• Title/Summary/Keyword: 만화 읽기

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Studies on Necessary of Reading Comics and Discussions in Cartoon Education (만화교육에서 만화읽기와 토론의 필요성에 대한 연구)

  • Chang, Jin-Young
    • Cartoon and Animation Studies
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    • s.14
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    • pp.15-35
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    • 2008
  • This is a study about importance of reading comics and discussions highlighted on anthropological perspective as a proper way of education. In introduction, we broght in the issues about failure of the past cartoon education in responding adequately to the flow of current comic book industry, as it has been biased to technical education which resulted in negligence of studies about meaning and function of cartoon. On the other hand, emphasizing the need for cartoon education complemented cultural and academic aspects, we presented reading comics and discussions as an alternative. The challenges we need to pay attention throughout reading comics and discussions have considered in all its aspects specifically like creative process of cartoon, coping with social prejudice against cartoon, study about aesthetic value of cartoon, the role of cartoon in cultural democracy, issue about postcolonialism, multiple popularity and etc.

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Breaking Z-path : A Digital Comics Layout Strategy for Tablet PC (읽기 순서 바꾸기 : 타블렛PC 전자만화책의 레이아웃 연출)

  • Yoh, Mi-Ju;Shi, Chung-Kon
    • Cartoon and Animation Studies
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    • s.24
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    • pp.49-64
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    • 2011
  • Comics is sequential art. In comics, the story is developped by its sequential panels which have their own sizes and sites. Accordingly, comics is closer to 'space' art than text. The reading order in a page of comic book follows the human long-standing reading habit, and it is the same as that of textbook. When we read a korean comic book, our eyes run from left to right, and downward on the page. But some factors related to panels or comic structures can change the typical reading order. Meanwhile, breaking the typical reading order is easier in the "infinite canvas" by reason of unconstrained spatial composition. This paper introduces the factors that change the comic book readers' reading order and proposes a tablet PC comic book layout which includes an arbitrary reading path using interaction

The Effect of Cloze Procedure with a Cartoon on Academic Interests and Reading Achievements (만화 텍스트 빈칸 메우기 전략을 활용한 읽기 학습이 흥미 및 학업성취에 미치는 영향)

  • Choe, In-Hui;Kim, Sung-il
    • (The) Korean Journal of Educational Psychology
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    • v.22 no.1
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    • pp.215-234
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    • 2008
  • This study investigates the effect of cloze procedure using either cartoons or texts on academic interests and reading achievements. Three equivalent classes were selected from an 1st grade in elementary school in terms of academic interests and reading achievements. While two experimental conditions used cloze procedure either with cartoons or texts during 15 lessons, the control condition used a traditional reading procedure. The results indicated that cloze procedure with cartoons enhanced academic interests in reading only for low achievement participants. Cloze procedure condition also outperformed the control condition on both immediate and delayed dictation test. In particular, cloze procedure with cartoons were quite effective for low achievement participants. Lastly, both types of cloze procedure facilitated overall comprehension test score, specifically inferential understanding test score but not factual understanding test score. Based on these findings, the types of text and learning strategy to improve academic interests and reading-related achievements were discussed.

A Study on How Reading Comic Books Affects Creativity (만화 읽기가 창의력 향상에 미치는 연구)

  • Jang, Jin-Young;Park, Hye-Ri
    • Cartoon and Animation Studies
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    • s.36
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    • pp.437-467
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    • 2014
  • This study is intended to reveal reading comic books helps improve creativity. Though the long-lasting negative recognition towards comic books has positively changed these days, we need a ground upon which the social recognition needs improvement in that children's comic books have been used as a learning tool. Its introduction points out that there has been shortage of empirical researches on comic book reading, and as one of the empirical research methods, presents a method of comparative analysis on comic book reading, school study, and creativity tests via survey. The theoretical background in the 2nd chapter, first, puts emphasis on the significance of the creativity theory among all the other theories related to creativity, which focuses on problem-solving capacity. Second, it theoretically reviews the meaning which 'fun' and 'interest' have in development of creativity in the context of developmental process of the modern educational theories. Third, it empathizes that traits of reading comic books start off with 'fun' and 'interest', that awareness of reality gets expanded via the process of characters making their way through a strange world with empathy and absorption, and that comic book reading has to do with creativity. Fourth, it presents a model questionnaire with which to study relationship between comic books and creativity in an empirical way. The analysis on the survey outcome in the 3rd chapter shows, first, that smart students read many comic books, not to mention that studying helps improve creativity, which indicates above all, comic book reading and improvement of creativity are not negatively related, but are mutually complementary. Second, that creativity enhanced by reading comic books is higher than that enhanced by studying, which may mean comic book reading is more effective than studying in developing creativity. It has drawn a conclusion based upon these results, that reading comic books bears positive efficacy on both studying and developing creativity. Standing on this conclusion, it proposes it necessary to develop methods by grades of educating how to read comic books and to provide a recommended list of comic books to read.

The Impact of Educational Comic Book Reading Behavior and Reading Levels on the Students' Learning Competencies: For Higher Grades Students in Elementary Schools (독서수준과 학습만화 이용행태가 학습능력에 미치는 영향 - 초등학교 고학년 학생을 중심으로 -)

  • Lee, Eunjung;Kim, Giyeong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.1
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    • pp.233-257
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    • 2015
  • The aim of this study is to analyze the impact of step-by-step educational comic book behavior of the elementary school students and their reading levels on their learning competencies. To this end, qualitative research with focus group and deep interviews was conducted with students on different reading levels. During their repetitive reading activities, the students tended to use various educational comics within the same subjects area on their corresponding reading levels. Such behavior led the students to further read other books than comics in the similar subjects areas, and by doing so, the books acted as an important reference to the students' class materials. It was found that the students' such behavior has positive impact on the improvement of their learning competencies. It is hoped that this study will be supportive to develop self-study methods and effective reading guidance plans by improving the usage of educational comics.

