• Title/Summary/Keyword: 만화.애니메이션

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The Proposal of Alternative Regulatory Considering Game Mechanism for Game at Game Providers : Focusing on The Reward Ratio for Betting (게임제공업소용 게임물에 대한 게임 메커니즘을 고려한 대안적 규제 제언 : 베팅에 대한 보상 비율을 중심으로)

  • Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.493-519
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    • 2017
  • Looking back at the last 10 years of the enactment of the Game Industry Act, the law was revised as a regulation rather than a promotion of the game. The objective of this study is to investigate where game regulation originated and derived through the history of those, and to find out what areas were missed, and to solve the tangled threads by regulation. For this purpose, we reviewed the implications of 10,000 won per hour, and discussed alternatives. Data were collected and analyzed on the basis of a review of regulatory literature and in - depth interviews with experts. When regulating games, we found that the side effects were further amplified by simply regulating the amount. Especially, we found that the vicious cycle in which functions such as indication, hit repeatedly, and automatic progress are made and immediately following prohibited is repeated. The point at which there is a sharp interest between the game user and the game operator in the game progression is the 'reward ratio for betting'. This is the key to protecting users. This could be a regulation considering the mechanism of the game. If the regulatory paradigm shifts in the future due to game regulations that take into account the 'reward ratio for betting' in the future, it is expected to minimize the side effects of price regulation and create a sound game ecosystem.

A Study on the Stylistic Features of Muczynski's Music Which Affects Movie (무진스키의 음악이 영화에 미친 양식적 특성 연구)

  • Yoon, YoungJo
    • Cartoon and Animation Studies
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    • s.49
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    • pp.589-610
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    • 2017
  • This study aimed at examining the music world of the composer Muczynski, who played an important and meaningful role in the various experimental trends of music which began to appear in the early $20^{th}$ century, and his works, thereby understanding his relationship with the development of music of various genres today. In the study, his pieces of piano music among his works, which formed the basis for his music, were analyzed. The study examined stylistic characteristics, that is techniques of various types including form, melody, harmony, tonality, rhythm and structure, and introduced the composer's growth in terms of music and philosophical background. Muczynski, the composer who showed the characteristics of neoclassicism, neoromanticism and neobaroque in contrast to the various forms of the $20^{th}$ music, namely music of free styles including atonal music, twelve-tone technique, avant-garde music and electronic music, used traditional forms. However, the characteristics of his works are very free. In addition, in the 1960s, he participated in the production of documentary movie music, creating very creative and sensational music. Muczynski's music has the features of tonality and shows neoclassic and neoromantic features including economical idea, lyrical melody, bitonality and nine-note scale. His music, therefore, is being evaluated as very creative and valuable and is largely significant in that it has provided a good basis for the development of modern movie music and jazz music today.

Green in Film Color: Life and Matter (영화의 초록, 생명과 물질)

  • Kim, Jong-Guk
    • Cartoon and Animation Studies
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    • s.49
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    • pp.399-423
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    • 2017
  • When thinking about the essence of color, green is the image that is settled on the plant itself, and it is also the color shining by the sun. Physics tries to explain green of plants in the correlation of sun and moon, and the history of art contemplates how it is expressed on the canvas. The film attempts to represent a realistic green using camera or computer specific to the medium. Many color theorists who explore the essence of color do not trust the mechanical and reductive scientific colorism that began in Newton and seek a completely different way of exploring in psychology and aesthetics. Like Goethe, who opposed Newton, they do not distinguish the human as subject and the color as object, but focus on the internal grounds of the relationship between subject and color. The representation of color in film is a combination of physics and art. Film color can be expanded to the spiritual dimension beyond the previous emotional and aesthetic, even beyond the physical and mental domains.

