• Title/Summary/Keyword: Cartoon Business

Search Result 52, Processing Time 0.028 seconds

A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.167-187
    • /
    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
    • /
    • s.43
    • /
    • pp.285-320
    • /
    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

A study on the Contemporary Art Inspiration in Contemporary Fashion Design (현대패션에 나타난 Contemporary Art Inspiration 연구)

  • Baik, Jeong-Hyun;Bae, Soo-Jeong
    • Journal of Fashion Business
    • /
    • v.14 no.1
    • /
    • pp.143-162
    • /
    • 2010
  • The purpose of this study is to suggest more specific method to express art connected to the factor of fashion design by classifying fashion case combined with contemporary art, which is expressed through visual factor of fashion, analyzing exchange phenomenon, trend and change aspect of art and fashion and researching its expression type under the background of art preference phenomenon of contemporary art. From the result of measuring the frequency of contemporary art type, it was found that various types and artists' works were applied to fashion industry. Therefore, the scope of contemporary art, which is used for fashion, is being enlarged and new type is appearing every year continuously. Especially, its frequency was highest in 2008 S/S. In addition, it was found that it was more frequent in S/S season rather than in F/W season. From the result of analyzing expression method of contemporary art inspiration shown in fashion by classifying it into structure aspect, print aspect and 3D decoration aspect, in most cases, the contemporary art was used as a print or pattern for dress or accessory. The print aspect could be divided into geometric abstraction pattern, expressional abstract pattern, trompe-l'oeil pattern, graffiti pattern, picture image pattern and cartoon pattern in detail.

A Study on the Symbolism and Fashion Image of Barbie Doll (바비 인형(人形)의 상징성(象徵性) 및 패션 이미지에 관(關)한 연구(硏究))

  • Yum, Hae-Jung;Lee, Mi-Suk
    • Journal of Fashion Business
    • /
    • v.6 no.2
    • /
    • pp.137-150
    • /
    • 2002
  • The purpose of this study attempts to analyze the symbolism and fashion image of Barbie doll. It is scarcely a coincidence that the Barbie doll was developed in the united States in 1950s. She had been created in the 1950s as a cartoon character in a German newspaper, who named Bild Lilli. In 1959, toy company bought the rights and produced and almost identical doll in the United States. Therefore Barbie has symbolized the consumer culture of United States, ideal body image, and modern youth culture. It may be as a conclusion that Barbie's fashion can be divided into three period : 1. a period of classic fashion(1959-66), 2. a period of young casual fashion(1967-79), 3. a period of ethnic and career fashion. Just as Barbie's roles and clothes have changed with the spirit of the times, she is a valuable representation of female images and fashion over the last 40 years. Barbie's fashion image is divided into material girl image, dream girl image, and bad girl image.

A Study on the Aesthetic Consciousness of Japonisme (자포니슴(Japonisme)에 나타난 복식미 연구)

  • Ko, Young-Sook;Cho, Kyu-Hwa
    • Journal of Fashion Business
    • /
    • v.13 no.2
    • /
    • pp.30-49
    • /
    • 2009
  • This study was intended to research how such Japonisme affected the western fashion and to consider that the unique Japanese fashion was implemented in the western mode as the traditional aesthetic sense got jointed with the western culture together and was expressed as the modern Japonisme beauty. The beauty of 'Date' was the aesthetic sense created focused on the noble culture of public family. On the contrary, 'Iki', 'Wabi', 'Sabi' and 'Shibusa' is the Japanese lower middle class's universal living aesthetics. 'Kawaii' is influence on an animation, cartoon and character industry as well as the whole world’s fashion style as one of the common aesthetic sense of the world people in the modern time. That is, Japanese fashion designers expressed the human body with such the aesthetic sense by the design of shape, space, fusion, amusement through clothes. It could be concluded that they created an autonomous amusement’s design world over the visual beauty of human body.

Local animation structural Problem of screening and infringement copy right : in the centering of Chuncheon area (지역 애니메이션 상영 구조 문제와 저작권 침해 : 춘천 지역을 중심으로)

  • Seo, Jeong-Soo;Park, Ki-Bog
    • Cartoon and Animation Studies
    • /
    • s.15
    • /
    • pp.207-220
    • /
    • 2009
  • This paper researched that consumers who lived in the local small cites have a restricted and insufficient problem to screening the animation film comparing with those of capital area and the other broader local cities. And these kinds of problems caused more serious problems like a infringement of copy right as a result. This paper calculated and evaluated that the rate possibilities of criminal infringement copy right in supposing that giving the opportunity screening the all of the first-run movies the most highest criminal group in Chuncheon where the worst benefit area in aspect of screening circumstances. As a result of this research, this paper could suggest that the possibility to reduce the criminal infringement of copy right and the necessity of structural reconstruction throughout rebuilding of animation distribution and consciousness of consumers. Thus this paper try find out the importance of reducing the rate of criminal infringement copy right by recontruction of structrual access of local animation business.

  • PDF

Webdrama Analysis and Recommendation using Text Mining and Opinion Mining Technique of Social Media (소셜미디어 빅데이터의 텍스트 마이닝과 오피니언 마이닝 기법을 활용한 웹드라마 분석과 제안)

  • Oh, Se-Jong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.285-306
    • /
    • 2016
  • With the increase use of smartphones, users can consume contents such as webtoon, webnovel and TV drama directly provided by the producers. In this Direct-to-Consumer era, webdrama services from the portal websites are increasing rapidly. Webdramas such as , , and can be analyzed in real time using responses such as unique users, likes, and comments. The analyses used in this research were Social Media Big Data Mining Method and Opinion Mining Method. Specific key words from webdrama can be extracted and viewers positive, neutral or negative emotion can be predicted from the words. The analyses of popular webdramas showed that the established K-Pop Idol member appearance and servicing portal site greatly influence the views, traffics, comments, and likes. Also, 'Mobile TV' proved the effectiveness as another platform other than television. Mobile targeted contents and robust business models still to be developed and identified. Overcoming these few tasks, Korea will be proven to be a webdrama content powerhouse.

