• Title/Summary/Keyword: Comic book

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Comic-Book Style Rendering for Game (게임을 위한 코믹북 스타일 렌더링)

  • Kim, Tae-Gyu;Oh, Gyu-Hwan;Lee, Chang-Shin
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.81-92
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    • 2007
  • Nowadays, many computer games based on NPR(Non-photorealistic Rendering) techniques have been developed due to their distinctive visual properties. However, only limited methods of NPR techniques have been exploited in producing computer games and amongst them cartoon-style rendering techniques especially has had the special interest. In the paper, we suggest an effective rendering method of comic-book style that will be applicable to computer game. In order to do, we first characterize the properties of comic-book from comparing two visuals: celluloid animation and comic-book. We then suggest a real-time rendering method of comic-book style represented by outline sketch, tone, and hatching. We finally examine its effectiveness by observing the game developed using the method.

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Application of interactive comic frame-manner for digital comics (인터랙티브 만화연출을 적용한 디지털 코믹스 연구)

  • Kim, Chee-Hoon;Hur, Young
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.652-656
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    • 2007
  • It devides that a comic book is based on paper and the other one is serviced through the medium of internet. Each one called conventional form of comic book and digital one; however, it is simply uploaded scan-images of comic book on monitors instead of paper. This is just only difference of output form of comics and it does not bring out digital feature. Thus the new possibility of digital comics will be searched with the core of digital contents, interactivity is applied for comic frame-manner.

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A Study on the Formative Artistry of Comic Strip Books (컷 분할 그림책의 예술성에 대한 연구)

  • 이선경;이경임
    • Archives of design research
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    • v.15 no.1
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    • pp.339-347
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    • 2002
  • Comic strip is a narrative sequence of cartoon panels. Comic strip book as a visual medium of communication is very effective for grasping objects visually as well as for developing creative thinking and culturing aesthetic sentiments. These aesthetic experiences awaken us to formative sentiments, The purpose of present paper is to study the visual streaming of the illustrated comic strips. The typical comic strip books are analyzed and the characteristic of visual communication is studied. The narrative illustrations in the form of comic strips encourage us to have a prosperous experience and to understand new formative artistry and the remarkable effect of visual experience.

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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.

Story Structure & Media Traits of Japanese Comic Book -focusing on Shinyashokudo- (일본만화의 이야기구조와 미디어적 속성 -<심야식당>을 중심으로-)

  • Hong, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.162-168
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    • 2010
  • Comic book has a different story structure from western movies, i.e. New Character->reaction->food->master mediation->effect of food->disappearance ->conclusion. Comic book is full of media traits. The master is like a shaman, who console people with food of memory. Food also is a media, which carries message of memory instead of savor itself. Restaurant is a media, in which many events occur and rhetoric of rumor pervade. Foods of memory massage our feeling sense, like a media. In conclusion, comic book has a analogous role to that of Marshal Mcluhan's Media theory.

Analysis on the Figure of Black and White in the Comic Strip which are Mounted on the Book Pages (책 페이지에 구현된 만화의 흑백 연출 의미 분석 - 흑과 백이 갖는 상징성의 조화와 대립을 중심으로)

  • Yun, Bo-Kyoung
    • Cartoon and Animation Studies
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    • s.40
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    • pp.177-209
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    • 2015
  • The purpose of this study is to determine the meaning and function of black and white in the comic strip, which are mounted on the book pages. The role of space in comic strip, compared to the role of time in the cinema, enable to feel the role of the time in the book. Therefore storytelling of comic strip has been placed in the inseparable relationship with space. My aim is to think about the black and white meaning in the visual media, especially the use of black and white which is highlighted in the comic strip. Black and white doesn't mean a loss of color in the comic strip but it works around 2 important notions : readability, modernity (with minimalism). In comic strip, 'black and white' is not a true colour but it is complex items which indicate symbolic significances. Moreover it is also a notion which enhance 'existence and absence' and 'visible and invisible'. That's why to analyze and to understand how the space is organized in comic strip page, i chose several examples extract from black and white comic strip.

