• Title/Summary/Keyword: Comics Study

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An Analysis of the Perception of Elementary School Teachers and School Librarians on Educational Graphic Novels (학습만화에 대한 초등학교 교사와 사서교사의 인식 분석 연구)

  • Lim, Yeojoo
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.4
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    • pp.341-360
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    • 2012
  • This study is part of a larger project that investigated the patterns of children's use of educational graphic novels (EGNs), a publication format that has been popular among young readers in Korea since 2000. In-depth interviews with elementary school teachers and school librarians uncovered tension and gaps between these adult professionals and children's enjoyment of the format. Interviewees' views on EGNs ranged from limited tolerance to a potential candidate for high-interest / low-vocabulary reading. All teachers and school librarians urged for guidelines and criteria for selecting and evaluating EGNs for children.

A Study on the Aesthetic Characteristics of Splatter Films' Make-up (스플레터 영화 분장의 미적 특성 연구)

  • Chang, Mee-Sook
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.827-835
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    • 2008
  • The purpose of this paper is to clarify the aesthetic characteristics of splatter films' make-up. Splatter films are one of horror movies that consist of gore and excessive violence. These represent the cruelty with the victims' physical damages made by special effect make-up. Splatter make-up is classified into the trickle of blood, the cutting of body, and the exposure of the inner parts of body, and changes a fake into a fact with reality. The aesthetic characteristics of splatter make-up were shown in the uncanny, the abjection and the irony. The uncanny which is strange and displeasure feeling is presented by the fragmentation of body, and the living of nonliving thing. The abjection means humble image, and the concept of border or ambiguity. The former is expressed by the matters of body's secretion and excretion. The latter is shown by the use of blood(the life and death) and corpses(the human and inhuman), and animatronics(the human and instruments). The irony which is a sense of humor caused by conflict between external appearance and reality. This is represented by comics induced by discord between excessive violence and make-up tricks, and the brutality and the weakness.

A Study on the Fashion of the New Generation in Korea - Focusing on the Influence of Japanese Popular Culture - (한국(韓國) 신세대(新世代) 패션에 관(關)한 연구(硏究) - 일본대중문화(日本大衆文化)의 영향(影響)을 중심(中心)으로 -)

  • Lee, Hee-Seung;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.6 no.1
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    • pp.83-101
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    • 2002
  • The purpose of this study is to observe the elements of Japanese popular culture portrayed in Korean new generation fashion at the current point of time, when Japanese popular culture is first being opened to Korea. And the another purpose is to look into the fashion consciousness of them, which is made up of these aspects. The new generation plays the leading role in further excelling the culture of our society. They are the generation of sense and sensibility, the generation of "me", the generation of information, and the generation of individuality. Even before Japanese popular culture was officially opened, the new generation was already accepting fashion, comics and animation, video games, music, broadcasting, food, etc. The Japanese cultural elements that show most in Korean fashion are street fashion and the fashion of celebrities. These are mostly brought in by fashion magazines, the internet, satellite TV, the new media of cable TV, and street shops. The aspects of Japanese popular culture in Korean new generation fashion are many and varied. Such examples in fashion are : vintage style, school-girl style, sexy causal style, black coordination, soft avant-garde style. It can be said that the fashion consciousness of Korean new generation could be placed in the following order. First, the variety of fashion. Next, the internationalism of fashion. Third, the information of fashion, and last, the play value of fashion. Interest has peaked in Japanese culture after the official opening, and this study has explored the very same aspects which can be seen in Korean new generation fashion. This study was meant to help make a responsible and sturdy new generation fashion culture which can help face the new millennium.

A Comparative Study on Story Form of Early Shunjung Manhwa and Shojo Manga (초기 순정만화와 소녀만화의 스토리 형식에 대한 비교연구)

  • Kim, So-Won
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.109-118
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    • 2015
  • Korean Shunjung Manhwa and Shojo Manga have a unique characteristics. These genres have a close relationship each other. This study is story form of Shunjung Manhwa and Shojo Manga. In this article, a subject of study for Shunjung Manhwa is the works between 1950s and 1960s. I set limits to the works from "Shojo Club" the case of Shojo Manga. "Shojo Club" is the only girl's magazine without suspend publication. Furthermore, that magazine is the one that Japan's first Shojo Manga, Tezuka Osamu's 'Princess Knight' was published serially. The results of my research work is that Shunjung Manwha has a remarkable difference on a spatio-temporal background, a genre of story, a length of story as compared with Shojo Manga. In addition, this difference is based on the social background, history of comics, authors, media published serially at that time.