Perceptions of the Knowledge of the Channel ⓔ as educational media for school teachers (<지식채널e>의 교육적 활용에 대한 교사 인식 연구)

  • Park, Yooshin;Na, Yeohoon;Jang, Eunju
    • Cartoon and Animation Studies
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    • s.49
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    • pp.425-464
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    • 2017
  • The Knowledge of the Channel (e) is often used as educational materials; it delivers very short but compelling message of strong or interesting timeliness. However, as the media environment changes, expectations and demands for The Knowledge The Knowledge of the Channel (e) is used in school education and what should be improved upon to increase utilization of educational resources. We surveyed 361 elementary, middle and high school teachers and analyzed the frequency of using, approach and learning activities of The Knowledge of the Channel (e) in school education. We also analyzed difficulties in using it in the school and what improvements should be made. Result show that the frequency of using The Knowledge of the Channel (e) in school is highest in elementary schools, followed by middle school, and then high school. Teachers strongly consider curricular relevance when selecting broadcasting contents for education, and among programs of EBS(Educational Broadcasting System), most frequently use The Knowledge of the Channel (e). The The Knowledge of the Channel (e) is mainly used as an incentive for increasing motivation. When examined by elementary school curriculum, this material is highly utilized in subjects with content such as society, morality, and science, or with approaches that require various perspectives. However, it is difficult for teachers to find materials directly related to their classes, and since other media content similar to The Knowledge of the Channel (e) is abundant, the utilization of The Knowledge of the Channel (e) is decreasing. To improve this, The Knowledge of the Channel (e) needs to improve its platform and transformed the type of The Knowledge of the Channel (e) content being provided on social media.

A Study on the Policy for International Co-Production Investment Policy of Central Government and Local Government (중앙정부와 지방자치단체의 국제공동제작투자 활용을 위한 정책연구)

  • Hwang, Kil-Nam;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.26
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    • pp.157-172
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    • 2012
  • In order to overcome the limits of domestic image content market, entering the global market is inevitable and expanding our market volume in foreign market as in domestic market is an important factor that determines the future of Korea image content industry. Suggestions and discussions on policy for investments on domestic image content should be carried out to resolve such situation. Specially, the reason why cooperative system of central government and local government is in dire need is because cultural content industry support measures of central government is unsatisfactory and local government is not adequate enough to respond to the global environment because investment resources of small and medium enterprises in cultural content is insufficient. This paper intends to study cases of policy promoted by domestic local government and support cases of foreign countries when domestic image content industry is expanding into the global market, and to search for solutions from integrated functional perspective of central government and local government for international co-production environment. This study suggests the necessity of political connection in terms of central government strengthening assistance policy on dispersed policy of local government who operates 11 cultural industry promotion districts throughout the country. First, this study suggests the possibility of expanded international co-production by central government and local government through investment(fund).

Study upon Microscopic Narrative Structure of Illusion Interactive Media Art (환영적 인터랙티브 미디어 아트의 미시 서사구조에 대한 연구)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.28
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    • pp.181-208
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    • 2012
  • Illusion played by mutual communication in Interactive Media Art is studied in this thesis from the narrative point of view, not from the entertaining point of view. Microscopic narrations founded in screen changes are analyzed by traditional narrative factors such as plot, point of view, narration, time creating the identity of Interactive Media Art. Traditional narrative factors in consequence have been converted to different forms after being combined with the features of Interactive Media Art. Plot has been converted to fragmentary plot and creators' point of view in many work pieces has been recreated to the outside participants' point of view. Also, creators' narrations described from various points of view has transferred to participants' narrations based on physically spacious search. Times of the present sharing with the past are observed in Interactive Media Art, too. It is concluded that audience's active participation through mutual communication makes an influence on the change of essentially traditional narrative factors. Moreover, the factors mentioned in this thesis are regarded as the unique identity of out of various kinds of modern media art.