Development of Comic Books and an Animation as Dietary Education Materials for Children (어린이 식생활 교육을 위한 만화와 애니메이션의 개발)

  • Kim, Bo-Kyung;Park, Hae-Ryun;Kim, Jeong-Weon
    • Korean Journal of Community Nutrition
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    • v.13 no.5
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    • pp.630-639
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    • 2008
  • The purpose of this study was to develop children-friendly comic books and animation for dietary education of 3rd or 4th grade elementary students. Through a literature review on current dietary problems and dietary education for children, 15 educational themes were chosen on both healthy eating and safe dietary life. Comic books and animation were developed based on the themes by the brainstorming and help of professional animators, and they were applied and evaluated in the field. The developed comic books and animation, with its own characters, proved to be of high quality and effective educational materials for children's healthy and safe eating. Compared with the reference group, the tested group has shown a significant improvement in dietary knowledge and attitude (p < 0.05). And both parents (level of understanding 4.29, level of interest 4.49, level of usefulness 4.46, level of design satisfaction 3.95 in 5-point Likert scale) and children (level of understanding 4.63, level of interest 4.57, level of usefulness of 1st comic book 4.44, 2nd comic book 4.49, level of design satisfaction 4.06, level of usefulness for knowledge pages 4.22 in 5-point Likert scale) have shown high levels of interests and satisfaction. Therefore, these materials could be utilized as effective educational materials for elementary students in school lunch time, extra-curricular activities, or after school programs.

Application of Interactive Digital Comics Directing for Comics Frame-Manner (칸 연출을 기반으로 한 인터랙티브 디지털 만화 연구)

  • Kim, Chee-Hoon;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.153-160
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    • 2008
  • It devides that a comic book is based on paper and the other one is serviced through the medium of internet. Each one called conventional form of comic book and digital one. Currently digital comics are published on the various portals and WEB sites and they become one of the comic media and service. However, it is simply uploaded scan-images of comic book on monitors instead of paper. This is just only difference of output form of comics and it does not bring out any digital feature. Now we need a new comic research and experiments that are applied characters of digital for the conventional comic directing. Thus this research presents that the new possibility of digital comics with the core of digital contents, interactivity is applied for comic frame-manner and user customized storytelling.

Breaking Z-path : A Digital Comics Layout Strategy for Tablet PC (읽기 순서 바꾸기 : 타블렛PC 전자만화책의 레이아웃 연출)

  • Yoh, Mi-Ju;Shi, Chung-Kon
    • Cartoon and Animation Studies
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    • s.24
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    • pp.49-64
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    • 2011
  • Comics is sequential art. In comics, the story is developped by its sequential panels which have their own sizes and sites. Accordingly, comics is closer to 'space' art than text. The reading order in a page of comic book follows the human long-standing reading habit, and it is the same as that of textbook. When we read a korean comic book, our eyes run from left to right, and downward on the page. But some factors related to panels or comic structures can change the typical reading order. Meanwhile, breaking the typical reading order is easier in the "infinite canvas" by reason of unconstrained spatial composition. This paper introduces the factors that change the comic book readers' reading order and proposes a tablet PC comic book layout which includes an arbitrary reading path using interaction

A Study of Performance Evaluation Standard for Scanned Cartoon Book Identification Technology (스캔 만화 식별 기술 성능평가 기준에 관한 연구)

  • Yoon, Hee-Don;Kim, Tae-Hyun;Kang, Ho-Gab;Cho, Seong-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.29-35
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    • 2015
  • In order to identify scanned cartoon books which are illegally distributed, the copyright project granted from the Korea Copyright Commission (Project title: Identification and Copy Protection Technology of Scanned Text/Comic Books) secured basic solutions for scanned cartoon books. The purpose of this paper is to propose a performance evaluation standard with essential items required for developing technology to identify whether a comic book is illegally scanned and distributed. For this purpose, types of scanned comic books which are illegally distributed through webhard sites are analysed, the transformed factors are classified and major detail items of the factors are identified.