• 제목/요약/키워드: Research on Cartoons

검색결과 43건 처리시간 0.033초

유아 미디어 리터러시교육 프로그램의 개발 및 적용 (Development and Effects of Media Literacy Program for Young Children)

  • 강은진;현은자
    • 아동학회지
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    • 제25권6호
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    • pp.69-87
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    • 2004
  • The purpose of this study was to develop a media literacy program for young children and explore its applicability and effects on young children's media literacy learning. Media literacy, as a concept combined literacy, or the ability to read and write, with media, is about more than just consuming information or understanding technological aspects of media, but is defined as expanded information and communication skills that are responsive to the changing nature of information in human environment. In order to develop media literacy program for young children, the goal and objectives, content areas, teaching methods and materials, and evaluation of media literacy program were searched and established. The subjects of this study consisted of a total of 51 children at age 5-6. The research had been implemented for 8 weeks integrated into daily activities of kindergarten children. Data were collected by interviewing with children using animations, and children-made-cartoons during the pre- and post-tests, and were analyzed quantitatively using rating criteria. The results of this study showed that there were significant differences found in children's abilities to reception, critical thinking, and creativity. This research made a major contribution to provision of a ground for developing an effective media literacy program for young children.

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中国IP电影的现状及改善方案研究 (A Study on the Current Status and Improvement Plan of Chinese IP Movies)

  • 왕락설;김선영
    • 지역과문화
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    • 제7권4호
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    • pp.69-81
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    • 2020
  • 随着互联网公司进军电影产业, 中国的IP电影迅速发展, 并给电影市场带来巨大的商业利益。通过互联网数据, 新媒体等技术, 改变电影制作, 营销和收益模式, 形成新的产业链。本论文试图诊断中国IP电影热潮的现象, 并得出其意义和启示。为此, 选出了不同类型的代表事例来研究存在的问题和相应的改善方案。事例选定了现在IP电影改编中最受瞩目的小说, 漫画, 音乐等3个类型中的代表性作品《悟空传》, 《快把我哥带走》, 《同桌的你》。研究结果显示, 中国的IP电影存在统一化严重, 剧本创作能力不足, 版权等问题。为此, 提出了构建IP版权交易平台, 加强IP创作, 推进IP产业价值链等改善方案。希望通过这项研究进一步完善和推动中国IP电影市场的发展, 打造属于中国IP电影的价值链品牌。

임신여성의 환경적 건강행위 중재: 주제범위 고찰 (Intervention of Environmental Health Behavior for Pregnant Women: A Scoping Review)

  • 김현경;고은정
    • 문화기술의 융합
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    • 제8권5호
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    • pp.321-327
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    • 2022
  • 본 연구는 임신여성의 환경적 건강행위 중재 연구를 주제범위 고찰 방법으로 탐색하여, 추출된 문헌들로부터 중재 방법, 연구 주제, 결과 변수, 효과성의 근거합성을 하였다. PubMed, Cochrane Library, RISS의 데이터 베이스로부터 8편의 연구가 추출되었고, 임신여성에게 미세먼지, 중금속, 화학물질, 전자파의 노출을 줄일 수 있는 영양중재, 행동 중재가 만화, 웍샵, 인터뷰, 메시지, 가정방문을 통하여 이루어졌다. 중재의 효과는 임신여성의 건강행위 증진, 주거환경의 문제해결로 나타나, 임신여성에 대한 환경적 건강행위 중재가 효과적이었음을 파악할 수 있었다.

공포만화의 잔혹성에 관한 연구 : 이토준지의 <토미에>를 중심으로 (Study on Cruelty in the Horror Comics : Focusing on of Ito Junji)

  • 안소미
    • 만화애니메이션 연구
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    • 통권23호
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    • pp.19-33
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    • 2011
  • 만화에는 시사, 순정, 학원, 무협, 스포츠, 심리, 학습, 생활, 공포 등의 다양한 장르가 있다. 그 중에서도 공포 만화는 사실적이거나 과장된 묘사와 있을 법한 이야기 또는 과장되거나 상상력으로 가득 찬 이야기를 토대로 한다. 이토준지의 공포만화는 국내에 소개된 이후로 독자층이 형성되어 여러 판본으로 인쇄되었다. 본 연구는 공포만화의 장르를 분석함으로서 독자에게 미치는 영향에 대한 연구의 필요성에서 출발한다. 이토준지의 공포만화 중 <토미에>는 흔히 보아온 공포물의 구조에 극히 비현실적인 상황을 부여함으로서 <토미에>만의 잔혹한 공포 이미지를 만들어내고 있다. 잔혹한 공포만화는 만화의 한 장르로서 장르 분석의 중요성을 환기 시킨다. <토미에>는 공포 중에서도 '잔혹성'의 측면에서 집요하게 묘사함으로써 독자들은 거부하고자 하면서도 즐기는 '카타스트로피' 효과가 나타난다. 본 연구는 <토미에>의 잔혹성을 인간 심리의 측면에서 본 '묘사의 잔혹성'을 연구하고자 한 것이다.

