속의 월령공주가 지켜나가고자 하는 지구의 자연, 이제는 우리 모두가 '월령공주'가 되어야만 하는 절박한 상황임을 인지하여 우리 주변의 환경에 대해 다시 한번 고민해 보아야 할 시기이다. 환경운동의 중요성이 더욱 더 절실한 지금 지역사회를 통해 환경운동을 전개하고 있는 단체가 있다. 지역사회에서 환경문제를 고민하고 해결해 나가는 사람들 '가톨릭 환경연대(대표 정안화 신부)'를 만나본다.

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Design of a Online Digital Storytelling System Making a Cartoon Sketch into a Motion Picture (만화적 스케치의 동영상화를 이용한 온라인 디지털 스토리텔링 시스템 설계)

  • 남양희;이상곤
    • Journal of Korea Multimedia Society
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    • v.5 no.4
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    • pp.434-440
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    • 2002
  • This paper proposes a digital storytelling system that employs a method of making users simple online sketch being animated in 3D. To help users focus on their story development, our proposed system gives sketch guidelines providing 3D scene structure, and publishes final results as animated scenes with story text across time. This system is based on the web and the authoring process can also be shared with others.

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A Study on the Battle Pass Improvement Plan Suitable for MMORPG (MMORPG에 적합한 배틀패스 개선 방안에 관한 연구)

  • Jang, Min-Jun;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.513-515
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    • 2020
  • 온라인 게임에서 기존에 가장 활발하게 사용되었던 비즈니스 모델인 확률형 아이템에 대한 문제가 제기되고 법적인 제재가 가해지면서 우리나라 게임 산업은 부분유료화 방식의 온라인게임, 그 중에서도 큰 비중을 차지하는 MMORPG에 어울리는 새로운 비즈니스 모델을 찾아야 한다. 본 논문에서는 새로운 비즈니스 모델로 FPS와 MOBA 장르에서 활발하게 사용되고 있는 '배틀패스' 시스템을 분석하고 이를 MMORPG에 적용하기 위해서는 어떻게 개선해야 하는지 방법을 제안한다.

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