• Title/Summary/Keyword: Animation Studies

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Narrative Composition and Visual Representation of Alternative History in FPS Game Trailer -By focusing on (FPS 게임 트레일러 속 대체 역사적 서사구성과 시각적 재현 - <울펜슈타인: 더 뉴 오더>를 중심으로)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.253-277
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    • 2015
  • When was launched in 2014, it was immediately ranked 2nd in English gross sales record in the first half of 2014, attracting huge attention from avid game users. Colin Moriarty(2014) states that the worldwide popular game, , lies on the alternative history assumption, 'what if Nazi Germany won the second world war? In regard to this, this research addresses how the characteristics of alternative history was adopted and visually represented in FPS game trailer. In terms of research method, firstly, literatures will be reviewed about definition of alternative history and some of the previous examples where alternative history was applied in novels, films and games. Secondly, narrative composition of alternative history is categorized as three sequential phases, (1) borrowing real history material, (2) connection between real and fictional history and (3) reconstruction of history through reinterpretation. Thirdly, the live-action game trailer will be analysed by three sequential phases of narrative composition, and CG game character and background will be analysed by spatial background, characters and props. The phase of 'borrowing' has used the historic images related to the World War II, and the phase of "connection' has composited by "connection through circumstantial events". The phase of 'reconstruction' has unfolded its fictional narrative in the form of "limited fictional history" In addition to this, has constructed dystopia world through composing of historic images and CG characters by SF design. In the light of this, the narrative composition of alternative history successfully extends to game area.

A Study on the Artistic Techniques of the Chinese Early Cartoons -Focusing on Lian Huan Hua(連環畵) and - (중국 초기 만화 예술기법 연구 - 연환화 작품 <산향거변>과 <백모녀>를 중심으로-)

  • Lurenjing, Lurenjing
    • Cartoon and Animation Studies
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    • s.39
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    • pp.451-472
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    • 2015
  • Lian Huan Hua(連環畵) has occurred in the history of China Cartoon was initially developed as a unique literary style of Chinese painting and narrative combined. Also Lian Huan Hua are also tend to form once the fusion 1920s was also a very creative fashion cartoon style. This is also referred to as chain cartoon. In 1950-1960, China 's Lian Huan Hua also mature a 'golden age' legal group reaches to indicate the unique formal features developed independently. This work is a dramatic expression of Lian Huan Hua narrative, shows a more realistic representation techniques and art forms such as portraiture is a very big breakthrough was achieved artistic maturity of the work increased significantly. by He You Zhi(賀友直) and by Hau San Chuan(華三川) is a masterpiece of artistry and maturity in the period leading side. Chapter 2 looked at the origin and development of Chinese Lian Huan Hua, it was seen by the fact that China achieved new progress in Lian Huan Hua upset every time the combination of content and form, In addition, the work of 1950-1960 in the development process of China's Lian Huan Hua confirmed the fact that they won the biggest achievement in artistry and maturity surface. Therefore, Chapter 3 how 'golden age' masterpiece of and the dramatic narrative of expression by analyzing a specific angle in the multifaceted image of the , realistic portraiture, such as the acquisition of Chinese concrete artistry Lian Huan Hua I want to show. Analysis of the figures depicting nature, landscape screens. consisted of highlights and background and techniques of utilization, production methods. The purpose of this research work is to identify two conditions of great Lian Huan Hua through analysis of concrete work and painting techniques such as framing and directing the Lian Huan Hua's artistic achievements is to investigate the influence of China in the early comics. These two works are focused on a realistic view of life and put out was to create a more effective representation of information it attempts to pass a new production techniques and will have the significance. Also completed was a new style absorbed throughout the aesthetic advantages are compelling own personality writers of Eastern and Western paintings are remarkable in that its performance. But the difference in the two works represent all types and painting techniques has a the mood of common China's lives.

Tendency of 'a Cartoon Image' Appearing in Korean Modern Fine Arts - Ocusing on 'Atomouse' of Lee Dong-gi - (한국 현대 미술에 나타나는 '만화 이미지'의 경향성 -이동기의 <아토마우스>를 중심으로-)

