• Title/Summary/Keyword: 일본 애니메이션

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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.

The Discourse of Capitalist Society on East Asian Pop Culture: A TV Series of Superhero Animation (대중문화에 재현된 동아시아 자본주의 사회의 담론 : 슈퍼히어로 애니메이션 <타이거 앤 버니>를 중심으로)

  • Woo, Ji-Woon;Noh, Kwang-Woo;Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.45-82
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    • 2014
  • Comics and cartoons of superheroes in the West have adopted various semiotic systems and other art-forms, including their politico-socio-economic condition, and made parody of other popular texts, as well. Based on the idea of the development of superhero genre, this article focuses on how East Asian popular texts appropriate and reconstruct the genre, which was once considered the realization of American idea, by analyzing a series of TV animation (Japan, Sunrise,2011). Through the feature of parody with intertextuality, provides East Asian value and sensibility of characters as corporation-centered modern humans in capitalist society. This animation has similarity and difference, compared to that of Western superhero cartoons. It satires Western capitalist society and emphasizes Eastern family-oriented value. The performances of superheroes on TV represent the satire on Western style individualism and estimation through each one's achievement. It metaphorically criticizes the situation in which modern human falls into dependency on capital and media, and the capitalistic system in which public good is used for the method of private profit. emphasizes East Asian value of human and society, the cooperative relation for the success and maintenance of community by combining members of state and society through familial sensibility. Tiger functions as a spiritual leader in the group of superheroes who have been obsessed with competition for their own private purpose rather than public cause, Bunny and other colleagues are gradually influenced by Tiger's familial communicative style. emphasizes community-centered view and self-sacrificing sensibility as an international citizen to solve social pathology of modern world.

Scientific Awareness appearing in Korean Tokusatsu Series - With a focus on Vectorman: Warriors of the Earth (한국 특촬물 시리즈에 나타난 과학적 인식 - <지구용사 벡터맨>을 중심으로)

  • Bak, So-young
    • (The) Research of the performance art and culture
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    • no.43
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    • pp.293-322
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    • 2021
  • The present study examined the scientific awareness appearing in Korean tokusatsu series by focusing on Vectorman: Warriors of the Earth. As a work representing Korean tokusatsu series, Vectorman: Warriors of the Earth achieved the greatest success among tokusatsu series. This work was released thanks to the continued popularity of Japanese tokusatsu since the mid-1980s and the trend of robot animations. Due to the chronic problems regarding Korean children's programs-the oversupply of imported programs and repeated reruns-the need for domestically produced children's programs has continued to come to the fore. However, as the popularity of Korean animation waned beginning in the mid-1990s, inevitably the burden fr producing animation increased. As a result, Vectorman: Warriors of the Earth was produced as a tokusatsu rather than an animation, and because this was a time when an environment for using special effects technology was being fostered in broadcasting stations, computer visual effects were actively used for the series. The response to the new domestically produced tokusatsu series Vectorman: Warriors of the Earth was explosive. The Vectorman series explained the abilities of cosmic beings by using specific scientific terms such as DNA synthesis, brain cell transformation, and special psychological control device instead of ambiguous words like the scientific technology of space. Although the series is unable to describe in detail about the process and cause, the way it defines technology using concrete terms rather than science fiction shows how scientific imagination is manifesting in specific forms in Korean society. Furthermore, the equal relationship between Vectorman and the aliens shows how the science of space, explained with the scientific terms of earth, is an expression of confidence regarding the advancement of Korean scientific technology which represents earth. However, the female characters fail to gain entry into the domain of science and are portrayed as unscientific beings, revealing limitations in terms of scientific awareness.

A Case Study On Digital Media Design Of Education In Foreign Countries (디지털 교육매체 디자인에 관한 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.27
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    • pp.177-198
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    • 2012
  • Development of digital media and interest in education bring big progress at digital device of education globally. UK which is advanced country of education is using digital education devices such as digital chalkboards, digital desks etc. and Japan plan digital text book's through the state. At 2011, Korea which is advanced country of internet adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital textbook is in a transition period, that needs case-study of advanced country of education for setting design guide and educational effect to Digital text book plan. All researches are based on LG europe design center at London, UK and target countries are UK and Sweden which is advanced country of education and a welfare state. Analysis by using FGI, KJ, survey of questionnaire, heuristic method, concentration observation. Through analytical researches prefer using digital text book with paper text book to using solo that can offer each advantage to user and teacher. Especially Interactive GUI design of digital text book to easy to access for teacher whom not friendly with digital device. When plan Digital text book content and design needs methodical design guide for target who students and teachers an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital text book and digital educational media in industrial aspect.

