• Title/Summary/Keyword: Comics media

Search Result 58, Processing Time 0.028 seconds

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
    • /
    • v.11 no.2
    • /
    • pp.152-161
    • /
    • 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 Study on Repetition and Multiplicite of Superhero Comics (슈퍼히어로 코믹의 반복과 다양체적 형식에 관한 연구)

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.27-53
    • /
    • 2012
  • American superhero comics are being produced in numerous different forms for multiple, and cross-platform media. In cinema, films based on superhero comics top the list of all time box office records. The same phenomenon of the 'Invasion of Superhero' is duplicated in Korean box office 2012, however, the korean fans are not familiar with the superheroes from the publication which provides the original source of characters and stories for other superhero related media products. Based on observing the multiple and vastness of world building characteristics of superhero comic, this paper attempts to associate the continuous creative nature and the infinite repetition of superheroes and comic texts with the identity of superhero on ontological level. First, chapter 2 examines how one superhero exists in multiple and different worlds individually by utilizing the concept of 'multi-universe' or 'multiverse' in comic texts. Initially, duplicating a superhero on multiple settings and series destroyed continuity and allowed contradiction and paradox confused narrative as a whole, but it also gave chances for comics to be more vibrant and experimental with their stories and characters. Chapter 3 analyzes the superhero comic texts in the light of repetition, concept developed by french philosopher Gilles Deleuze, and make the argument that the superheroes and texts are not repeated to generate surplus of source for economic utilitarian purposes, but it is, first and foremost, a repetition of creativeness and capability. Many concepts introduced by Deleuze in his early masterpiece, $\acute{e}$rence et R$\acute{e}$p$\acute{e}$tition> are taken to support this argument. Mainly, his critical views on generality of the identity and his effort to replace the Plato's system of representation with vibrant creative, and renewal energy of r$\acute{e}$p$\acute{e}$tition. According to Deleuze, repetition is similar concept, if not identical, to what Nietzsche called the 'eternal return' which allows the return of the Overhuman or the Superhuman, and he extends his idea that the returning Overhuman is the singular simulacre which opposes the generalization of identity, in the likes of Plato's Idea. Thus, the superhero's identity is ever changing, ever returning, and ever renewing Overhuman. The superhero must be repeated to fully actualize his/her existence. Also, based on Deleuze's reading of Bergson's texts on the Virtual, the superhero, for example Superman, is actualization of his/her multiplisit$\acute{e}$, the internally multiple, and differentiated variations from itself. These every Supermans' multiplisit$\acute{e}$ shares common memory, past, and duration, thus the Virtual of Superman. Superman becomes himself only by actualizing the movement and differentiation from these multiplisit$\acute{e}$ in his virtual on the surface of reality. On chapter 4, a popular Korean comic book character Oh, Hae-Sung's r$\acute{e}$p$\acute{e}$tition and multiplist$\acute{e}$ are analyzed, and makes comparison to that of Superman to distinguish the repetition from r$\acute{e}$p$\acute{e}$tition, and multiplicit$\acute{e}$ from diversity.

Fingerprinting Scheme for Comics Recognition System (만화 도서 식별 시스템을 위한 핑거프린트 기법)

  • Oh, Taegeun;Choi, Nakyeon;Lee, Sang-Hoon;Lee, Sanghoon;Kang, Hogab
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2013.11a
    • /
    • pp.52-53
    • /
    • 2013
  • 최근, 합법적 또는 비합법적 경로를 통한 만화 도서의 유통이 확산되고 있다. 만화 저작권자들의 권리를 보호하기 위해, 유통되는 만화 도서를 식별하는 기술은 매우 중요하다. 하지만, 만화 식별기술은 이제 연구가 시작되는 단계이며, 상업적인 활용을 위해서는 정확도 및 신속성 측면에서 많은 개선이 필요하다. 본 고에서는, 만화 도서의 콘텐츠 특성 기반의 핑거프린트 추출 기법을 제안하고, 만화 식별 시스템에 적용함으로써 제안하는 핑거프린트 추출 기법의 성능을 검증하였다.