Character development of Korean historical person :Chungmugong General Lee Soon-shin (역사적 인물의 캐릭터 개발 - 충무공 이순신 장군을 중심으로)

  • Cha, In-Tae;Kim, Soo-Jeoung;Jo, Tack-Yeon;Lee, Jae-Beom
    • Cartoon and Animation Studies
    • /
    • s.6
    • /
    • pp.91-115
    • /
    • 2002
  • Character industry in Korea has a history of less than 20 years by now, as it began in earnest at the end of the 1980s. Domestic character market is estimated to be around 1.2 trillion won occupying mere 0.01% of the world character market of 1,200 trillion won and less than 4% of the Japanese market, according to the according to the calculation made by Korea Animation Producers Association. Local character takes up only 5% of the domestic character market, necessitating the development of the local character and an increase in market share. It is painful to look at the current status of the local character market especially when compared with the huge world market. However, it might be and opportune moment for us to reverse the situation in our favor by a mental switchover. And we need to face up to the reality that the local character industry has many problems, and it is our duty to settle them. What then are the problems caused by the foreign character taking up 90% of the domestic market? Foreign character overwhelming the local market will bring about cultural dependency, emotional confusion, and financial loss caused by the payment of the royalties stemming from the intellectual property rights. The following is suggested as methods of settlement for such problems: 1. Development of character emotionally appealing to the Koreans 2. Development of long-lived character 3. Development of character firmly based on a good scenario 4. Thorough planning & marketing 5. Establishing an institution exclusively governing character business This study discussed the importance of developing long-lived character appealing not only to the Koreans but also to the whole world, that will meet the requirements as stated in 1 & 2 of above. For this purpose Chungmugong General Lee Soon-shin was chosen out of the Korean historical personages for further analysis, trying to rediscover the significance of the character development based on originality.

  • PDF

Foundational Research on the Market Strategies and Current Status of Children's Indoor Theme Parks with Korean Characters as Their Theme (국산 캐릭터를 테마로 한 어린이 실내 테마파크의 현황 및 시장전략에 관한 기초연구)

  • Park, Seong-Sik
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.235-263
    • /
    • 2012
  • Regarding the theme park business as an area of cultural content business, this study focuses on the trend of pursuing indoor theme parks as a small-scale small capital strategy escaped from the existing approach oriented to large-scale outdoor complex theme parks. It is because although existing large-scale outdoor complex theme parks require the capital with the scale of hundreds of billion won and also high-level technique and the latest operational know-how that they have a great barrier for new entry as well as enormous risk, the rent indoor theme parks succeed in market entry with efficient risk management and flexible market strategies. Thereupon, this study examines the current status of the children's indoor theme park market with Korean characters as their theme as a new market among the indoor theme parks and also investigates the market strategies of this market in the two aspects of expansion: the expansion of Korean characters' property value and the expansion of the local theme park market. For that, this article reviewed the advanced researches on theme parks and divided the types of theme parks existing in Korea with the criteria of classification by space and theme or classification by main users. Also, among the children's indoor theme parks with Korean characters as their theme, this study visited five ones located in the capital area to examine the current status. And about two located in the capital area and also four in the local area, the current data were received from the persons in charge of the companies for analysis. Also, with the subjects of spectators visiting the 'DIBO VILLAGE, Cheonggye-cheon' newly opened on April 25th, 2012, the research on satisfaction was conducted for analysis. Through that, this study analyzed the structure of the existing children's indoor theme park business with Korean characters as their theme and suggested the ground to analyze the effectiveness of market strategies being implemented. It is expected that this study will establish the clues of systematic and profound discussion for the indoor theme park business that can be said to be the niche market of the theme park business and allow the small-scale areal indoor theme parks to be examined as a significant business model for the local theme park industry. In the aspect of character business as well, it is expected that this will give a chance to establish a new model of spatial storytelling expansion in terms of the property value of Korean animation characters.

e-Book Viewer's Quality Factors Influencing User Satisfaction: Comparison by Content Type (전자책 뷰어의 사용만족에 영향을 주는 품질 요인: 콘텐츠 유형별 비교)

  • Yun, Haejung;Kim, Doojong;Lee, Choong C.
    • The Journal of Society for e-Business Studies
    • /
    • v.20 no.2
    • /
    • pp.73-91
    • /
    • 2015
  • Nowadays, 'books' are not limited to tangible items no longer, but can be intangible digital contents, along with advancement in e-Book technology and the growth of the markets. However, the role of e-Book viewers that links digital contents and readers has been rarely studied. In this study, therefore, we examined the effects of e-Book viewer's system quality (ease-of-use, functional diversity, interactivity) and design quality (convenient design, intuitive design, emotional design) on user satisfaction, and also tested if these relations are different by the content types (cartoon, novel, and learning contents). Research findings show that all the independent variables, except for interactivity, affect user satisfaction in overall groups. In viewing cartoon content, ease-of-use, convenient design, and emotional design were significant antecedents, and intuitive design and emotional design were found important factors in novel content, while functional diversity and interactivity affect user satisfaction in learning content. We expect these findings can provide useful insights to the providers of e-Book viewers.