• Title/Summary/Keyword: 일본 애니메이션

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A Study of Korean Short Animation Films in 1960s - On Animation from Culture Movies of the National Film Production Center of Korea (1960년대 한국단편애니메이션 연구 - 국립영화제작소 문화영화 중 애니메이션에 관하여)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.40
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    • pp.1-31
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    • 2015
  • The Korean animation that has relatively short history compared to the Western Europe and Japan's animation started out from the non-commercial short-piece animation produced as part of advertisement animation and culture movie in the later part of 1950s. In 1960s, the culture movie animation reflecting for the Movie Act and cultural policies has hardly been mentioned in the history of Korean animation, but they are the precious cultural work produced prior to the theatrical long-piece animation. In particular, compared to the 15-second short CF animation, the short-piece animations are ranging for 4 minutes to 10 minutes as the work pieces with the historic value to measure the level of the Korean animation at that time. in 1960s, approximately 20 short-piece animation works were produced and they contained the educational contents to enlighten general public in the process of modernization policy. Those short-piece animations produced in cultural movie at the National Film Production Center of Korea had been produced not only in cell-facilitating cartoon animation, but also in paper animation and puppet animation. In this background, this thesis takes a close look to the short-piece animation works produced in the National Film Production Center of Korea in 1960s. While there was almost no studies of early short-piece animation other than CF works, it is meaningful to discover and analyze the works, and, Director Park Young-il, Director Han Sung-hak, Director Jung Do-bin, Director Shin Dong-hyun, Director Nelson Shin and others participated in the creative work process have worked as the animation directors for theater that the analysis on the works would be considered as important fundamental studies to understand the Korean animation. Under this thesis, it is intended to study the historic implication and formative characteristics around some 10 work pieces to affirm participating personnel, including directors, for the short-piece animation created by the National Film Production Center of Korea as well as the situation of time to launch the National Film Production Center of Korea in 1960s. Through this effort, it is intended to come up with the starting point to process enriched researches on non-commercial short-piece animation as well as contemplation on the Korean animation history that have been neglected in the study of the Korean animation history through such effort.

Expression and Reader Cognition of Japanese Comics Character (일본 만화 캐릭터의 표정과 독자 인지)

  • Yoon, Jang-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.246-254
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    • 2007
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This research was conducted as we thought sufficient study on various situations are required, and among them for the research of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into categories of 'happiness, anger, sadness, pleasure' and 'fear, astonishment and dislike' and based on these categories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would recognize the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.

Use of Licensing for Animation Business Promotion (애니메이션 산업 활성화를 위한 라이선싱 활용 방안)

  • Kim, Joon-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.255-264
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    • 2007
  • This study considers the use of licensing for One source-Multi use revitalization for high profitability in domestic animation industry. To grasp the controversial point in domestic licensing case and establish success point through the study for expansion success case in USA and Japan. Workers in domestic animation industry vaguely think 'Licensing will be succeed naturally, when animation product gets the fame.' However, it is very important to consider licensing in making plan to reflect creating animation product. And also licensing property in included in animation product should have competitiveness, premise understanding of consumption type in relation industry market. Finally, it is necessary to expand by stage better than synchronistical way and management in marketing way, it should be accomplished to manage through technical know-how management system and relation the strategy systematic.

A study on constitution of Mania based on Character construction -Specially in Animation 'Fullmetal Alchemist'- (캐릭터 구조에 의한 매니아 형성에 관한 연구 -애니메이션 '강철의 연금술사'의 캐릭터를 중심으로-)

  • Lee, Ga-Young;Park, Yoon-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.54-58
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    • 2006
  • As media and product became variety, the propensity of the people are coming to be various. To search for some popularity in this various life, we can find the class called 'the maina.' Todays, worlds are changing so fast that the masses can only have short life but if the Mania takes shape, becomes longer as natural. Also the hundreds of animations are broadcasted in a day, almost of them are forgotten in memories. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character. We can know the audience were not just like it, but they get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking. Also, various contents of Fullmetal Alchemist means had enough customers.

