• Title/Summary/Keyword: Japan animation

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The Effects of Japanese Animation on National Image and Intention to Visit Japan : Content Tourism perspective. (일본 애니메이션이 한국인의 일본 국가이미지와 일본 방문의도에 미치는 영향 - 콘텐츠 투어리즘을 중심으로 -)

  • Makiko, Suzuki;Poe, Baek;Yoo, Chang-sok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.213-214
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    • 2019
  • 본 연구는 한국인의 일본 애니메이션 시청이 일본방문의도 형성에 어떤 영향을 미치는지 알아보는 것이 목적이다. 연구결과 일본 애니메이션 선택속성 중 작품속성만이 시청만족도에 영향을 미치는 것으로 나타났으며, 시청만족도는 국가이미지 및 방문의도에 긍정적인 영향을 미치는 것으로 나타났다.

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A Study of the Beautiful Girls' Fashion Styles in the Japan Animations (일본 애니메이션에 나타난 미소녀 캐릭터 패션 연구)

  • Choi, Yoo-Jin
    • Journal of the Korean Home Economics Association
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    • v.49 no.3
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    • pp.67-77
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    • 2011
  • The purpose of this study was to clarify the symbolic meanings of the beautiful girls' character fashion in modern Japanese animations. This study investigated the currency and characteristics of the beautiful girls' characters from the 80's to the present. The fashion style of a beautiful girl's character was categorized into four styles: trendy style, adult style, Lolita style and fantasy style. These fashion styles were analyzed, and as a result, three symbolic meanings of the fashion style of a beautiful girl's character are discussed. Firstly, these occidentalized body styles represented idealized body images that are not traditionally Japanese. Secondly, the adult style (growth) represented coming out, i.e. the desires to develop from a child into an adult. Thirdly, the adult (transformation), Lolita and fantastic styles appealed to maniac consumers, having a "Moe" feeling.

A Study on Kim, Yong-Hwan's Works of Art in Japan: Focusing on the Illustrations between 1930s and 1940s (김용환의 일본에서의 작품 활동 연구 : 1930~40년대 삽화를 중심으로)

  • Kim, So-Won
    • Cartoon and Animation Studies
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    • s.33
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    • pp.247-270
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    • 2013
  • Kim, Yong-Hwan is a one of the South Korean major cartoonists between 1940s and 1960s. Kim, Yong-Hwan drew a variety of genres from children's cartoon to current-affair cartoon. Furthermore, Kim, Yong-Hwan took the lead in publishing cartoon magazine and newspaper after the Independence, and has been highly appreciated as a pioneer of Korean cartoon. Kim, Yong-Hwan created many works in the fields of illustrations, Oriental painting, history painting, caricature, etc. After going study for painting to Japan, Kim, Yong-Hwan made his debut as an illustrator called Kita Koji in Japan. However, not much is known about his works in Japan, only there is a simple data about his Japan period and some pieces of illustration during Japan years. In this paper, I examined in detail about Kim, Yong-Hwan's work activity in Japan which has been little known in Korea for a long time. I studied on illustrations in magazines and books which he drew in the name of Kita Koji, on the basis of the data of the National Diet Library of Japan. I could know that Kim, Yong-Hwan worked actively in a diversity of publishers and magazines. In addition, I could realize that many magazines in which Kim, Yong-Hwan drew illustrations were very popular ones. This demonstrates that Kim, Yong-Hwan was much recognized in Japan for his talent. However, a large number of Kim, Yong-Hwan's illustrations were published from late 1930s to mid-1940s. This period was the years that Japan concentrated all her energy for World War II. All the publishing were severely censored during this period. A majority of publishing in this period supported Japanese militarism, and glorified Japan's war policy. Kim, Yong-Hwan's illustrations were no exception, too. It was really sorry about his activity during his Japan period. This essay means a lot to a field of cartoon studies in terms of a collection of materials during Kim, Yong-Hwan's Japan period. Besides, I think that henceforth, this paper can contribute to a follow-up study on Kim, Yong-Hwan' work and his broad background.

The Development of Digital Contents Based on Jeiu Haenyeo's Anti-Japan Resistance (제주해녀항일운동 기반 디지털 콘텐츠 개발)

  • Jo, Eun-Hee;Lim, Ji-Young;Hahn, Eun-Mi;Yang, Hye-Sun;Bae, In-Suk;Hong, Yoon-Ji;Yoon, Mi-Hye;Kim, Seong-Baeg;Kim, Dong-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.168-171
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    • 2006
  • The Haenyeo of Jeju exists as a unique human resource only in Korea and Japan in the world. Especially, the anti-Japan opposition movement of the Haenyeo of Jeju, which had started to get the right to live on their own in 1931, had developed as the national liberation movement by struggling against a colonial of Japan and the official regulation association that was a plundering organization of Japan. Accordingly, there is making an effort to register Jeju's women divers as The National Treasure in UNESCO's Memory of the world. In this research, we are going to make stuff like a digital storytelling, characters, animation movies, games, and hompage to let our children understand and succeed the spirit and culture of the Haenyeo. We'll also use these contents for the education. We examine ways to recreate the culture resources related to the Haenyeo who gradually vanishes.