Real Life Emotions in Koreeda Hirokazu's Still Walking (사실적인 감정의 미학 : 고레에다 히로카즈의 <걸어도 걸어도>를 중심으로)

  • Min, Hwan-Ki;Nam, Yeon-Kyoung
    • Cartoon and Animation Studies
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    • s.27
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    • pp.199-219
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    • 2012
  • An innovative narrative film-making always came out of conflict and negotiation between reality and film form. A lesson we learn from their film-making is a certain reality is no more possible to be dealt with by conventional narrative. A dialectic between a real life and a representation drives a certain film-makers to make films. Kore-eda Hirokazu is internationally known as developing his own method of meshing of so-called real life and the artifice of film. As He began his career as a documentary film-maker, made several documentaries for TV and then turned to his feature film-making, documentary film-making defines the basic stance in all of his film-making. He in particular emphasized that he considered the fundamental ethical standpoint of documentary to be filming from the standpoint that one does not - or cannot - know the person one is filming. And therefore even in his fiction films he avoids subjective cinematic structures that offer easy access to the internal states of his characters. He makes his audience observe the internal states of his characters from the outside with his narrative strategy. This article will analyse two documentary films of Koreeda Hirokazu in such a way that his documentaries meshes a real life and the artifice of film and then explores such a fiction film like that changes its documentary methods into narrative strategy for the same effect on the audience.

The Case Study of the Content of Comics Museum Websites: Comparative Analysis on "Korea Manhwa Museum" and "Kyoto International Manga Museum" (만화콘텐츠 웹사이트의 콘텐츠 구성에 관한 사례연구: 한·일 만화박물관 사이트 비교분석)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.34
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    • pp.263-292
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    • 2014
  • This research explores websites of comics museum provided by the Korean Manhwa Museum and the Kyoto International Manga Museum and is supposed to analyze the type of content and finding out features. Since both museums specialize in comics and provide diverse information related to comics and their museums, this research analyze them on the basis of three types of categories, which are public relations content, professional content, and exhibition/education content The result shows that both museums generally provide similar type of information and content even though there are small differences. Especially, they have common points in the way that both offer detailed information of museum facilities and about exhibition schedules and education programs. However, the goal they are aiming at shows a difference. Korea Manhwa Museum tries to have interactive communication with its site visitors using the bulletin board system and to update newly published comics and events frequently managing separate websites. Kyoto International Manga Museum seems to focus on promoting itself in order to have more museum visitors. It provides detailed information such as history of the museum building, the object of setting up the museum and so on. Also, it provides four different foreign language websites.

The Study Of Development Plan Based On The Analysis of the Import & Export Market In Korean Webtoon (한국웹툰의 수출입 시장분석을 통한 발전방안 연구)

  • Ryu, Yu-Hee;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.42
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    • pp.105-123
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    • 2016
  • The webtoon market has been consisently developing in the digital market. Under such circumstances, The Korea webtoon market is rapidly growing and leading of them. This is the time to prepare the base of a stable environment for the webtoon market which shows a swift rise. The Korean webtoon is surely aiming at the global market as well as the domestic one. As the Korean webtoon companies spread out to the world briskly, The leading publication cartoon market, Japan tries to break into the Korean digital market. The domestic market that has the good-quality cartoons through exportation and importation to make people of all ages enjoy them. and also the Korean webtoon is in the center of the global webtoon markert. The early model of Korean webtoon, line-webtoon is translated in English, Chinese, Thai language and Indonesian language to use on the mobile applications and web. Nevertheless, It is just the stating point. With Eradicating of the Achilles heel of the digital contents, illegal distribution and finding materials for cultural discount rate minimized cartoon, The Korean webtoon can become the highest in the global market and hold it. Moreover, not only webtoon but also published cartoons are existing together to have a long run. Beyond the existing cartoon books printed on paper, we should reach toward the digital books with portability and economic feasibility to make the contents stay out longer.