A Study on the Reading Efficiency of Comics (만화의 독서 효용성에 관한 연구)

  • Ryu, Ban-Dee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.2
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    • pp.123-139
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    • 2011
  • This study focuses on how the characteristics of the comics make the medium a useful reading material. To highlight how the characteristics of comics enhance the media's capacity for reading, this study analyzed several patterns of adaptation from a comic to other media. The usefulness of comics as a reading text can be summarized as follows: First, comics have alternate phases of immersion and concentration. Second, comics provide the whole view as well as speed. These two factors make the comics as an interesting reading material.

An Analysis of the Perception of Elementary School Teachers and School Librarians on Educational Graphic Novels (학습만화에 대한 초등학교 교사와 사서교사의 인식 분석 연구)

  • Lim, Yeojoo
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.4
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    • pp.341-360
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    • 2012
  • This study is part of a larger project that investigated the patterns of children's use of educational graphic novels (EGNs), a publication format that has been popular among young readers in Korea since 2000. In-depth interviews with elementary school teachers and school librarians uncovered tension and gaps between these adult professionals and children's enjoyment of the format. Interviewees' views on EGNs ranged from limited tolerance to a potential candidate for high-interest / low-vocabulary reading. All teachers and school librarians urged for guidelines and criteria for selecting and evaluating EGNs for children.

A Study of Digital Cartoon Authoring Tool with Specialized Emotion Viewer in Smart Phone (스마트폰에 특화된 감성 뷰어와 디지털 만화 저작도구에 관한 연구)

  • Koh, Hee-Chang;Min, Hyun-Ki;Cho, Jae-Hoon;Cho, Eun-Ae;Lee, Se-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.87-90
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    • 2010
  • 최근 급속도로 보급되고 있는 스마트폰은 큰 화면과 터치 기능은 물론 GPS를 포함한 다양한 센서와 표현기능이 포함되어 있다. 이 연구에서는 대부분의 스마트폰이 제공하고 있는 풍부한 표현성능을 최대한 활용하여 작가의 의도가 독자에게 최대한 전달될 수 있는 디지털 만화 감성 뷰어와 그 저작도구에 대하여 연구하고 구현하였다. 스마트폰에 탑재된 뷰어에서 독자는 각 Cut의 장면 전환 효과, 진동, 사운드 효과 등을 통하여 효과적인 디지털 만화읽기를 할 수 있도록 하였다. 또한 이러한 기능들을 컴퓨터 비전문가인 만화저작자들이 쉽게 적용할 수 있는 저작도구를 구현하였다. 저작도구는 이러한 감성표현 기능 외에도 화면전환 효과와 씬플로우(scene-flow)도 작가의 의도대로 적용할 수 있도록 하였다. 뷰어는 Apple, Android, Windows Mobile과 Symbian 운영체제에 대해 개발하였으며, 저작도구는 Windows XP 환경에서 개발하였다. 이 연구에서 개발된 뷰어와 저작도구가 상용화되면 현재 일본제품이 독점하고 있는 국내 이동통신의 디지털 만화 시장에 적용될 것이며, 디지털 만화의 앱스토어로 발전될 수 있을 것이다.

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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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An Automated Procedure for Word Balloon Placement in Cinema Comics ("영화 만화" 생성을 위한 말풍선 자동 배치 기법)

  • Hwang, Won-Il;Chun, Bong-Kyung;Ryu, Dong-Sung;Cho, Hwan-Gue
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.1
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    • pp.27-36
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    • 2006
  • 영화와 같은 사실적인 영상은 너무 많은 정보를 포함하고 있어서 때로는 사용자에게 제작자의 의도를 쉽게 전달하기 어려울 수 있다. 이와 달리 만화와 같은 비사실적인 영상은 중요하지 않은 부분을 아주 간단하게 표현하거나 혹은 중요한 부분만을 강조해서, 작가의 의도를 직관적으로 훨씬 잘 전달해 준다. 만화는 스피드라인, 말풍선, 배경 텍스쳐 등과 같은 만화 고유의 표현 기법들을 통하여 일반 정지영상들보다 많은 부가적인 정보를 전달해 준다. 특히, 말풍선은 장면 내의 인물들의 대사를 전달하는 매체로, 올바른 내용 전달을 위해 읽기순서(reading order)에 따른 말풍선간의 관계 및 말풍선과 인물간의 관계를 고려하여 적절한 위치에 배치 되어야 한다. 본 논문에서는 비디오 영상에서 추출된 장면의 만화적 변환을 위한 기법들 중에서 말풍선 자동 배치 방법을 제안한다. 제안한 방법은 지도에서 지명을 배치할 때 흔히 사용하는 특징점 라벨 배치(Point-Feature Label Placement) 방법에 기반하였다. 또한, 본 논문에서는 말풍선 배치가 얼마나 잘 되었는가를 평가하기 위한 객관적인 평가 함수를 제안하였다. "Love Actually", "살인의 추억"등의 다양한 영화 장면들을 이용하여 실험한 결과, 제안한 방법의 말풍선 배치 결과가 사람이 수작업으로 배치한 것과 비교해 크게 부족함이 없는 것을 알 수 있었다.

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