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Children Broadcast Program's Absence : Focusing on Animation (어린이콘텐츠 부재에 대한 제안 : 애니메이션 중심으로)

  • Ahn, Jong-Hyeck;Kim, Hyo-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.155-163
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    • 2011
  • In television broadcasts, There is an acute shortage of children's content. Children's program has no place to exist because of economical approach. Popular program which is supported by advertisement spot on broadcast's table of program. Children will be leading part of our society. If this environment has lasted for long period, children will lose emotional and cultural identity. A few powerful nation of culture encroach our culture industry. Many nation such as England, Canada, France, and Japan implement protectionist policy for culture from the government. First of all, it should be appreciate children' content is foundation for future content industry.

The Asian mode of production of Japanese Manga Higajima -The protests of the Political Structure and Asian mode of production (일본 만화 <피안도(彼岸島(Higajima))>와 아시아적 생산 양식 아시아적 생산양식의 정치구조와 투쟁)

  • Lee, Ho-Young
    • Cartoon and Animation Studies
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    • s.25
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    • pp.109-132
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    • 2011
  • The Vampire has relatively universal images in through the cultural and verbal usages. The comic Higajima and movie display the latest image of Japanese Vampire of asian mode of production. After the Meiji political reformation of 18th Century, Japanese had rapidly changed into European style in every places. However, the Higajima is denied the structural changes, it is insisted that the changing is only the skin deep and colour of hair but the structure of the society is same as feudal Japan. Asian mode of production is claimed by Karl Marx, according to him, it is before the historical developing model in Europe and it was controversial. The major character of modern Japanese history would be the change of hierarchy of king-shogun-samurai-peasant based on the regional ground. The feudal structure is changed by the Meiji reformation and Japan was rushed for the westernized country rather than the asian mode of production. However, Higajima argued that the changing is just the clothes of ruler but the democracy and individual citizenship was lost in that reformation. Vampire is cursed creature that cannot see the sun and it has not the functioned as a human organ. For human it is dead but this creature actively moves and stronger than human and much superior than human in every aspects. It is managed the feeding through the suck the human blood and power to seduction. Even it is not exist, it is quite symbolic phenomenon of cultural usage of superior entity of chain of feeding. The aim of this paper is display the symbolic code Vampire of Asian mode of production in Higajima and political struggling of Japan in actual. To search of the cultural meaning and possibility of the Korean solution of modernity.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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The Characteristics and Symbolic Meaning of the Appearance of Cospla Subculture in Korea (우리나라 코스플레 하위문화의 외모 특성과 상징적 의미)

  • 남궁윤선;황선진
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.1
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    • pp.132-143
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    • 2001
  • The purpose of this study was to observe cospla subculture in 1990s new generation of Korean youth, focused on activity that was reproducing the appearance of individual characters in animation, comic books and computer games, and to understand the representing process and meaning of appearance. The ethnographic methods including in-depth interviews and observation were used to approach such cultural form more closely from the youth generations perspective and their language. The results were as follows: 1. Although the cospla is originated from Japan, the local experience of Koreans make it the special youth subculture of Korea. 2. There are homological features and hierachical structure among group members of cospla subculture. The core values of Korean cospla are that they are realizing their ideal and elevating their own self-esteem. 3. Their appearance has connotation as symbolic resistance. The cultural activity of cospla is non-realistic, non-productive, but cosplayers conform to the social norm, too.

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A Study on Expressing Renku with 3DCG Animations and its Evaluation

  • Takada, Nobuhiko
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.632-637
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    • 2009
  • Recently Renku (Haikai no Renga) is getting popular as well as Haiku in Japan. It was built up by Basho Matsuo, who was the most famous Haiku poet. It is said that Kyoshi Takahama proposed the name of "Renku" to distinguish it from "Renga" and "Haiku" in 1904. Renku meetings are held like Haiku ones regularly now in each place, and in several universities, they conduct a class exercise of Renku continuously. It is very important for plural persons to work together cooperatively. Poetry, Tanka, Haiku and Renku are usually composed of only letters. It sometimes happens that we add pictures to make them more attractive and to aim at synergy by collaboration (letters and pictures). However, the study to produce 3DCG animations of Renku has not been reported very much. Sowe studied to produce 3DCG animations work based on the rule of Renku and its evaluation.

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A Comparative Study on the Symbolic Meaning of Chinese's Peking Opera and Japan's Noh Applied in Animation Characters (애니메이션 캐릭터에 차용된 중국 경극과 일본 노극 가면의 상징성 비교연구)

  • Zhe, Han;Cho, Seung-Woo;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.57-58
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    • 2017
  • 중국 경극에서 얼굴에 다양한 분장을 하는 것을 검보라 하며, 극 중에서는 다양한 상징성을 갖는다. 검보는 민족적 특색을 내재하며, 극중 캐릭터를 위한 "영혼의 화면"이라 불린다. 반면, 일본 노극은 가면을 쓰고 연기하는 독특한 고전 가무극으로 히타멘(直面, 가면을 쓰지 않음)과 가면을 쓰는 공연으로 나뉘며, '유현(幽玄)의 예술" 이라고 불린다. 이러한 경극의 검보와 노극의 가면은 애니메이션에 캐릭터에 차용되며, 극의 서사와 상징성을 드러내는 매개 역할을 하고 있다. 이에, 본 연구에서는 경극의 검보와 노극의 가면이 연출된 애니메이션 영화를 중심으로 사례 비교연구를 진행하고자 한다.

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