A Study on the Realism of Graphic Novel : Focused on Pascal Croci's (리얼리즘적 그래픽 노블: 파스칼 크로시의 『세슘137』)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.32
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    • pp.121-140
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    • 2013
  • This study takes a look at diverse artistic strategies is taking as a graphic novel of participation. Pascal Croci has used and combined the forms to convey the message he want as a writer of an inclusive graphic novel, image-text. It is linked with an intrinsic to the graphic novel as well as tradition of realism in a wide variety of genres. This study takes a brief look at the realism art in each genre and confirms in relation to the artistic characteristics of intrinsic to the graphic novel is taking as a graphic novel of participation. is consists of the process of covering a case and the form of a broadcasting report and a fictional format emphasizes the objectivity in contents to highlight the journalistic characteristics of the general narrative. uses various artistic languages of realism. The audience feels a realistic case through the experience and writer's message is convey effectively. shows the generic openness of the graphic novel.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

A semiotic analysis of narrative structure in (<노다메 칸타빌레>의 내러티브 구조와 기호학적 분석)

  • Kwon, Jae-Woong;Choi, Se-Young
    • Cartoon and Animation Studies
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    • s.27
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    • pp.127-151
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    • 2012
  • Created by Tomoko Ninomiya, was serialized in Japan from July 2001 to November 2009 and collected in 23 volumes. It has become a cultural syndrome after it was transferred to other media. Giving an attention to this cultural syndrome, this study aims to analyze narrative structure by means of semiotics. This study tries to use 'modele actantiel' and 'carre semiotique' of Greimas in order to clarify not only the meaning structure but also the course of narrative revealed in . The meaning structure of shows a unique relationship of genius and training. Although Nodame, a main character of this Japanese manga, is a straggler in music school because she does not show any passion for learning, she is depicted as a music genius. An education method called as apprenticeship is represented as the mechanism to bring out misfits in music. Dealing with her long journey to be a professional musician, this manga suggests how Nodame can be developed from as a misfit to as a professional pianist through introducing diverse education methods. Revealing critical perspective on music education in real world, gives a chance to rethink the relationship between genius and education in music.

The Study for the Education of Cartoon & Animation and Copyright in College (만화애니메이션 저작권교육을 위한 대학교육 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.13
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    • pp.1-12
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    • 2008
  • We can make the foundation of culture and contents solid with a mental altitude to make out and protect copyright. It'll be the basis of the cultivating student, the next generation in this field who are majoring in animation, comics and characters now. It will give them a good environment to learn more about copyright and motivate surroundings. With this kind of education, We can make and protect works better. This thesis is a result of study to show how to and when to instruct people copyright even though we have faced constant argument on copyright and new approach to the economic value of cultural contents which has been under industrialization. Also, another big issue is what class would be a good target of the education on copyright. College may be the last place in the regular course for education before starling his or her career. Thus, the education that is focused on the importance of copyright is recommendable at this time. Particularly, the students who are majoring carton, animation and character can keep a good attitude to protect copyrights for others through the timely education on copyright. What's more, we can build better environment for students who will start their career in the field of the cultural contents and copyrights because they will not only try protect copyrights for others but also they know their works will be protected through thls kind of education on copyright. I believe this kind of education in college will promote the development in the field of cultural contents and copyrights. Also, it will support social and economic development In culture after all.

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New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

A Study on Frequency, Type, and Context of Violence in School-Life Webtoon (학원물 웹툰에 나타난 폭력의 양태와 맥락에 대한 내용분석)

  • Kim, Youn-jong;Mun, Anna
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.245-258
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    • 2020
  • The study analyzed the frequency, type, and context of violence in 10 school-life webtoon published on Korean portal-site, Naver. Results of content analysis showed 2.15 PAT(Perpetrator-Action-Target) per 1 episode. As for the types of violence, physical violence accounted for 73.2 percent of PATs. As for the characteristics of characters, 53.6 percent of those who committed violence were set to have good-looking. 35.9% of those who committed of violence were heros and 37.3% were villains. The case that perpetrator and target were friends accounted for 60.8%. The case that a travesty is made of the violent scenes adopting excessive expressions, overtures, and balloons accounted for 66.7%. The most common motive for violence was the means for the interests and beliefs of individuals and groups (29.4%), followed by fun (20.9%). The case that the punishment or compensation for violence is absent accounted for 79.9%.