  • PDF

Distorted Scanned-Comics Calibration System (변형 스캔-만화 보정 시스템)

  • Lee, Sang-Hoon;Kim, Doeyoung;Vasant, Jadhav Sagar;Ryu, Justin Daegull;Kang, Hogab;Lee, Sanghoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2014.11a
    • /
    • pp.264-265
    • /
    • 2014
  • 불법적으로 생성된 디지털 콘텐츠의 저작권의 보호를 위하여 콘텐츠 식별 작업이 필요하다. 스캔된 불법 만화 도서의 경우 콘텐츠 식별을 위하여 이를 위해 특별히 제작된 핑거프린트가 필요하다. 핑거프린트를 통한 저작물의 식별률을 높이기 위해서 는 스캔 만화 이미지의 전처리 과정이 필요하다. 본 논문에서는 종이 만화도서가 스캐너를 통해 이미지로 전환되는 과정에서 스캐너에 의해 일어나는 광도 왜곡을 최소화하여 만화 도서의 식별률을 높이고자 하였다. 실험을 통해 약 27%의 식별율의 개선을 얻었다.

  • PDF

Abnormally Scanned-Comics Calibration System (비정상 스캔-만화 보정 시스템)

  • Kim, Doeyoung;Lee, Sang-Hoon;Vasant, Jadhav Sagar;Ryu, Justin Daegull;Kang, Hogab;Lee, Sanghoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2014.11a
    • /
    • pp.266-267
    • /
    • 2014
  • 최근 웹하드를 통하여 허가 받지 않고 불법적으로 생성된 디지털 콘텐츠에 대한 저작권 보호에 대한 문제가 대두되고 있다. 불법 만화 도서를 검색하고 식별하는 알고리즘 또한 만화 도서의 특성에 맞게 제작되어 만화 도서 이미지 간의 식별률을 높이고 있다. 특히 불법적으로 스캔된 만화 도서의 경우 식별을 위해 만화 도서 핑거프린트가 쓰이게 되는데, 스캔 과정에서 상하좌우가 정확히 맞지 않아 스캔본의 기하학적 특성이 만화의 원본과 달라지는 왜곡을 최대한 제거하여 만화 도서의 식별률을 높이고자 했다.

  • PDF

The Reinterpretation of Comic-Animation by Content Users - The Reproductions in Korean Cosplay Culture (콘텐츠 유저에 의한 만화-애니메이션의 재해석에 관한 연구 - 한국 코스프레 문화에서의 재생산)

  • Yoon, Wn-Ho
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.487-510
    • /
    • 2015
  • In recently, thanks to the development of computer and internet, and reinforcement of digital media literacy of ordinary people, many users of comics and animations recombine contents into various ways, including UCCs. In a glance, it seems these outputs violates the copyrights of contents. But in reality, they helps the growth of the ecosystem of contents market, with increase of contents users. The reason of these reproductions inclines the characteristics of animation media. Animation, which are constituted by plastic symbols, auditory symbols, and narrative symbols, and Comic, which supports stories of Animations, affects as 'Imaginary signifier'. These signifiers helps users of contents to dismantle and reassemble stories. These aspects are seen in doujin culture, animation soundtrack fandom, and voice actor fandom. But In this article, we will concentrate into cosplay culture. Cosplay culture shows more active appearances than another fandoms. In especially, cosplay stage and daily cafe show more active reproductions of characters and communications. However, they are done by youth fans, which has not enough financial abilities: therefore, events are not sustainable and discontinued. And they have another limits, like lack of opportunity of performance. In the reality of Korean society, which needs of community making by community member, and hybrid culture, comics and animation productions in Korea are in need of access positively and encourage reproductions of active receivers of animations.

