• Title/Summary/Keyword: 일본 애니메이션

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A Study on Female Hero Characters in Animation According to the Feminist Cultural Theory - Focusing on Korean·American·Japanese Animation - (여성주의 문화이론에 따른 애니메이션의 여성 영웅 캐릭터 비교 분석 - 한·미·일 애니메이션을 중심으로 -)

  • Kim, Juna;Chung, Eunhye
    • Cartoon and Animation Studies
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    • s.36
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    • pp.91-119
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    • 2014
  • This paper analyzed and compared the storytelling of female characters in Korean, American, Japanese animations and revealed the ideal image of woman of each culture. Chapter 2 analyzed the superficial images of the female characters and figured out how these images reflected awareness of a reality. This paper revealed that female characters act as a representative cultural symbols and embodies the paradigm and the order of those cultures. In Chapter 3, this paper analyzed and compared how the female characters solve the dramatic events in the entire narrative structure, and revealed the cultural implications of their action and these events. Korean characters were imitating the idols as an extension of the real world, and American characters were drawn as unreal Super Heroes who were utilized to enhance the order of the world if the United States. Japanese characters, the magical girls are led to create a magic circle and then become surreal goddesses. In this way, this paper revealed that female characters in animation reflect the male-centered ideology of each culture according to the awareness of a reality and cultural paradigm.

Role Analysis for the Development of Animation Character - Focused on Long Animation Work of USA and Japan - (애니메이션 캐릭터 개발을 위한 배역 분석 - 미, 일 장편 애니메이션 작품 중심으로 -)

  • Kim, Jae-Ho;Park, Hang-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.909-914
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    • 2009
  • It can be said that the role of character is very important for the development of animation contents. It is because unlike in general motion picture, the emotional character, which is artificially controlled, plays the functional role in animation. Because of the function, the character may be differently expressed, depending on the culture of each country. However, general audiences and people selecting commodities have common factors. It seems that USA and Japan, which have led the world culture in the field of animation planning and manu facture, perform the animation manufacture by applying them properly. The purpose of this presentation is to analyze the works of USA and Japan, which have led animation manufacture. Because numerous works have been manufactured in two countries regardless of genres, the selection was made by concentrating on representative works that achieved good results from character commercialization. Therefore, the study will suggest the methodological direction for the new development of character, which is performed in industrial animation work and education field.

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Personality and Behavior Analysis of the Characters in -With focus on Enneagram Type- (만화 <나루토> 속의 캐릭터 성격과 행동 분석 -에니어그램 유형을 중심으로-)

  • Liu, Si-Jie;Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.43
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    • pp.23-46
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    • 2016
  • Japanese "Manga" (Comics) and animation films are very popular among the audiences from many countries. Japan is creating various new cultural contents through comics and animation films, and it became one of the important economic growth driver. Japanese famous comic Naruto, which had been successfully concluded recently, have achieved great success and gained popularity globally. One of the reasons for the success of Naruto is the various characters in the comic. In, there are various characters with different personalities and characteristics. Characters are important factors that makes the story stands out and delivers the story. Furthermore, the characters in the story often reflect the author's psychology and mind. By analyzing the characters' behavior and personalities, the audience can follow the story more interestingly, and understand the author's message better. The objective of this study is to analyze the Naruto's main characters' personality and characteristics through enneagram. Furthermore, the report explains the success of by analyzing the different behaviors that results from different personalities, and the relationship between the characters.

A Study on the Possibility of Development in Korean Mechanic Animation (한국 메카닉 애니메이션의 발전 가능성에 관한 연구)

  • Hong, Ryun-young;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.617-620
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    • 2009
  • Mechanic animation's popularity is going on steadily in the world. In Korea, produced various mechanic animation since produced 'Robot Taekwon V'. However, Animation wasn't recognized one of culture genre in Korea, therefore many restrictions were happened, so animation's quality wasn't satisfied with the masses's liking. And Korean animation was turned away then making animation was decreased. This paper show history of Korean animation and this condition, then compare with Korean animation and Japanese animation 'Gundam', And this will indicate possibility of Korean animation development.