  • Jeon, Young Je
    • Cartoon and Animation Studies
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    • s.36
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    • pp.669-702
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    • 2014
  • Today, in Korean modern fine arts, 'cartoon images' are utilized for their roles of the 'personas' of the artists, and as the 'texts' for the artistic discourses, while they play a role as a bridgehead between the public and art. In this study, we made a study, focusing on 'Atomouse' of Lee Dong-gi, in order to examine how the borrowing of the 'cartoon images' was made in the Korean modern fine arts, and what its period context is. 'Atomouse' of Lee Dong-gi is the first cartoon character that appeared in Korean modern fine arts, and it has acquired a symbolism of a subculture being acknowledged as art. In this study, we tried to find out what period contexts the changes of 'Atomouse' have, focusing on the private exhibitions of Lee Dong-gi, such as 'Smoking' Exhibition (2006), 'Bubble' Exhibition (2008), 'Double Vision' Exhibition (2008), 'The Garden of Uncertainty' Exhibition (2012) and 'Do Not Look Back with Angry Face' Exhibition (2013). Atomouse was born in the era of 'lack of pop' a change was attempted of it in the era of 'excess of pop' and its proceeding ended along with the 'settlement of the neo-pop'. From Atomouse started from the unconsciousness of the artist, we can find the 'identity' of the Republic of Korea, which was being influenced by the 'American and Japanese' culture, as well as the symbolism of a subculture being acknowledged as art, while it emerged as an icon to represent the Korean pop art of the time. Then, as the agony and self-examination of the artist was contained in it, its use was changed into the role as a persona and it was utilized as a tool to connect the and figurative worlds. In the end, the artist put an end to the proceeding of the 'Atomouse' at the boundaries of a persona and an alter ego, removing the creation with his own hands. In the process in which Lee Dong-gi created and changed 'Atomouse', the start-up and growth of the pop art are included in the history of the Korean modern fine arts, apart from a study of an artist. 'Atomouse' was not only painted on the walls of the subway stations in the form of public art, but it tried to closely communicate with the public through the collaboration with diverse media. It made the best use of the 'marketability' which a 'cartoon character' had at first, so that pure art was made a step closer to the public. So 'Atomouse' of Lee Dong-gi not only raised a subculture into the realm of high art, but lowered the door sill to high art. Through the study we could confirm what position 'Atomouse' of Lee Dong-gi, which started absurdly between parody and Hommage, takes in Korean modern art of today.

A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

A Study on How Reading Comic Books Affects Creativity (만화 읽기가 창의력 향상에 미치는 연구)

  • Jang, Jin-Young;Park, Hye-Ri
    • Cartoon and Animation Studies
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    • s.36
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    • pp.437-467
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    • 2014
  • This study is intended to reveal reading comic books helps improve creativity. Though the long-lasting negative recognition towards comic books has positively changed these days, we need a ground upon which the social recognition needs improvement in that children's comic books have been used as a learning tool. Its introduction points out that there has been shortage of empirical researches on comic book reading, and as one of the empirical research methods, presents a method of comparative analysis on comic book reading, school study, and creativity tests via survey. The theoretical background in the 2nd chapter, first, puts emphasis on the significance of the creativity theory among all the other theories related to creativity, which focuses on problem-solving capacity. Second, it theoretically reviews the meaning which 'fun' and 'interest' have in development of creativity in the context of developmental process of the modern educational theories. Third, it empathizes that traits of reading comic books start off with 'fun' and 'interest', that awareness of reality gets expanded via the process of characters making their way through a strange world with empathy and absorption, and that comic book reading has to do with creativity. Fourth, it presents a model questionnaire with which to study relationship between comic books and creativity in an empirical way. The analysis on the survey outcome in the 3rd chapter shows, first, that smart students read many comic books, not to mention that studying helps improve creativity, which indicates above all, comic book reading and improvement of creativity are not negatively related, but are mutually complementary. Second, that creativity enhanced by reading comic books is higher than that enhanced by studying, which may mean comic book reading is more effective than studying in developing creativity. It has drawn a conclusion based upon these results, that reading comic books bears positive efficacy on both studying and developing creativity. Standing on this conclusion, it proposes it necessary to develop methods by grades of educating how to read comic books and to provide a recommended list of comic books to read.

