• Title/Summary/Keyword: motion 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.

Analysis and Project About Creative Child Cartoon (창작어린이만화의 진단과 과제)

  • Chang, Jin-Young
    • Cartoon and Animation Studies
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    • s.16
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    • pp.79-99
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    • 2009
  • The aim of the thesis is to examine why children comics books are not popular in Korea and how to analyze the causes for solution. The way for solving the problems is to make academic events and make a public opinion about children comic books. In the subject, we introduce children comic books and define them, actually when we do that, we have realized that most people misunderstand children comic books so we should change them to take the adventagement. Next, Through academic events, we have enumerated the variety of opinions. Mainly, we have concluded about the improvement of the misunderstanding comics. There are some prejudices of children comics. First, we are in a need of comics, that are very creative and sensitive. They are very important to develop children's character. Second, Korean people think, The most important part of the literature is a letter more than pictures, That causes not to develop motion pictures, cartoons and even plays. Third also, creative children comics don't effect not only studying but also children violence. Fourth, We can't ignore the prejudice of the comic books from parents, The main reason why comic books aren't popular in korea is the University entrance examination system that makes student like a studying meachine. The conculusion of this study is that We will educate Korean people to understand comic books and redefine them for development the comic books.

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Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.56-63
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    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.

New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

A line study on movement expression in Dragonball of Toriyama Akira (토리야마 아키라의 <드래곤볼>에 나타난 운동표현에 관한 선 연구)

  • Cho, Dai-Ho;Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.153-176
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    • 2013
  • In the early 20th century, the some of futurist painter was attempted to represents the 'fast-paced' and 'dynamism' on a two-dimensional picture. The expression of fast-paced and dynamic for look like move image in the painting have evolved as a variety of visual symbol. Visual symbols that represent these movements were settled as the line of the most movement expression in the comic. The of Toriyama Akira gained worldwide popularity is emphasized speed and dynamism as the action genre in cartoon, is nice a data to research the line of the movement expression of cartoon. There is three terms as the action line, The speed line, the effect line on the movement expression in The glossary of in the dictionary of , but it not easy to Separate them by means similar. This study is willing to says the semantically problem of previous lines on the movement expression and to present a new alternative in order to study the line on the movement expression of . This study Separate the line on movement expression from symbolic the perspective and try to newly define by using, was classified lines of four kinds by add the afterimage line on existing the speed line, the motion line, the effect line. First, the speed line was defined as 'The line expressing the movement expression of a moving target as the concept of speed'. It on the way of expression was subdivided the direct as speed line when it alter the shape of the target and the indirect speed line when it alter the background of the target. Second, the motion line was defined as 'The line simplified the moving form or the moving path of moving target'. Third, the effect line was defined as 'the line emphasizing the movement expression of a moving target by Sensory expression or emotional expression. Fourth, the afterimage lines was defined as 'The line expressing slowly moving or swaying the movement expression of target to the afterimage effect. The terminology presented in this study will be able to help the understanding of the line on the movement expression .