웹코믹스의 메타표현에 관한 연구 (Studies of Meta-Expressions in Webcomics)

  • 권경민
    • 만화애니메이션 연구
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    • 통권16호
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    • pp.211-221
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    • 2009
  • <만화의 메타표현>이란, 만화 그 자체로 언급되는 만화 표현으로 만화라는 표상체계의 특질과 한계를 가장 본질적으로 보여주는 표현이라고 말할 수 있다. 예를 들면, 작가로 생각되는 인물이 만화 속에 등장하여 독자에게 직접적으로 만화임을 인식시키는 경우와 컷과 컷을 나누고 있던 궤선이 변형 또는 파괴되거나 다른 것으로 비유됨으로써 만화를 구성하는 컷이 물질적인 존재라는 사실을 독자에게 알려주는 경우가 대표적이다. 지금까지의 만화비평 연구의 어프로치들은 대부분 컷과 말풍선의 사용법, 글과 그림의 관계라는 2차원적인 만화표현방식에 착목하여 만화에 대한 외형적 분석이 이루어졌다. 본 연구에서는 이러한 외형적 성과를 바탕으로 온 오프라인 만화에 표현된 메타표현에 대해 알아보고자 한다. 만화의 메타표현에 대한 연구는 만화라는 장르의 표현형식을 검토하는 매우 흥미로운 주제로 인터넷에서 보이는 웹코믹스의 구조에 대한 보다 본질적인 이해를 도모할 수 있으며 매체상의 표현영역 확장에도 그 근거를 제시할 수 있다고 사료된다.

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아동실의 공간계획에 관한 연구 -유아기 아동을 중심으로- (A Study on Space Planning for Children's Room -Special Reference to Preschool)

  • 오혜경
    • 가정과삶의질연구
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    • 제10권1호통권19호
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    • pp.171-190
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    • 1992
  • The purpose of this study was to set up the objective standards of a space design for preschool children's room. In order to perform the above purpose, this study was organized into three sections. First, literature review to understand the relationship between preschool children's development and children's room, design elements and correlated variables of children's room. Second, survey research to seek a standard of children's room size, necessary furnitures, prefeerred colors and motifs. Third suggestions of objective and concrete alternative plan through the literature review and survey research. The major findings from the survey research were summarized as follows : 1) The mean size of contempory preschool children's room was 3.1 pyong and that of ldeal room was 4.7 pyong. 2) Necessary Furnitures with which more than two-thirds of parents want to furnish were bed, wardrobe, chest of drawers, toy shelves, toy boxes, book cases, chalkboard. Necessary furnitures for different ages were found to vary. For the age 2-5, the funitures for play were major, where as for the age 5-6, the furnitures for study were major. 3) The colors of contemporary preschool children's room were red, yellow, pink, blue, those of parent's favorites were Light colors(pink, skyblue, lemon yellow, Light green, Light purple). The rooms for boy were found with more cold colors, those for girl with more warm colors. 4) The motifs of contemporary preschool children's room were plants, lines, figures from cartoons of fairy tales. Boy's parents prefreerd space science and vehicles, while girl's parents preferred sky scenery and plants for their children's room.

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Cartoon Distribution Environment and Strategies for Sport Webtoon Development

  • MOON, Bo-Ra;HAN, Seung-Jin;SEO, Won-Jae
    • 산경연구논집
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    • 제11권11호
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    • pp.39-53
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    • 2020
  • Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.