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Cinematic Method on Kihachiro Kawamoto's works (카와모토 키하치로 작품의 영화적 표현 기법)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.25
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    • pp.65-85
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    • 2011
  • In this essay, Japanese animator Kihachiro Kawamoto's works will be analyzed. Kawamoto made Breaking of Branches is Forbidden in 1968 and was famous for puppet animation as The Demon(1972), Dojoji Temple(1976) and House of Flame(1979) used Japanese traditional elements in his works. The themes are the agony and despair of a human being, and the narrative is developed dramatically. This is possible through a variety of techniques in animation expression. For example of this are the movement of the puppets and the lighting. In the case of Kawamoto's works, above all, it can be said that the dramatic development depends on editing - the relation of each shot to the next shot. Therefore, this analysis will focus especially on the editing of The Demon, Dojoji Temple and House of Flame. Kawamoto's method of editing will be examed and the analysis will confirm that classical continuity edting by controling space and time has been used. Namely that the effect of editing enhances dramatic development of the narrative on Kawamoto's works. This study will also discuss the benefit of using cinematic methods of in animation. Eventhough it is not essential, Kawamoto chooses cinematic method editing. Through their use, he is able to absorb the audience in the traditional Japanese world which ordinarily could be too difficult to understand through puppet animation.

A Comparative Study on the Symbolic Meaning of Chinese's Peking Opera and Japan's Noh Applied in Animation Characters (애니메이션 캐릭터에 차용된 중국 경극과 일본 노극 가면의 상징성 비교연구)

  • Zhe, Han;Cho, Seung-Woo;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.57-58
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    • 2017
  • 중국 경극에서 얼굴에 다양한 분장을 하는 것을 검보라 하며, 극 중에서는 다양한 상징성을 갖는다. 검보는 민족적 특색을 내재하며, 극중 캐릭터를 위한 "영혼의 화면"이라 불린다. 반면, 일본 노극은 가면을 쓰고 연기하는 독특한 고전 가무극으로 히타멘(直面, 가면을 쓰지 않음)과 가면을 쓰는 공연으로 나뉘며, '유현(幽玄)의 예술" 이라고 불린다. 이러한 경극의 검보와 노극의 가면은 애니메이션에 캐릭터에 차용되며, 극의 서사와 상징성을 드러내는 매개 역할을 하고 있다. 이에, 본 연구에서는 경극의 검보와 노극의 가면이 연출된 애니메이션 영화를 중심으로 사례 비교연구를 진행하고자 한다.

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Methodological Review of Animation Narrative Analysis (애니메이션 서사분석을 위한 방법론적 고찰)

  • Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.119-126
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    • 2007
  • As the digital environment expended, concern about importance of narrative and its value has been increased. But detailed study regarding narrative analysis leaves much to be desired. Most studies on animation narrative structure are focused on Japanese and Disney animation of America, shot films in particular. Plus these have not been done by the comparative method but separately by product. This study aims at clarifying the peculiar narrative characteristics between Chinese and American animation through the comparative analysis about s, which are produced in the respective countries, China on behalf of High-context culture and America as the Low-context culture.

초대석-김청기 감독

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.12 s.139
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    • pp.26-27
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    • 2004
  • 지난달 2일 한국문화콘텐츠진흥원이 김청기 감독을 문화콘텐츠 앰베서더 대표로 위촉됐다. 김청기 감독이 누구인가. ‘로보트 태권브이’로 동네 골목마다 불리던 일본 만화영화‘마징가Z’주제곡을 단번에 밀어내 한국 창작 애니메이션의 가능성을 일깨워준 장본인이 아닌가. 김청 기 감독을 만나 당시 추억과 더불어 한국 애니메이션의 나아갈 길을 들어봤다.

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CONTENT PRISM / 세계 디지털콘텐츠‘거물’한자리에

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.12 s.127
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    • pp.102-103
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    • 2003
  • 게임과 애니메이션, 모바일 콘텐츠와 캐릭터 등을 망라한 디지털콘텐츠국제전시회‘디콘(DICON)2003’이 지난달 13일 서울 삼성동 코엑스 대서양홀에서 3일간의 일정으로 개막됐다.한국문화콘텐츠진흥원이 주관한‘디콘 2003’은 애니메이션,캐릭터,게임,음악,인터넷과 모바일 콘텐츠 등 디지털 콘텐츠를 총망라하는 행사로, 프랑스,일본,중국,홍콩 등 총 8개국 140여개 업체가 참여했다.

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The meaning of the horns of Robot design in Nagai Go's Comics (일본 애니메이션에서 로봇 디자인에 나타난 뿔의 의미 - 나가이 고(永田 豪)의 작품을 중심으로 -)

  • Yoon, Jeong Won
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.193-197
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    • 2008
  • Character Design in Animation is usually used to get probability visually with unity between appearance and feature of character. Especially the horn of Japanese robot animation is not only the one of the feature of the genre but also shows difference between eastern and western culture. It is not difficult to find a case as the horned robot design, otherwise Nagai Go's comics like "Mazinger Z", "Getter Robo" "UFO Robot Grandiger" dedicated to set a horned design as a pattern. In the Nagai Go's work, horn is not only an ornament but also is used as a tool which reveals violent human nature.

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