• Title/Summary/Keyword: 일본 애니메이션

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Study on homosexual comics in Korea : about B.L (Boys Love) comics (국내 동성애 만화에 대한 현황 연구 : B.L(Boys Love) 만화를 중심으로)

  • Ahn, Eun-Sun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.83-105
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    • 2011
  • The term "ya-o-ii" which is referred as a homosexual comics in Korea came from Japan and it became one of popular genres in both Japan and Korea's comics market. People create yo-o-ii with their own idea or borrow male characters from the pre-existed comics or animation and create a whole new story. Homosexual comics which is based on teenage readers deals with sex and focuses on homosexuality. For that reason it reflects social phenomenon than general material for comics. Before we focus on influence of homosexual comics on teenagers and social phenomenon, this study is for fundamental understanding on homosexual comics itself. In order to look into current state of homosexual comics, the survey was conducted at "Comic World" which is well known as the biggest offline comic event in Korea. This study analyzes range of age and awareness of readers of homosexual comics on the basis of the survey. Hopefully, this study helps better understand an influence of homosexual comics on teenage readers with problem of sex identity and contribute to the study of market segmentations of homosexual comics.

A Study on the Standardization of Cartoon and Animation Terminology and Publication of a Terminology Dictionary (만화애니메이션 학술용어 표준화 및 용어사전편찬 연구)

  • Kim, Il-Tae;Sul, Jong-Hoon
    • Cartoon and Animation Studies
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    • s.10
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    • pp.17-31
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    • 2006
  • The purpose of this study is to find out the problems related to the lack of research on rapidly changing digital information media and industry flow and to suggest solutions. In Korea what is needed is basic academic research on cartoon and animation field, and the development and systemization of teaching material. As a first step to achieve this goal, standardization of cartoon and animation related terminology and publication of a dictionary of terminology are underway. To reach agreements on terms, discover new terms, standardize terms and their interpretations, and publish a standardized dictionary, experts in the fields of cartoon and animation education, industry, and academia in North America, Europe, and Japan have been invited to work together. Through these efforts, a dictionary of terminology will be published, which will not only provide useful information but also solve problems related to the use of not standardized terms.

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An Analysis of Feminism Trend in Animation -Focused on American and Japanese animation- (애니메이션에 나타난 페미니즘적 경향분석 -미국과 일본의 애니메이션을 중심으로-)

  • Seo, Tae-Hee;Yoon, Kap-Yong
    • Cartoon and Animation Studies
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    • s.45
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    • pp.51-74
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    • 2016
  • Modern society which human rights and woman's right have been risen is asking for equality treatment of women and men in all sectors of society under sexual equality principle. People say that hidden beneath sexual equality's surface is feminism. Feminism had arisen in the directions that rights and opportunities of women and men are equal. But now, feminism has aimed at woman's right acquisition and realization because men have taken the lead in social activities and political participation historically. This study's purpose is to examine feminism through animation which is image media contents. As everyone knows, media is the glass reflecting the times by reflecting the ideology of the times. In that sense, studying the feministic analysis of research trend in animation which is the representative genre in image media is the meaningful research in understanding the trends of the times. As mentioned above, this study analyzed the and which clearly showed feministic trend. The two animations have the character changes which the objectified women as witch meets the subjective women and the women do a self-directed choice and behavior. Use this to find out the trend of subjective and self-actualizing of Postfeminism in our modern society. Also based on this, this study could predict the changing of feminism arising in the future. This study's limit is that this study is hard to find animation research result related feminism. Symposium related to the feminism animation was held in Korea and there are various interpretation on the internet. This is the next study want even deepening.

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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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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A Study on the Consumption of Nordic Design as Japonisme (자포니즘으로서의 북유럽 소비에 대한 연구)

  • Hwang, Sung-Hee
    • Cross-Cultural Studies
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    • v.45
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    • pp.433-478
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    • 2016
  • This article investigates the role of Japan in Korean consumption of Nordic design. In spite of the development of greater access to wide information and global markets, the popular trends in Korea have been mediated by Japan. The cultural power of Japan comes from otaku subculture. Japanese influence can be discussed by two sides. One is the images or symbols composing the Nordic style in Korea. The other is the way how to consume the Nordic design. Japanese neopop images combined with the Nordic design. Japanese 'slow movie' has combined American Kinfolk style with Nordic style. 'Database consumption' from otaku subcultre conceptualized by Azma Hiroki can be applied to Korean consumption of Nordic design.

The study of the symbolic meaning of colors used in the animation "Uproar in the Heaven" - Focused on the traditional Chinese five color concept (애니메이션 <대요천궁>에 사용된 색상의 상징적 의미에 관한 연구 : 중국 전통 오색관을 중심으로)