A Study on the Influence of the Drawing Style of Comics in Animation (만화 그림체가 애니메이션에 미치는 영향)

  • Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.223-226
    • /
    • 2006
  • It can formulate a basic concept to the study on styles of drawing on animation which is influenced by styles of drawing on comic. Especially the transferability of comic and eel animation have high possibility because they have common part as drawing, continuity of imagery and narrative, in spit of the differentiation with comic for spatial and animation for temporal. So the study on comic drawing styles are inevitable check point for investigating it's animation. To analyse of the style of animation drawing, can be employed the styles of comic drawing. For a case study, comic authors and their works is utilized for establishing basic concept of transferring comic to animation with the influence of drawing styles to animation and than it will apply to classify and analyse animation by them. The consequence of this study, it can be sorted in the three areas that are the cheerful comic, the drama, the boy-meets-girl comic. and can be proved that the close relationship of comic and animation. Among three aspects, a boy-meets-girl comic can not be detected in any selected animations. The presumption of this result that can be apply to the general idea which is a rare case to use in animation. Also to use partly cheerful comic to drama style as different drawing styles is for elucidating the effect of intending isolation with the play theory of Bertolt Brecht and empathizing dramatical situation through the disparity of emotion. This study is to investigate on the influence of the drawing style of comics in animation, and can provide the basic ideas of inter-relation of media through drawing styles study with the concept of hybrid.

  • PDF

The Interrelationship between Pop Art and Textile Design (팝 아트와 텍스타일 디자인의 상호관계)

  • 차임선
    • Archives of design research
    • /
    • v.13
    • /
    • pp.177-200
    • /
    • 1996
  • The purpose of this study is to show the textile designers how to be creative and how to accept other ideas which are not necessarily of their own, and to show what exactly creating anything means. During the 1950's and'60s. America and Europe reached their peak in developing their consumption culture. After World War II, America achieved an astonished feat in developing its thechnology and industry to cause the economy to a rapid ascendence. The U.S. government adopted the Keynsian theory in its economic policy. The Keynsian theory advocates the consumer spending. And during this time period the American public developed consumption habit. Mass production and mass media went in hand to induce the public to buy. The public became an important target for the advertising stratages of the industry. In order for the industry to advertise the mass produced products, it had to utilize the mass media such as television, newspaper, and magazine. And mass media came into play an important role not to advertise the products, but to imform and educate the public about the products. This corporate stratege is further enhanced by the desire of the American public to climb up the ladder by way of material possession. Pop Art was born not only in reflecting the ideology of the consumption culture, but acted as a catalyst for more spending. The subjects of Pop Art are cars, foods, comics, Hollywood actors and movie scenes, the famous singers or persons. Andy Warhol specifically used the chosen image repeatedly to emphasize the redundacy of the image. The common factors which exist between Andy Warhol's Pop Art and textile design is the repetition in form, and the way of transferring an image to a canvas - Warhol used the frotttage technique to transfer an image to a canvas and textile design is transferred to a paper by way of transferring technique. Also the way Warhol thought of his paintings as a decorative elements and made a couple of his paintings into wallpapers or exhibits his painstings wall to wall demonstrates his close alliance with the textile design, let alone his comercial design background. In this study, I examined the inter-relationship between textile design and Pop Art. To carry out this study, I examined the comsumption culture: and the biomorphic relationship of culture and art: and Pop art and its transience stage. The major finding of this study is there exists a common denomenator between textile design and Pop Art, especially of Andy Warhol's.

  • PDF

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

  • Kwon, Jae-Woong;Choi, Se-Young
    • Cartoon and Animation Studies
    • /
    • s.27
    • /
    • pp.127-151
    • /
    • 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.

Promoting the regional cultural industries through the animation festival : WAF case study (애니메이션 페스티벌 공모전과 지역문화산업 육성전략의 연계 모델 연구 : WAF 사례 분석을 중심으로)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
    • /
    • s.14
    • /
    • pp.129-150
    • /
    • 2008
  • The article concerns the relationship between the animation festival and the regional cultural industries. In particular, the article studies the WAF(Web Animation Festival) case, in which has hold since 2004 by the Gwangju Information & Culture industry Promotion Agency in the city of Gwangju. The WAF case will be examined in terms of the promotion of the selected web cartoons and animations in the festival competition. As a result, the competion festival has been managed in connection with the support programs for the promotion of the regional cultural industries. In the process, the Gwangju Information & Culture industry Promotion Agency has sought to connect the selected arts works with the CEOs in the field of content business and media business. The article concludes the WAF need to be reestablished in the context of the development of the Gwangu cultural industries cluster and the reinforcement of the international exchange and networking through the grand project of Asian Cultural Capital Gwangu.

  • PDF