• Title/Summary/Keyword: Digital Comics

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Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

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

Research on The Photo-storytelling based on Comics for the Children Photo Education (만화기반 사진 스토리텔링에 관한 고찰 : 어린이 사진교육을 중심으로)

  • Park, Eunha;Yoon, Joonsung
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.125-132
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    • 2014
  • This study is a research on the Photo-Storytelling applying factors of storytelling based on comics for the children photo education. Creation of new forms of contents has become possible due to the increase of the image creation and consumption in a new digital environment. Along with this development, the capacity for critical image literacy and the children photo education, as cultural arts, are more in demand than ever before. Therefore, the study proposes a new type of Photo-Storytelling that applies storytelling technique based on comics. First, we investigates the format of comics and compares photo and comics. Second, we analyzes photo education, which applies storytelling based on Comics and analyzes advantage it. This study will contribute to the development of basic research for children photo education by presenting a new form of photo education called the comic photos as the Photo-Storytelling program based on comics.

Analysis of the comic governance in region (지역의 만화 거버넌스 실증분석)

  • Yim, Hak-Soon;Lee, Sang-Min;Chae, K. Jin
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.443-448
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    • 2013
  • The purpose of this study is to enhance the competitiveness of the city through utilize of cultural content in region. To achieve the purpose, the study empirically analyzed the regional comic governance. The analysis is assessed through survey measurements of the level of cognition of citizens (n=493) in Bucheon city. According to the conceptual framework, the study measures value of comics, comic city policy, cartoonists activity, and utilize effect of the comic & support. Also, we analyzed the significant differences of cognition by respondent characteristics. Lastly, this study used structural equation modeling (SEM) to test the relationships between value of comics and utilize effect of the comic & support.

Mobile Web-toon Application Service Usability Study -Focus on Naver Web-toon and Lezin Comics- (모바일 웹툰 애플리케이션 서비스 사용성 연구 -네이버 웹툰과 레진 코믹스를 중심으로-)

  • Ha, Joohyung;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.431-436
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    • 2016
  • Web-toon is provided to users in the form of Web-toon and The users are steadily rising and increasing amount of using time until today. Web-toon has become a popular pastime among smartphone users. Therefore, when providing services, Web-toon application should be made with an appropriate system so that it can be easily used, and considering problems that users may have while using the application, it should help users have better experiences. With Naver Web-toon and Lezin Comics as subjects, user experiences of teenagers were analyzed with questionnaires based on Honeycomb model of Peter Morville. The score of Naver Web-toon was higher than Lezin Comics after user experience assesment, and usability and accessibility as important factors turned out to be influential to teen-aged users who use Web-toon services.

Characteristics of research The Transmedia Storytelling in the Disney Marvel (디즈니 마블의 트랜스미디어 스토리텔링 특성 연구)

  • Kim, hui;Park, Sung-ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.159-179
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    • 2018
  • As digital media evolves, image changes have evolved from 2D to 3D. At the end of the 1930s when the US overcame the economic crisis and met the Second World War, people needed a hero to escape reality. In DC (Detective Comics), superhero comics started to become popular by making superhero series mainly with Super Man and Bat Man. Timely Comics, founded by Martin Goodman in 1939, also published Marvel Comics, the first comic strip in epochal comics on October 1 of the same year. From this point on, Marble has developed mainly in the cartoon industry. However, in the development of the times and the change of media, Marble boldly grasps the influence of Hollywood movies from the comic centered development system, and moves from the cartoon market to the movie market. Especially, the trans-media storytelling strategy was well reflected in the movie "Avengers" series, which Marvel produced after the merger with Disney. In this paper, When Marble Comics compares with the time when the comic book industry developed before the merger and the time when the movie industry was focused after the merger with Disney What kind of change and development, and The purpose of this study is to investigate the causes of these changes.

A Study on the Remediation phenomenon in Marvel Comics and Marvel Cinematic Universe (마블 코믹스와 마블 시네마틱유니버스에서 나타나는 재매개 현상에 대한 연구)

  • Yi, Jung-Hyun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.315-321
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    • 2021
  • This study analyzes the characteristics of the process of changing content as print media is remediation as video media. By applying the dual logic of remediation, we analyze the process of remediation analog media(print) into new media(video). Through the results, we present the possibility that remediation methods using changes and variations in various media can be applied to the design methodology. Marvel Comics has been remediationed as Marvel Cinematic Universe. By understanding the phenomenon that analog media is remediation as new media, Design methodologies can be presented so that designers can derive the results by using the characteristics of remediation when designing.

A Study on the Archiving of Webtoon (웹툰의 아카이빙 방안 연구)

  • Han, Hyekyung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.91-100
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    • 2015
  • The environment of using digital devices has been developed day by day, as mobile communication network has been fast and smart phone and tablet PC have been spread. When the environment changing, the contents consumers prefer have been changing too. The Webtoon became the representative contents of 'Snack culture'. The webtoon has led the growth of cartoon market for years recently instead of the slow comics growth. And it places its elf as contents on a firm basis, as it has been adapted to another genre such as Pay, Flm, TV Drama. Now it's expected to be an extgeneration contents that will lead Han-ryu(Korean wave). Though the webtoon has important and strong presence, there is no digital archive for collecting and preserving the webtoon, Korean Cartoon Contents Agency started making 'webtoon archive', but the groundwork and the study on the webtoon that represents digital culture contents are not enough a lot. In this study, the cases on digital archiving of culture contents in Korea are researched, and the direction on webtoon archiving that has just started is also discussed. The Archiving of webtoon that can't be seperated from digital contents is connected with archiving of digital culture contents in direction where they should be headed to.

A case study of Infringement on the second digital copyrights of comics contents (만화콘텐츠의 2차적 디지털 저작권 침해사례 연구)

  • Kim, ha-yeong;Yoon, ki-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.109-110
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    • 2011
  • 만화가 각종 문화콘텐츠의 중요한 미디어믹스 원천 소스로 떠오르면서 이에 따른 2차적 저작권분쟁 또한 증가하고 있다. 이에 따르는 사회적 기회비용이 크고 향후 문화콘텐츠 산업에 악영향을 줄 수 있다. 따라서 기존의 공정이용 대책과 함께 만화 원작자와 관련단체, 그리고 정부기관의 콘텐츠 이용 형태와 권리 관계에 따른 구체적이고 세분화된 풀랫폼이 개발되어야 하고 더불어 기술적 보호 장치와 보상체제를 갖추는 노력이 선행되어야 한다.

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