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Analysis of Ideology characteristic reflected in -With focus on Lance of Longinus and A.T Field- (<신세기 에반게리온>에서 나타난 이데올로기 특징 분석 -'롱기누스의 창'과 'AT필드'를 중심으로-)

  • Liu, Si-jie;Lee, Jong-han
    • Cartoon and Animation Studies
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    • s.47
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    • pp.149-170
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    • 2017
  • which was first shown as TV series in 1995 has been highly praised until now successful animation that reflected human psychology and ideology. first gained popularity in Japan and spreaded into global animation market. Characteristics of can be summarized as mechanical design, realistic military mise-en-scene, and philosophical view of the world based on the bible. All works reflect the philosophy and ideology of the writer/creator, but reflects various form of ideology. Furthermore, 's ambiguous and vague plot made the fans to discuss and analyze about the work, which brought secondary marketing effect. In this report, the ideology reflected in will be analyzed and understand how these ideologies were reflected in the work. By analyzing religious, psychological and philosophy ideologies in , ideology can be proved as success factor of animation films.

A study on the analysis of relationship between a blood-type and a personality in casting character of animation (애니메이션 캐릭터 캐스팅에 있어 혈액형과 성격의 상관성 분석 연구)

  • Kim Nam-Hoon;Oh Ok-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.183-190
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    • 2005
  • In recent, the blood type waken the reader's interest in the field of movie, music, and education. Now, the blood type is far better than was anticipated in every aspects of life than a personal taste and appear as a familiar topic of story telling in modem life-style. Long time ago in Japan, the blood type was used to a casting of character and a consistent personality. In this study, the types of personality is combined with a blood type and devided with a frame of types. Also, personalities of character are observed and compared in a general animation which not applied a blood type. In particular, a personalities of family in animation are analized through a blood type and applied by character. Also, the blood types based on character of families get an appeal of audience. From now on, it will expect a variable analysis of animation, and needs for a continuous study not only blood type between families but relationship between blood types.

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The Study of Sceneries Shown in Animation Movies -Focusing on & (애니메이션에 나타난 풍경 연구 -<오세암>과 <원령공주>를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.50
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    • pp.1-22
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    • 2018
  • This study investigated realism sceneries shown in animation movies of auteurism. Although animation has properties of mechanical images arranged by short cuts, it essentially starts with the images dealing with space art based on the consciousness of an author. In this aspect, sceneries of animation movies can be the most proper subject for study from the viewpoint of image. Generally, sceneries of animation movies maintain the neutral position as a stage setting for story. However, as for auteurism animation, the sceneries have subjective meaning as major media to express the work or the vision and value of the author on the world. The representative animation movies that reflect the role and meaning of realism sceneries among auteurism animations are and . The former shows Korean sceneries and the latter presents local sceneries of Japan quite well. Reviewing the characteristics of sceneries shown in two movies, the sceneries of are the discovery of internal consciousness of the author that signifies pure innocence of childhood into the voice of nature through the style of the author. Meanwhile, sceneries of adopted nature landscape surrealistically based on the internal consciousness of the author and described the forest as the absolute utopia of the author. As such, the sceneries shown in two movies were utilized as the "framework of thought" of the authors that intensify the viewpoint of the movies on the world through empirical interpretation and detailed description of neutral landscape based on internal consciousness of the authors.

A Study on the Education and Training system in Korean Animation Industry - Suggestions about Curriculum in a Department of Animation in Korean Universities from the Perspective of Arts and Cultural Management (한국 애니메이션 인력 양성 시스템에 대한 연구 - 대학 애니메이션 교육 과정에 대한 예술경영적 제언)

