• Title/Summary/Keyword: 출판 만화 시장

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시장조사 - 도서저작권 수출 가이드북 - 동남아 지역 만화 수출 현황

  • 대한인쇄문화협회
    • 프린팅코리아
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    • v.14 no.10
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    • pp.88-91
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    • 2015
  • 한국출판문화산업진흥원(원장 이재호)은 최근 '도서 저작권 수출 가이드북 동남아편'을 발간했다. 동남아시아 시장은 인구 수, 성장 가능성 면에서 기대되는 시장 중 하나로, 이 책에는 태국, 인도네시아, 말레이시아, 베트남을 비롯해 중국 번체자 사용 국가인 대만과 홍콩 등 6개국에 대한 정보가 담겨 있다.

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성공적인 콘텐츠비즈니스를 위한 전략 및 기획 방향

  • 전충헌
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.60-71
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    • 2002
  • 필자는 콘텐츠비즈니스를 인간의 근원적 욕구와 니즈에 대한 해갈을 주는 핵심전략 가치로서의 콘텐트를 영화, 게임, 애니메이션, 방송, 교육, 캐릭터, 출판만화, 모바일등의 형태로 미디어믹스 기획개발상품머천다이징 서비스하고 라이센싱함으로서 재화를 취득하는 제반 거래 및 커뮤니케이션 활동이며 무한경쟁시장인 글로벌시장을 목표시장으로 한다. 라고 정의한 바 있다. (중략)

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Study on the form of expression for Web Comics : Focused on Scroll Comics (웹 만화의 표현 양식에 관한 연구 : 스크롤 만화를 중심으로)

  • Kim, byong soo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.657-660
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    • 2007
  • The growth of Web comics is very noticeable in Korean comic market as the 21st century is entered. In amongst these1 trends, the scroll comics had established it self as one of the main stream form for expression, outside the form of the traditional published comics, so it is providing a new visual experience for the readers. The scroll method uses the large vertical space that is uncomparable to the column compartment of the printed comics, and its uses of animation-like techniques, innovative partitioning, flob styles and narration partition positioning, the limitless canvas and the scroll bar of the web page, is leading the digital comic age. However, it is still very uncertain whether the 'scroll comics' will still be valid in the age of Web2.0. It is concerning that even though there are limitless potential in the realms of digital and web, the web comics seem to be bound to one particular medium, 'scroll'. In this report, the form of expression in the scroll centered web comics will be analyzed, and based on this, the future evolution of digital comics shall be investigated.

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The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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A Study about development direction of Webtoon character goods market (Focus on character and fashion) (웹툰 캐릭터상품 시장 발전 방향에 대한 연구 (캐릭터와 패션의 접목을 중심으로))

  • Cho, Hyung-ik;Park, Kang-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.390-393
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    • 2015
  • 한국에서 웹툰의 인기는 과거에 비교해 볼 때 점차 확대 되고 있고, 한국 만화 시장에서 웹툰의 성장률은 이미 출판만화의 성장률을 뛰어 넘고 있다. 초창기 웹툰은 단행본 출판 이외에 별 다른 수익구조를 내지 못하였으나 현재는 One source multi use를 활용하여 다양한 모바일 게임, 이모티콘 등 다양한 캐릭터 상품이 등장하여 다양한 수익구조를 이루게 되었다. 본 논문에서는 그중에서도 웹툰의 캐릭터 상품에 패션을 접목 시켜 수익을 내는데 성공한 사례들에 주목, 이들의 장 단점에 대해 비교 분석하고 개선 방안을 제안하고자 한다.

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The impact of the Characteristics of Posting at Social Media Service on the Consumer Responsiveness in the Comics Publication Industry (출판 만화 기업의 소셜 네트워크 서비스 게시글의 속성이 소비자 호응도에 미치는 영향)

  • Jeon, Hyesun;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.391-397
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    • 2013
  • Recently, comics pulication industry is experiencing long-time recess in Korean market. To overcome the difficulties firms are trying to develop various tools which fit new technological environments, but previous research tend to have focused too much on web-base contents such as webtoons, rather than communication effectiveness through social network services. Thus, this study investigated the relationship between the characteristics of postings at social network service and the consumer responsiveness. In the results, we found that posting with visual images and event invitations were positively associated with consumer responsiveness, and the amount of information was negatively associated with the responsiveness. This study shows some implications on how firms can effectively enhance communication with consumers through social network service.