초등학생의 흡연예방 보건교육 방향에 관한 연구 - 초등학교 교사 의견을 기반으로 - (Direction in Health Education of smoking Prevention for Elementary School Children)

  • 문정순;양수;박호란;이은숙
    • Child Health Nursing Research
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    • 제6권3호
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    • pp.305-315
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    • 2000
  • In order to provide a desirable direction for the health education on preventing smoking of elementary school students, by understanding the views held by elementary school teachers on smoking prevention education, 529 teachers at elementary schools located in Seoul were responded by constructed questionnaires during the period of Nov. 15 to Dec. 18 1999. The results of the survey analysis were as follows: 1. 91.9% of the respondents said that schools should offer education programs on preventing smoking, and this view was more strongly shared by teachers with religions than non-religious ones. 2. 37.6% of teachers responded that the education should start with 4th-5th graders, while 36.0% opted for 6th grades. With regard to the appropriate class in providing such education, 41.1% selected physical education (PE), followed by extracurricular activity class with 28.8%, 45.1% of the respondents said discussion would be the most effective education method, while 39.9% recommended using experiments. fall in diseases and growth and developmental defect were pointed out as the most interesting topic for students by 33.2% and 28.1% of the surveyed, respectively. As for the most effective media for education, 57.2% recommended video, followed by computer games(19.2%) and cartoons (20.0%). 64.1% of the teachers picked school nurses as the most appropriate person in carrying out the education. The results of the finding show that it would be most desirable to provide health education on preventing smoking to senior elementary schoolers during the PE or extracurricular activity class by school nurses. The program would be structured to first show video clips on growth and developmental defect or fall in diseases resulting from smoking and to have discussions or experiments on related matters.

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현대(現代)패션에 나타난 기호(記號)의 의미(意味) 분석(分析) - 1990년(年) 이후(以後)의 패션 컬렉션을 중심(中心)으로 - (A Study on the Meanings of Signs represented in Contemporary Fashion - Focusing on Fashion Collections since 1990 -)

  • 임송미;이미숙
    • 패션비즈니스
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    • 제7권1호
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    • pp.84-100
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    • 2003
  • The purpose of this study is to analyze the meanings of signs represented in contemporary fashion based on the Peirce's trisection theory in order to present various types of sign representation that satisfies aesthetic value and characteristics of the age of information and image. Types of signs represented in contemporary fashion can be summarized into letters, numbers, codes, pictures, logos, characters and emblems. The meanings of signs were analyzed based on the Peirce's trisection theory, resulting in representation of play, brandsymbol, eroticism and suggestion. The play was categorized into infantile and parodic. The former inspires unexpected interest and laughter from contemporary people in the age of disorder through humorous characters, cartoons and illustrations. The latter inspires laughter by parodying things and it's intention is to release the isolation of people and their relative poverty through pictures for which techniques of parody and surrealism were used. Most of the brandsymbols represented by logos, used for textile and clothing design as well as accessories are optimal signs that construct brand images. Eroticism means emotion, impulses, senses of value and sexual attraction. A desire to represent sexual attraction is an expression of eroticism and self-expression to adjust in a changing society. Suggestion tends to pursue the image of harmony with nature in a world which is pressed by material civilization. Humans represent illuminating messages through direct slogans by characters, natural objects and motives of social phenomenon in pursuit of the benefits of abundant material civilization in the structure of a highly advanced scientific civilization and industrial society.

시장분석을 통한 모바일게임 융복합 지식재산권 활용 연구 (A Study on the Utilization of Intellectual Property Rights Convergence in Mobile Games through Market Analysis)

  • 이현구;김태규
    • 디지털융복합연구
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    • 제18권1호
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    • pp.309-314
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    • 2020
  • 모바일게임에서 지식재산권인 IP를 활용한 게임 개발 방식은, 모바일게임의 경쟁심화에 따른 시장에서 경쟁우위 확보를 위해 그 중요성이 부각되어 왔다. 본 연구에서는 IP활용 모바일게임의 효과성을 검증하고, IP 활용 모바일게임 제작 시 보다 효과적인 IP선택 기준을 제시하고자 하였다. 이를 위하여, 국내 모바일게임 시장에서 대표성을 가진 구글 플레이 스토어의 매출순위 상위 200위 내에 위치한 게임들을 대상으로, IP활용 모바일게임을 분류하고, IP활용 모바일 게임에 활용된 IP를 각 타입 별로 나누어 그 비중을 분석하였다. 분석결과, IP활용 모바일게임은 매출성과에 있어 유의미한 성과를 거두고 있는 것으로 나타났다. 모바일게임 제작 시 활용된 IP 타입 중, '게임(국내게임 원작)'타입 IP가 가장 높은 매출 성과를 얻을 수 있는 IP 타입으로 분석 되었다. 게임의 성공에는 IP이외에도 다양한 요소가 영향을 주는 만큼, IP가 게임의 성공에 미치는 영향에 대해 보다 다각적인 방향에서 추가연구가 필요하다.