  • Kang, Yunju
    • Cartoon and Animation Studies
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    • s.34
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    • pp.317-344
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    • 2014
  • Perspectives on the basis of arts and cultural management, this study intends to suggest improvements in core curriculums that are required in order for South Korea, a country that has initiated into the animation industry through outsourcing from big-budget animation production countries such as America and Japan, to develop its own strong base in creative animation industry. The perspectives of arts management in this context means an integration nexus between human studies, social science and management, and suggestions are as follow: First, it is crucial to understand the current trend of animation industry structure across the globe, as well as to develop the ability of co-production. Animation industry often requires technical skills, capital strength and human resources, each having equal importance. Therefore, thorough analysis of the three components in worldwide animation industry must be preceded for animation production services. To do so, collaboration with major animation creation countries is the best option and is highly encouraged, so that the national animation curriculum shall be enhanced to meet such demands and hence develop various abilities. The second is a good understanding of new-media and new-platforms. Not only the traditional distributor of animation such as television and theater, the distribution system expands its scope to a variety of online sources including pod-casts and the Internet. Under these circumstances, a deep understanding towards animation distribution system and an analysis of the new consumer channel are also of paramount importance for animation production. Third, a possibility of animation supply chain through diversified routes and media have paved the way for a possible animation production services and distribution without a mega-budget. Thus, new curriculum shall need to reinforce marketing and management aspects that will in turn help individuals to establish a self-employed creative business. Last but not least, this study further includes illustration of current curriculum of animation studies in national universities, followed by detailed suggestions for the curriculum improvements based on the above mentioned three factors. It was observed that the current curriculums have been solely focused on practical works and technical skills of animation and art studies; a four-year-course colleges that provide animation courses usually lack components of human studies, social science and management. Thus, this study proposes essential contexts of management studies that are needed for individual business and also curriculum improvements that are derived from the analysis of the current industry and the new media.

A Study on the Traditional Culture of Japan in Modern Ubiquitous Society - Interdisciplinary Studies (현대 일본의 유비쿼터스 사회에 나타난 전통 문화에 관한 고찰 - 학제 간 연구)

  • Kim, Yun-Ho
    • Cartoon and Animation Studies
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    • s.27
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    • pp.221-247
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    • 2012
  • In this study, we examined the sense of tradition and cultural traditions which make up Japanese ubiquitous society. These include the traditional elements which affect the lives of contemporary Japanese people. In this research we looked for various media (mobile phones, blog, characters goods, cinema) which appeared in the traditional elements. The results of the study are as follows: The traditional elements which affect contemporary Japanese lives include modern devices such as use of anonymous "blogging", mobile phones "youth culture"(especially by males), and "cute" character vocabulary use (especially by females), while traditional values(yakuza, sumo, human relationships) are represented in Japanese cinema. Through this study, we have found the points where traditional Japanese culture and cultural sense have been reinterpreted and affected both directly and indirectly through modern media. This study contributes to cultural research by delineating the various stimuli to consider for successful content service adoption in a global setting, which can account for differential impacts across regions. The results not only help develop a sophisticated understanding of customer behavior theories for researchers, but they also offer useful knowledge to those involved in promoting culture content to potential purchasers.

Consideration on a Historical Distortion of Japanese Cartoon : Focusing on works of the Rightists cartoonist Kobayashi Yoshinori and Yamano Syarin (일본만화의 역사왜곡에 대한 고찰)

  • Ko, Gyoung-Il
    • Cartoon and Animation Studies
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    • s.17
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    • pp.21-35
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    • 2009
  • Continuous provocation of Japanese government to a Dokdo issue and Agreement on Fisheries between the Republic of Korea and Japan evokes a rage and resistance to whole nation in South Korea. In view of mass culture, Japanese Rightists cartoonists, Kobayashi Yoshinori and Yamano Syarin show distorted history in their works. Therefore the consideration of the birth of the Japanese right-wing cartoon is needed in historical, social and cultural viewpoints. First, the actual condition and historical background of Japanese Rightist will be showed. Second, a new Japanese history textbook which was written by right-wing organizations and Yasukuni-jinja will be discussed objectively. Finally, the representative of Japanese right-wing cartoons, and by Kobayashi Yoshinori and Yamano Syarin about historical distortion will be analyzed carefully. In this dissertation, through the factual analysis of cartoons, in opposition to a prejudice and distortion about Korean history of Japanese Rightist, cartoonists' precise and academic posture is proposed.

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