An Analysis on the Personality and Relation according to he Blood Types of Characters in the Comics (만화 <나루토> 속 캐릭터의 혈액형에 따른 성격과 관계 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.39
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    • pp.233-259
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    • 2015
  • Comics is a medium that characters lead a story as words are combined with pictures. Despite characters are simple and exaggerated fictive ones, readers empathize with personality of the character through outer appearance of face and clothes, expression, behavior lines etc. Personality of a character is established by the author or story writer of the comics. Basically, established personality must be maintained through the comics without being broken. To establish personality of a character, understanding of human personality is important. One method for the foregoing is to refer to the framework used for analyzing human personality. As for personality type by blood type, it is considered that there is a specific type of personality according to blood type, and human personality is analyzed by four blood types of A, B, AB and O. Personality type by blood type is convenient to access in the way that it is easy and simple without complexity. The process of establishing personality of a character may be easier by referring to the personality according to blood type. Kishimoto Masashi, the author of the comics is establishing blood types for each character. This study aims to analyze personality depending on the blood types and relations according to blood types among of main and surrounding characters appearing in . As for research methods, this study, first, analyzed how blood type is related to personality in 'the relation between blood type and personality'. Second, this study analyzed blood type and personality in 'personality by blood type of characters in comics '. Third, in the 'personality and relations according to the blood types of characters in the comics ', this study analyzed personality and relations according to the blood type by using a 'caring relationship' which is a like-minded relation according to the blood type. Relations that this study analyzed include '1) Relation between team manager and team member in a team Naruto is belonging', '2) Naruto's eternal triangle and family relations', '3) Naruto's teacher-pupil relations and team manager relation', '4) Main rivalries in ' and '5) change in Naruto and Sasuke's relationship from adversarial to cooperator relationship'. From the relations according to blood types between personality and character established by the author, it is possible to infer that the author referred to the personality of each blood type. Like this, establishing personality of characters and making relations among characters based on the personality type by blood type may be one of useful methods for creating a story.

The Evolution of Cyber Singer Viewed from the Coevolution of Man and Machine (인간과 기계의 공진화적 관점에서 바라본 사이버가수의 진화과정)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.39
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    • pp.261-295
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    • 2015
  • Cyber singer appeared in the late 1990s has disappeared briefly appeared. although a few attempts in the 2000s, it did not show significant successes. cyber singer was born thanks to the technical development of the IT industry and the emergence of an idol training system in the music industry. It was developed by Vocaloid 'Seeyou' starting from 'Adam'. cyber singer that differenatiated typical digital characters in a cartoon or game may be subject to idolize to the music as a medium. They also feature forming a plurality of fandom. therefore, such attempts and repeated failures, this could be considered a fashion, but it flew content creation and ongoing attempts to take advantage of the new media, such as Vocaloid can see that there are expectations for a true Cyber-born singer. Early-Cyber singer is made only resemble human appearance, but 'Sciart' and 'Seeyou' has been evolving to becoming more like the human capabilities. in this paper, stylized cyber singer had disappeared in the past in the process of developing the technology to evolve into own artificial life does not end in failure cases, gradually led to a change in public perceptions of the image look looking machine was an attempt in that sense. With the direction of the evolution of the mechanical function to obtain a human, fun and human exchanges and mutual feelings. And it is equipped with an artificial life form that evolved with it only in appearance and function. in order to support this logic, I refer to the study of the coevolution of man and machine at every Bruce Mazlish. And, I have analyzed the evolution of cyber singer Bruce research from the perspective of the development process since the late 1990s, the planning of the eight singers who have appeared and design of the cyber character and important voices to be evaluated as a singer (vocal). The machine has been evolving coevolution with humans. cyber singer ambivalent development targets are recognized, but strive to become the new artificial creatures of horror idea of human desire and death continues. therefore, the new Cyber-organisms are likely to be the same style as 'Seeyou'. because, cartoon forms and whirring voice may not be in the form of a signifier is the real human desires, but this is because the contemporary public's desire to be desired and the technical development of this type can be created at the point where the cross-signifier.

Study on the Design and Usability factor analysis of Web Multimedia Contents (웹 멀티미디어 컨텐츠의 디자인과 유용성분석에 대한 연구)

  • Koh, Eun-Young;Shin, Soon-Ho
    • Archives of design research
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    • v.17 no.4
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    • pp.69-78
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    • 2004
  • This thesis is designed to investigate the relationship of Web Multimedia design. Web sites are needed to approach the lot of ways that increase the user intuitive lay over communicating information nowadays. In the digital era of today, multimedia is composed of such various elements as text, image, sound, animation, video. The method of the thesis is a research questions as this follow. First, the structuring element of the web site type was classified by a form and the contents in the web site. These types in this classified web site are HTML, flash and mixed type. Second, to study this thesis, we made up pose a questionnaire to students in the university as th method of random sampling. The goal of this survey is that user is how to understand about the web multimedia design. Results of analysis may be summarized as follows: 1) It was the image design in the NIKE web site that there would be evaluated the best design effected by flash, and it is finding that the NIDE web site will need more supporting Information, Interactive design through this studies. 2) It was information that there would be evaluated good design effect by text and image in SAMSUNG web site. Based on HTML, SAMSUNG need supporting motion image design by this studies. In conclusion, this thesis suggests that the each web medias should be constructed by the different web design component, according to information, Interactive, image design of web site.