A Research on the Methods of Forming the Fandoms of the Theatre - Centered on the Comparisons between K-POP and the Theatre (연극의 팬덤 형성 방법 연구 K-POP과 연극의 비교를 중심으로)

  • Kim, Lee-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.379-405
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    • 2015
  • The purpose of this thesis is to seek the methodologies for forming the fandoms of the Theatre. For the research, I explain by giving the example of the K-POP, of which the fandom has already been spread. Afterwards, I describe about the items which can substitute the plays and about the limits. By escaping from the passive consumptions, the fandoms have been expanded to the domain in which the culture is reborn. The cultural activities of the fandoms have come out of simply liking the fans, and the domain has been widened to the social activities. In the case of the K-POP, it has gone beyond Korea and has the fandoms in the whole world. Regarding the reasons why the fandoms could be formed in relation to the K-POP, firstly, it is because the project-type stars made by the large-scale agency had existed. Secondly, it is because the methods of accessing the contents had become simple through the online proliferation, such as the YouTube and the SNS's. Lastly, it is because the cultural activities of the fandoms give the joys, thereby continually maintaining the fandoms. If this is substituted for the Theatre, in the case of the Theatre, in order for the large-scale agencies to make the plans for and train the actors and the actresses, there are, somewhat, the excesses. However, if a PR method suitable for the online environment is developed and if the common joy is given to the audience of the Theatre, there is the possibility that the fandoms can be invigorated regarding the Theatre. Although, with regard to the K-POP and the Theatre, there exist the differences between the contents, if the methodologies of the K-POP fandoms, which have invigorated the fandoms and have been managing stably, are substituted for the plays, the invigoration of the fandoms is possible regarding the Theatre, too.

A Study on the Effectiveness of the Image Recognition Technique of Augmented Reality Contents (증강현실 콘텐츠의 이미지 인식 기법 효과성 연구)

  • Suh, Dong-Hee
    • Cartoon and Animation Studies
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    • s.41
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    • pp.337-356
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    • 2015
  • Recently augmented reality contents are variously used in public such as advertisements or exhibits as well as children's books. Therefore, it is certain that the market, development of augmented reality contents, is gradually growing. Those who are the producer of augmented reality may be familiar with the skill where those images are used as a marker which is created by image recognition technique. In case of using image recognition technique, they usually use the augmented reality marker platform from Qualcomm since it is able to recognize self-produced images and 3-dimensional figures at no cost. This study was started when undergraduate students began to use those general techniques in their contents producing process. AR majoring students in Namseoul University applied image recognition technique to 3 AR contents exhibited in Sejong Center. Creating 3 different images, they have registered images at Image Target Manager provided by Vuforia to use as a marker. Moreover, they have modified the image producing method to raise the recognition rate by research. The higher recognition rate brings the more stable use of augmented reality contents. To achieve the satisfied rate, they have compared the elements of color contrast, pattern and etc. in the use of platform. Thus, the effective image creation method has been drawn. This study is aiming to suggest the production of stable contents by recognizing smart devices' limitation and producing educational contents. The purpose of this study is to help practically augmented reality contents developers by illustrating the application of augmented reality contents which are based on image recognition technique and also its effectiveness at the same time.

Meta-Analysis on Social Games Addiction (소셜 게임 중독에 대한 메타분석)

  • Fauzan, Tengku;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.223-252
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    • 2015
  • Previous literature reviews have provided important insights into social game addictions, but the issue still needs to be examined from other directions such as the distribution of research purposes. For this purpose, 61 papers from selected journals were analyzed by a meta-analysis method. Specifically, this study poses the following three research questions: (1) What are the major of research purposes and methodologies? (2) What are the highly cited articles in studies of social game addictions? Results showed five new findings: (1) the research purpose of most social game addictions studies focuses on investigating the effect, followed by evaluating the influence of social game addictions. (2) Surveys and experimental methods were the preferred research methods, regardless of whether the research purpose focused on investigating or evaluation. (3) Social game addictions studies are most prevalent at the game users, higher education institutions, followed by schools. (4) Social game addictions studies most frequently supports researcher in the professions and applied sciences, followed by humanities, formal sciences and social sciences. (5) The most highly cited articles fall into the categories of investigating the effects and followed by evaluating the influence, designing a model and evaluating the effects of social game addictions. In this regard, this study of issues in social game addictions presents findings that can help supplement linkages with previous studies and forms an important reference base to pursue deeper academic discussions in the current research fields. These results and findings not only to supplement understanding of social game addictions based on different and important viewpoints, but also to provide useful insights for researchers and educators into issues related to social game addictions studies in future.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.