Webtoon era, current status of and development measures for cartoon education - Focusing on college comics education - (웹툰 시대, 만화교육의 현황과 발전 방안 연구 - 대학만화교육을 중심으로 -)

  • Kim, Byoung-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.255-291
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    • 2018
  • The domestic cartoon industry has went through rapid reformation since 2010 incurred by the emergence of webtoon. Most of the students in cartoon schools long to become webtoonists rather than published cartoonists. Cartoon education in middle and high schools rather focuses on webtoons. The growth of webtoons in private education, excluding college entrance examination, is even more promising. In the same train of thought, the number of webtoon private education institution has surged exponentially. Despite provincial colleges experiencing difficulty due to the lack of the student population, the competition for cartoon admission is intensifying. However, college education often maintains curriculums that do not relate to the on-site demands. Cartoon education in the past was mostly carried out through apprenticeship programs. However such programs began to disappear as college education became more common and as people embraced the emergence of webtoons. Instead collective education and author debut programs replaced the old system. Individualization of education is exacerbating as digital writing tools allow individual webtoonists to publish their works on a weekly basis. The background of the growth of webtoon education can obviously be explained by the growth of the market but there are aspects that can't be explained in such a simple manner. This study examines the current webtoon education status and discusses possible methodological and formation development measures for the future. The introduction examines the change in education and market. The main subject examines the current secondary schools and universities cartoon education and conducts a comprehensive study on the various education related changes. This study proposes future directions for universities by looking at the webtoon era and education changes in the conclusion. It also researched how the units of college cartoon education will fuse and deduct practical results via government policies.

Characteristics of research The Transmedia Storytelling in the Disney Marvel (디즈니 마블의 트랜스미디어 스토리텔링 특성 연구)

  • Kim, hui;Park, Sung-ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.159-179
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    • 2018
  • As digital media evolves, image changes have evolved from 2D to 3D. At the end of the 1930s when the US overcame the economic crisis and met the Second World War, people needed a hero to escape reality. In DC (Detective Comics), superhero comics started to become popular by making superhero series mainly with Super Man and Bat Man. Timely Comics, founded by Martin Goodman in 1939, also published Marvel Comics, the first comic strip in epochal comics on October 1 of the same year. From this point on, Marble has developed mainly in the cartoon industry. However, in the development of the times and the change of media, Marble boldly grasps the influence of Hollywood movies from the comic centered development system, and moves from the cartoon market to the movie market. Especially, the trans-media storytelling strategy was well reflected in the movie "Avengers" series, which Marvel produced after the merger with Disney. In this paper, When Marble Comics compares with the time when the comic book industry developed before the merger and the time when the movie industry was focused after the merger with Disney What kind of change and development, and The purpose of this study is to investigate the causes of these changes.

교육기술과 전자출판 기술의 융합 - EDUPUB 추진 현황과 발전 가능성 연구

  • Kim, Hyeon-Yeong;Jo, Yong-Sang;Im, Sun-Beom
    • Information and Communications Magazine
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    • v.31 no.12
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    • pp.97-105
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    • 2014
  • 단행본, 소설, 잡지, 만화 등 다양한 형태의 전자출판물에 공통적으로 적용 가능한 표현 기술과 콘텐츠 유통을 위한 패키징 기술로 구성된 표준인EPUB3가 국제표준기구인 ISO/IEC에서 국제표준으로 채택됨에 따라 시장 표준이 공적 표준으로 통합되는 현상이 전자출판 분야에서도 뚜렷이 나타나고 있다. 본고에서는 전자출판 표준인 EPUB3을 교과서 등 교육용 교재, 참고서, 학습서 등 교육 분야에 확대 적용하기 위하여 온라인 평가 서비스, 학습용 소프트웨어 연계, 교육용 메타데이터 활용 등 이질적인 기술 들 간의 융합이 어떻게 이루어져야 하는지에 대한 방향을 제시한다. 이러한 노력은 지난 2013년부터 국제 표준화 단체인 IDPF(International Digital Publishing Forum), IMS Global Learning Consortium, World Wide Web Consortium이 구성한 EDUPUB Alliance를 통해 구체화되고 있다. 따라서 향후 어떠한 구체적인 주제의 논의가 국내에서도 필요한지 알아본다. 또한 디지털 교과서와 학습 교재는 모바일 및 온라인 학습환경에서 다양하게 활용될 수 있으며, 학습자가 생성하는 학습 데이터를 체계적으로 수집하고 분석한다면 학습결과를 향상시키는데 큰 기여를 할 수 있을 것으로 기대한다.

A Study about success possibility on Incorpoate Children's art into Webtoon. (아동미술과 웹툰의 접목의 성공가능성에 대한 연구)

  • Cho, Hyung-ik;Park, Kang-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.197-200
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    • 2016
  • 한국에서 웹툰의 인기는 과거에 비교해 볼 때 점차 확대 되고 있고, 한국 만화 시장에서 웹툰의 성장률은 이미 출판만화의 성장률을 뛰어 넘고 있다. 한국 웹툰을 주로 애용하는 이용층은 10대에서 20대가 주를 이루고 있었으나 점차 아동층의 이용증가세가 눈에 띄고 있다. 과거부터 한국에서 아동용 교육용으로서 애니메이션과 아동미술의 접목은 많이 시도되어 왔고 많은 성공을 거두고 있으며 마켓쉐어 또한 굉장히 높은 편이다. 이 두 가지를 이용, 웹툰과 아동미술의 접목 또한 아동들에게 영향력이 있을 것이라 예상 하고 이 두 분야의 접목에 대해 긍정적인 부분과 부정적인 부분을 비교분석하여 발전 방향을 제시하고자 한다.

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