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The Senile Cyborg: Science, Technology, and Aging in Ghost in the Shell: Stand Alone Complex (노쇠한 사이보그: <공각기동대 Stand Alone Complex>로 본 노화와 과학기술)

  • Park, Hyung Wook
    • Journal of Science and Technology Studies
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    • v.13 no.1
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    • pp.41-76
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    • 2013
  • Based on an analysis of the Japanese animation director Kamiyama Kenji's Ghost in the Shell: Stand Alone Complex series, this paper discusses two important subjects in modern technoscience-cyborg and old age. In fact, age has been an important social and political category in the modern world, along with gender, race, and class. However, age has not been a significant research topic for STS scholars. Even though many of these investigators have extensively explored the complex relationship between gender and technoscience, especially after the publication of Donna Haraway's "Cyborg Manifesto" (1991), few of them have been interested in how age is reconfigured by modern science and technology. If women, as Haraway has claimed, can have a different political and cultural outlook by becoming cyborgs, then, can we expect a similar socio-cultural transformation with regard to the interaction between cyborg and old age? Do the elderly experience lesser age discrimination through the growth of biomedicine and technoscience? Indeed, it is believed that seniors are increasingly becoming cyborgs with advancing age, since their declining bodily functions are consistently replaced and assisted by various biomedical technologies. Does this enable them to overcome ageism and age discrimination as well as their alleged physiological and mental limitations? As an answer to this question, Mike Featherstone has asserted that becoming a cyborg in old age could make the wrinkled skin a mere mask and create diverse new possibilities that were hitherto unavailable to an aging person. Based on my reading of Ghost in the Shell, however, I analyze a more complex set of problems when the senile cyborg is created through the encounter between the elderly and technoscience. I argue that while the senile cyborg could challenge traditional family ideology and nationalism it would leave ageism intact and define a new individualistic life form through a body controlled within the globalized internet and capitalist economy.

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A Theory of Intermediality and its Application in Peter Greenaway's (상호매체성의 이론과 그 적용 - 피터 그리너웨이의 <프로스페로의 서재>를 중심으로)

  • PARK, Ki-Hyun
    • Cross-Cultural Studies
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    • v.19
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    • pp.39-77
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    • 2010
  • The cinema of Peter Greenaway has consistently engaged questions of the relationship between the arts and particularly the relations of image and writing to cinema. When different types of images are correlated and merged with each other on the borders of painting, photography, film, video and computer animation, the interrelationships of the distinct elements cause a shift in the notion of the whole image. This analysis proposes to articulate the complex relationship between the 'interartial' dimension and the 'intermedial' dimension in Peter Greenaway's film, (1991). If the interartiality is interested in the interaction between various arts, including the transition from one to another, the intermediality articulates the same type of relationship between two or more media. The interactional relationship is the same on both sides; on the contrary, the relationship between art and media does not show the same symmetry. All art is based on one or more media - the media is a condition existence of art - but no art can't be reduced to the status of media. This suggests that if the interartiality always involves the intermediality, this proposal may not be reversed. First, we analyse a self-conscious investigation into digital art and technology. Prosospero's Books can be read as a daring visual essay that self-consciously investigates the technical and philosophical functions of letters, books, images, animated paintings, digital arts, and the other magical illusions, which have been modern or will be post-modern media to represent the world. Greenaway uses both conventional film techniques and the resources of high-definition television to layer image upon image, superimposing a second or third frame within his frame. Greenaway uses the frame-within-frame as the cinematic equivalent of Shakespeare's paly-within-play : it offer him the possibility to analyse the work of art/artist/spectator relationship. Secondly, we analyse the relationship between the written word, oral word and the books. Like the written word, the oral word changes into a visual image: The linguistic richness and nuances of Shakeaspeare's characters turn into the powerful and authoritative, but monotone, voices of Gielgud-Prospero, who speaks the Shakespearean lines aloud, shaping the characters so powerfully through his worlds that they are conjured before us. Specially each book is placed over the frame of the play's action, only partially covering the image, so that it gives virtually every frame at least two space-time orientations. Thirdly, we try to show how Peter Greenaway uses pictorial references in order to illustrate the context of the Renaissance as well as pictorial techniques and language in order to question the nature of artistic representation. For exemple, The storm is visualised through reference to Botticelli's : the storm of papers swirling around the library is constructed to look like a facsimili copy of Michelangelo's Laurentiana Library in Florence. Greenaway's modern mannerism consists in imposing his own aesthetic vision and his questioning of art beyond the play's meta-theatricality: in other words, Shakespeare''s text has been adapted without being betrayed.