• Title/Summary/Keyword: Webtoon

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A Study on the Sinpa of Along With the Gods and the Korean Sinpa -Focusing on the comparison between the Sinpa of Singwahamkke Jeoseung and the Sinpa of Along With the Gods: The Two Worlds (<신과함께>의 신파성과 한국적 신파 현상 -웹툰 <신과함께-저승편>과 영화 <신과함께-죄와 벌>에 나타난 신파성 비교를 중심으로)

  • Park, Jae-Yeon
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.77-114
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    • 2020
  • This article aims to examine the Sinpa of Along With the Gods: The Two Worlds. Along with the Gods: The Two Worlds was a box office hit with a 10 million attendance mark, but it was also criticized as a 'Korean Sinpa' at the time of its release. The original version of Along with the Gods is a Webtoon called Singwahamkke in Korean. The popularity of Singwahamkke and its adaptation, Along with the Gods was enormous, which prompted a very active research to be carried about the work. However there are only a few articles which analyze the Along with the Gods: The Two Worlds focusing on the Sinpa, even though the Sinpa of the Along with the Gods: The Two Worlds was a highly controversial issue when the movie was released. In this regard, this article tries to examine the Sinpa of the Along with the Gods: The Two Worlds closely, especially by comparing it with the original webtoon Singwahamkke Jeoseung. The body part of this article is composed of three major parts: chapters 2, 3, and 4. Chapter 2 contains an in depth explanation about the notion of Sinpa, the main conceptual research tool for this study. In chapter 3, the original webtoon Singwahamkke Jeoseung is examined closely. This chapter analyzes the 'Sinpajeok moment' in Singwahamkke Jeoseung and argues that despite the presence of Sinpa elements, the webtoon cannot be considered a 'Sinpajeok text'. On the other hand the main subject of chapter 4 is discovering what effect the adaptation from webtoon to movie had on this work, with a particular focus on the gender of Sinpa and Kim Ja-hong. Chapter 5, which corresponds to the conclusion, briefly evaluates the social significance of the controversy arisen in South Korea about the Sinpa in Along with the Gods: The Two Worlds. Sinpa is one of the most repeated code in the realm of Korean popular narrative. This is why the Sinpa of contemporary text is examined continuously even though there are already plenty of studies on the Sinpa. Everyone has called Along with the Gods: The Two Worlds Sinpa but no one has properly analyzed it. It is hoped that this article which closesly examined the Sinpa in Along with the Gods: The Two Worlds contribute to the field of Sinpa. It is also expected that this article can find appropriate contextual meaning of the series of Along with the Gods.

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.

The Study on Irony Shown in Korean Webtoon (한국 웹툰의 아이러니 연구)

  • Han, Hye-Won;Kim, Juna
    • Cartoon and Animation Studies
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    • s.33
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    • pp.469-502
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    • 2013
  • Webtoons are popularly consumed in Korea. Especially the 'Dailytoons', which are composed of short episodes, are the most popular form of webtoons. This study focuses on the specific narrative structure of the dailytoons, and also tries to figure out what makes webtoons so popular. This study tried to analyze the special features of figures, events, and backgrounds of webtoons. Particularly in webtoons, Korean metropolitan is employed as a background and the daily life of the lower middle class in this big city is importantly used in the story. Each cut of a webtoon consists of simple words and images, and it shows the life of modern people and the way they recognize the reality. The important thing is that the image and the narrative of one cut often appears contradictively. 'Irony' occurs in the process of combination of the words and images. And the life of the lower middle class is depicted 'fun-and-sadly' through irony. For example, the main characters of webtoons are portrayed as persecuted victims because of their lack of information or ignorance. At this point, they are described ridiculously by a play on words. In addition, webtoons often presents twist plots using the scroll bars and margins of 'web' interface. Also it uses parody to show reality in satire. With irony, webtoons represent the daily life of the public, which is cynical as well as humorous. This study tried to suggest that webtoons should attribute its success to 'irony' in its narrative.

Study on Storytelling of VR Cartoons (VR 카툰의 스토리텔링 연구)

  • Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.45-52
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    • 2018
  • The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.

A study on retrospective structure in narrative comics -Focusing on webtoon - (서사만화에서의 회상구조 연구 -웹툰 <무빙>을 중심으로-)

  • Kim, Seong-jae;Lee, Hae-kwang
    • Cartoon and Animation Studies
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    • s.46
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    • pp.107-128
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    • 2017
  • Time is an indispensable element in creating a story. This makes comics artists use various time techniques such as prolepsis, summary, ellipsis and flashback to increase immersion in story when they create comics. This is intended to make a study on retrospective structure among various temporal structures. Retrospective structure means progress in different time sequence, and increases immersion by making readers become strained or relaxed. Besides, retrospective structure plays a role of increasing or decreasing the pace of story. The person who systematically put the retrospective structure into shape is $G\acute{e}rard$ Genette. He in his book "Narrative Discourse" classified retrospective structure into three types. These are made up of structure of analepse externes, analepse internes and analepse mixted. This makes a study on retrospective structure in narrative comics based on $G\acute{e}rard$ Genette's retrospective structure. To this end, Kang Full's webtoon was analyzed. The reason to analyze Kang Full's is that this work has storyline where things happening in parental generation is interwined with things in offspring generation, accordingly this is work suitable for studying the retrospective structure. This study is intended to examine whether three retrospective structures suggested by $G\acute{e}rard$ Genette are actually used through an analysis of , and as a result, it is intended to prove the fact that retrospective structure has an effect on immersion in work.

STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

The Construction and Mechanism of the 'Byeongmat' Discourse ('병맛' 담론의 형성과 담론의 작동방식)

  • Park, Jae-Yeon
    • Journal of Popular Narrative
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    • v.25 no.3
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    • pp.143-180
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    • 2019
  • This article aims to examine the manner in which the 'Byeongmat' discourse was constructed, and the mechanism of the 'Byeongmat' discourse. I claim that the constructed discourse excludes disabled persons and women. When the 'Byeongmat' first appeared in the mainstream, it was understood as being presented only by webtoons. Furthermore 'Byeongmat' and webtoons were understood as almost synonymous. In this sense, it is no exaggeration to say that the way in which the 'Byeongmat' discourse was constructed is the way in which 'Byeongmat webtoons' were interpreted. In this article, to find out how the 'Byeongmat' discourse was constructed, I examine two things. First, the reception of media of 'Byeongmat'. 'Byeongmat' was at first understood as 'kitsch' by the media, but soon after generational meaning was added. Second, the interpretation of 'Byeongmat' in academia. In academia, the 'Byeongmat' discourse is advanced as a refined generationalism. Regardless of the 'Byeongmat webtoon' itself, 'Byeongmat webtoon' is interpreted as a text which is destructing narrative and filled with parodies. Furthermore this characteristic of the 'Byeongmat webtoon' is interpreted as a resistance culture of the younger generation. However, this interpretation serves as a mechanism which excludes the disabled and women. Currently, Korean society faces the popularization of the 'Byeongmat' code, the decline of the 'Byeongmat webtoons' and the crack of the younger generation discourse. The current situation allows the 'Byeongmat' discourse to be criticized without losing its social context while securing a distance of critcism. I expect that this article can contribute to further diversifying interpretations of 'Byeongmat' and 'Byeongmat webtoons', and accelerating the crack on the younger generation discourse.

Effective Flash Animation Techniques for Webtoon Animation (웹투니메이션을 위한 효과적인 플래시 애니메이션 기법 연구)

  • Kim, so-ra;Choi, chul-young
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.321-322
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    • 2015
  • 현재 한국인 3명중 1명이 매일같이 접속하여 즐기는 국민 콘텐츠로 '웹툰'을 들 수 있다. 웹툰에 플래시를 활용하여 무빙카툰식의 절제된 애니메이션 타이밍 포즈를 연구하고 그 자체의 재미와 움직임의 재미를 더해 여러 콘텐츠에 활용할 수 있다고 본다.

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A World View of the Korean Shamanism in Webtoon Content (웹툰콘텐츠에 재현된 한국무속의 세계관)

  • Yoo, Hyoung-dong
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.205-206
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    • 2019
  • 웹툰은 한국의 서브컬쳐 산업 가운데에서 단연 주목받는 분야이다. 웹툰 산업의 다양화 속에서 전통적 세계관을 지닌 작품이 작품들이 등장하고 흥행을 하는 것은 주목할 만한 사례이다. 특히 <신과함께>, <쌍갑포차> 등의 작품은 대중성과 작품성을 모두 획득했다고 평가할 수 있다. 이들 작품은 무속의 세계를 작품으로 재현하였다는 점에서 이목을 끈다. 무속적 세계라는 것이 미신으로 치부될 것이 아니라 인간 본위의 삶을 영위하도록 하는데 기여하는 것이라는 인식을 보여준다. 이러한 세계인식이 웹툰이라는 매체를 통해서 재현될 때 작품에 공감하는 것은 우리가 살아가는 세계가 더 나아지기를 희구하기 때문이다. 이를 통해서 전통이 지닌 보편적 가치를 확인할 수 있다.

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A Study on Design and Implementation for Web-toon Archives (웹툰 아카이브 설계 및 구축에 관한 연구)

  • Lee, Jae-Na;Kim, Yong;Oh, Hyo-Jung;Kim, Geon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.4
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    • pp.123-149
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    • 2015
  • As a mixture of both words 'Web' and 'Cartoon'. Webtoon is a sort of cartoons that come up with development of information technology. Web-toon is not just a cartoon but an OSMU for culture industries such as movies, dramas, games and more. While Web-toon's value is increasing, activities of securing and managing it as archives seem quite slow. To preserve web-toon as a web archives and digital contents which has long-term archival value effectively web archiving system should be required. This study analyzes webtoon's type and features. Also, requirements for web archiving system are extracted from case analysis of existing digital archives. With the results, this study proposes a method to design and implement web-toon archives based on OAIS reference model.