  • Geng, Ling;Lee, Jong-han
    • Cartoon and Animation Studies
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    • s.51
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    • pp.129-158
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    • 2018
  • China has had many excellent Chinese-style animation since the 1950s. These animations are of distinctive Chinese national characteristics. They have won many awards both at home and abroad, such as "Feelings of Mountains and Waters", "Uproar In Heaven", "Why is the Crow Black-Coated" and so on. But nowadays, Chinese animations that mimics Japanese and American animation are very often, and there are few animation works with rich traditional Chinese culture. There are some works in the name of Chinese style, but they have not been fully accepted by the audiences. If one wants to create animated works of Chinese style, the author must have an in-depth understanding of Chinese traditional and folk art. Animation can not be designed only on the surface. This paper mainly studies the traditional five color concept in China and its application in animation. The purpose is to provide some references to differentiate Chinese animation from other countries in terms of style and color. The main content of this paper is to understand the concept and history of Chinese traditional five color views, and to know that this color system has reflected the ancestors' concept of nature and society. On the basis of five monochromatic colors, red, yellow, green, white and black, it is a kind of complex color concept that has been developed and perfected continuously after a long period of accumulation and precipitation in the practice of life. It is the theoretical basis of Chinese traditional color system and a complete set of historical, cultural, philosophical and religious theories. Finally, this paper analyzes the colors and their symbolic meanings of the main roles in "Uproar In Heaven", a color long animation produced by Shanghai Animation Film Studio, including Sun Wukong, the Jade Emperor and Na Zha. Color is the first visual language. The use of color symbols to express the inner feelings, status, good and evil of the characters will affect the audience's emotions, behaviors and opinions imperceptibly. The traditional Chinese five color concept has gone through such a long history, and its symbolic meaning has a more profound impact on Chinese people. Applying the color concept and symbolic meaning of Chinese traditional five color concept will further highlight the personalities and emotions of the roles in Chinese style animations. This paper takes the five-color view as the theoretical basis, and through the analysis of cartoons with traditional Chinese color, the author finds ways to flexibly use traditional Chinese culture.

Analysis of types of conscious and relationship in animation - Focusing on TV series (애니메이션 속 자아유형과 관계분석 - TV장편 <천원돌파 그렌라간>을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.45
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    • pp.1-25
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    • 2016
  • This study aims to study the relationship and narrative structure through types of conscious shown through characters of animation. Regardless of professional knowledge, animation viewers are able to decide sympathy cognitively during watching. There are previous studies examining elements regarding the sympathy felt by viewers, "how much sympathy one feels about the story" conveyed by character is one of the most significant element. "Sympathizing" is reacting to the emotion of character, which does not concentrate on visual phenomenon revealing from appearance and mise en scene, but from "conscious" establishing relationship from behavior and practice. In other words, it starts from in-depth insight regarding the types of conscious and relationship between characters. Therefore, this thesis aims to analyze the types of conscious of main character Simon of Japanese animation which was aired in Korea in 27 episodes, and analyze how it conducted meaning structuralization of relationship with surrounding characters in the growth process of every episode. When analyzing the animation, the study concentrated on analyzing the conscious formation process of character, completeness of relationship and structure rather than the plot or power of delivery of direction, to insist that animation should not only convey humor or fun but secure the in-dept self discernment.

A Brief Analysis of the Application of Chinese Traditional Culture in Big Fish and Begonia (<대어해당> 중 중국전통문화의 응용에 대한 간략 분석)

  • Xiaoli, Wang
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.67-72
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    • 2019
  • Animation is a comprehensive audio-visual art, animation literature, painting, music, architecture, photography and other art forms are integrated. China's animation industry has made some achievements in the new century, but on the whole, with the globalization of China, China's animation industry has been influenced by Japan and the United States. China has a history and culture of five thousand years, with profound social deposits and cultural foundation. Of the four ancient civilizations in the world, the Chinese civilization is the only one that has survived. China has too many stories to tell. From the development history of Chinese and foreign animation, we can see that many Chinese traditional cultural elements are used for reference. Since the 1980s, Chinese animation has been on the road of national revival. Chinese animation has begun to draw close to traditional culture in terms of themes, characters and scenes, and integrate Chinese traditional cultural elements. The theme of big fish and begonia is to repay kindness by sacrificing one's own life for the sake of justice and friendship. This fearless spirit of sacrificing one's life for justice is the concentrated embodiment of the fine qualities of the Chinese nation over the past several thousand years. Kun to save chun and give up his life, chun in order to repay rather give up half of his life, and qiushui in order to help their beloved, also would rather give up all of their own. These three protagonists are very distinctive personality characteristics, are to "righteousness" and give up their most precious things. At the same time, big fish and begonia combines many traditional Chinese cultural elements to form an animated film with Chinese characteristics.

Integrate motion capture technology into TV Broadcasting - real-time interaction realization of people and animation charater (모션캡쳐기술과 텔레비전 방송의 결합 -현실인물과 가상 캐릭터의 실시간 상호작용 연구)

  • Han, tingting;Choi, chul-young
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.293-294
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    • 2015
  • 영상작품에서 나날이 모션캡쳐기술의 응용이 늘어가면서, CG캐릭터 또한 사람들의 마음에 가상의 영역을 넘어선 존재감을 부여하고 있다. 최근 일본방송에서는 애니메이션 캐릭터의 실시간 텔레비전 방송이 진행되었다. 이러한 형식을 통해 사람의 감각기관을 자극해 움직여 관객과 애니메이션캐릭터의 상호작용을 현실화 시키려 하였다. 모션캡쳐기술의 빠른 발전은 현실세계와 가상세계의 소통을 촉진하고 있는 요수중의 하나로 볼 수 있다. 본문은 모션캡쳐기술의 실시간 방송의 발전 및 가상 캐릭터의 현실 생활에 대한 영향에 대해 연구 분석을 진행하여 보았다.

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