Related Study which feeling "Fun" & "Reality" in Korean Cartoon (한국만화에서 느끼는 '재미'와 '현실'의 연관연구)

  • Chang, Jin-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.227-253
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    • 2014
  • The purpose of this article is to prove the fun of cartoon has related in Reality. Ultimately, it will be occurred the expanding result in contact with reader's reality perception. I had pointed out this issue in introduction. Although Fun is our vital power, almost people recognize it as imagination result which is not related in Reality. As the result, we overlooked Fun is contacted in Reality recognition. Creation method of cartoon story emphasize "the Individual character" and "the original nature" also. As this result, it has limitation which neglect "Reality". In main subject, I explained the meaning of Fun and Reality in feeling Korea Cartoon. First, we looked around a theoretical background of fun. With take surveying for various fun characters in several category of cartoon. We can confirm that it was occurred the results contacting "Enlargement of actual recognition" commonly. Second, the main issue of Korea cartoon was "Reality" historically. But, described Reality in cartoon is different from true Reality. Therefore, cartoon is imagined Reality of writer. So he make a heros and make a fun putting a folk tail. Third, described Reality in Korea cartoons make a fun and reader's consensus which is from emotional reality. With limitation of writer's "Reality recognition", almost writers adapted to ideology of ruling classes. Forth, we surveyed Korean cartoons which described "true Reality". Newspaper cartoons during imperialism and Min-joong cartoon in 80' period and 2000th period life documentary cartoon, we participated three sector and surveyed each character. Especially, I am dealing with important inconsistency of true reality. As this result, My cartoon enlarge reader's true reality and make "Fun" of recognizing a true reality.

Multiculturalism and Representation of Racial Others in Korean TV Dramas (드라마 속에 재현된 외국인과 한국의 다문화주의)

  • Ju, Hye Yeon;Noh, Kwang Woo
    • Cartoon and Animation Studies
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    • s.32
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    • pp.335-361
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    • 2013
  • This study examines the ethnoscape of TV dramas on three Korean nationwide television channels from 2005 to 2012 by breaking down how many non-Koreans appear and how they are represented. Among all TV dramas, 6.4% show non-Korean characters of which are generally supportive or small roles. These characters are categorized into four groups: adoration, sympathy, proximity, and other. The adoration group consists mostly of white males from USA or Europe that have professional careers such as medical doctors or lawyers and are positively represented with attractive appearance and nice character. On the other hand, the sympathy group is made up of Southeast, Central Asians and blacks. They are mainly represented as an underprivileged group: females and low-paid workers. In the proximity group are the Japanese and Chinese characters. The Japanese are often represented as rich people that are highly competent or are able to easily cooperate with Koreans. This result shows that Korean TV dramas provide racial and ethnic stereotypes. Though rarely, some dramas represent various lives of foreigners and racial others in Korea. This study contributes to the establishment of sound multiculturalism by analyzing representation of racial others in TV dramas and internalized stereotypes of foreigners in the diverse and multicultural Korean society.

The Development of Digital Contents Based on Jeiu Haenyeo's Anti-Japan Resistance (제주해녀항일운동 기반 디지털 콘텐츠 개발)

  • Jo, Eun-Hee;Lim, Ji-Young;Hahn, Eun-Mi;Yang, Hye-Sun;Bae, In-Suk;Hong, Yoon-Ji;Yoon, Mi-Hye;Kim, Seong-Baeg;Kim, Dong-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.168-171
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    • 2006
  • The Haenyeo of Jeju exists as a unique human resource only in Korea and Japan in the world. Especially, the anti-Japan opposition movement of the Haenyeo of Jeju, which had started to get the right to live on their own in 1931, had developed as the national liberation movement by struggling against a colonial of Japan and the official regulation association that was a plundering organization of Japan. Accordingly, there is making an effort to register Jeju's women divers as The National Treasure in UNESCO's Memory of the world. In this research, we are going to make stuff like a digital storytelling, characters, animation movies, games, and hompage to let our children understand and succeed the spirit and culture of the Haenyeo. We'll also use these contents for the education. We examine ways to recreate the culture resources related to the Haenyeo who gradually vanishes.

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