• Title/Summary/Keyword: webtoon education

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A Comparative Study on Activities of Cartoon & Animation among Korea, America & Japan (한미일(韓美日) 만화영상활동 비교연구)

  • Lim, Cheong-San
    • Cartoon and Animation Studies
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    • s.9
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    • pp.33-58
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    • 2005
  • This study is to create and develop Korean cartoon & animation through the comparative study on those activities in Korea, America & Japan. Three countries advance highly in the art creation and industry development of their cartoon & animation. Therefore, the purpose of this study is to compare and analyze the following activities related to the education ${\cdot}$ art ${\cdot}$ culture ${\cdot}$ industry of their cartoon & animation; 1) The education of their cartoon & animation is deeply specified in the establishment of department, composition of curriculum, and research & development. 2) The art of their cartoon & animation is widely diversified in the art creation of cartoon & comics, vanguard experiment of animation, and awarding system. 3) The culture of their cartoon & animation is clearly distinguished in the setup of organizations, expansion of cultural facilities, and festival events. 4) The industry of their cartoon & animation makes ultramodern contents of cartoon & comics, film digitizing of animation, and brand merchandising of characters. Finally, we must research and develop the ${\ll}$digital cartoon, webtoon, and mobile animation${\gg}$ in Korea.

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The Method of Production of Security Educational Content Considering the Characteristics of MZ Generation (MZ세대 특성을 고려한 보안 교육용 컨텐츠 제작 방안)

  • Jo Hae Min;Ryu Jung Ryol;Sim Chung Sik;Hong Suk Woo
    • Convergence Security Journal
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    • v.23 no.5
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    • pp.157-164
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    • 2023
  • As the MZ generation, which has recently become a hot topic, enters a major generation that plays various social roles, the need for research on efficient educational methods and content production tailored to the level of the MZ generation continues to be raised. In this reality, this paper was described to discuss the direction of development and raising the level of security educational content. To this end, the effectiveness of security educational content currently being used socially was analyzed, the content of a gametoon that combines the concept of gamification with a webtoon as a development plan was explained, and the educational effect was verified through the Likert scale. Furthermore, it was proposed to effectively utilize it by presenting the direction of development applicable to security educational contents.

A Study on the Derivation of Plans for Operational Improvement Based on the Analysis of the Current Status and Cases of the National Policy Research Portal (NKIS) (국가정책연구포털(NKIS) 현황 및 사례 분석을 통한 운영 개선 방안 도출에 관한 연구)

  • Noh, Younghee;Chang, Inho;Kang, Ji Hei;Kwak, Woojung
    • Journal of Korean Library and Information Science Society
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    • v.53 no.1
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    • pp.55-79
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    • 2022
  • In this study, the current status of operation was analyzed with a view to analyze the areas in need of improvement and the status of portals of similar institutions. Based on which, a proposal was made to help improve the function of utilization as well as search the products of studies by and for the research institutes funded by the government having jurisdiction by applying the information service technology developing in line with the fourth industrial revolution for the purposes of aiding and fostering with efficiency toward achieving the goal of establishment for such institutes, while strengthening the utility of NKIS. First, in order to secure the membership, it is necessary to find the targets for policy information and promotion, and it is also necessary to increase the demand for policy information, such as by preparing the people friendly policy reports, infographics, and information delivery in an easy manner. Second, it is necessary to provide customized services in the manner which reinforces reports and policy data on the social issues and education topics, which are among the interests of the primary user base by considering the ratio of visiting occupations. Third, for the diversification and expansion of video data services, it is necessary to prepare alternatives, such as by setting regulations and encouraging the institutions of jurisdiction to upload the video data. Fourth, it will be necessary to improve the overall public relations service. It is also necessary to proceed with the NKIS' publicity webtoon serialization with the latest contents or abolish the current webtoon promotion, while it is necessary to derive the plans for the efficient implementation of the contest, further to the need to discuss the secondary publicity after the contest rather than halting after it.

Research on the Structure of 4 Panel Comic Strips and Rhetoric Expression for the Education of Comic Contents: with of Kyunghyangsinmoon (만화콘텐츠 교육을 위한 네칸만화 구조와 수사법 연구: 경향신문 <장도리>를 중심으로)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.19
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    • pp.17-35
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    • 2010
  • We can say that there are several majors in the course of cartoon education of college; cartoon, manpyung, 4 panel comic strips, editorial cartoon, webtoon and so on. Among them, this study starts with concrete question; "How can we encourage students to understand 4 panel comic strips better in the educational course of 4 panel comic strips?" 4 panel comic strips divided into two groups, depending on the materials. The first is daily cartoon which depicts the emotion in daily life. The second is editorial cartoon which deals with the problems of society in the ironical and witty way. Judging from my own thoughts that it would be better in the understanding and analysis of structures to take editorial cartoon in which materials are confined to social problems, this study treats rhetoric expression and structures of 4 panel comic strips. Introduction, development, turn and conclusion of "Jangdori" on Kyunghyangsinmoon are good materials for this study. So, "Jangdori" is in the center of this study. The objective of this study is to provide knowledge in creating 4 panel comic strips with the understanding the area of 4 panel comic strips through the analysis of the rhetoric expression and structures of this field. Even though this study has a limit, no access to daily 4 panel comic strips, I hope that this study would be a little help in any places in which the education of 4 panel comic strips is needed as a part of a course of cartoon in college.

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Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

A Symbolic Characteristic of Mimetic Words in Published Cartoon: Focusing on Works of Heo, Young Man (허영만의 작품에서 나타난 효과태의 상징어적 특징과 활용)

  • O, Yul Seok;Yoon, Ki Heon
    • Cartoon and Animation Studies
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    • s.30
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    • pp.169-199
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    • 2013
  • In various directions of cartoon, vertical stroll direction is opposite to the page direction of existing published cartoon with the popularity of webtoon and established new genre. Lots of studies on published cartoon focus on the cut direction by page, but webtoon doesn't have any concept of page. The pivot of cartoon oriented people is changed from paper to computer monitor as times go by, characteristics of media are changed and media is gradually diversified. Like the strengthening of mobile caused by smart phone's popularity, tablet PC's propagation in public education, etc. cartoon is included to the environment of media which is rapidly changed. In this situation, one of cartoon's unchanged important identities can be the direction made by harmony between picture and text. This thesis analyzed symbolic characteristics and effective value of hyogwatae, mimetic words of cartoon, focusing on works of Heo, Young Man. Hyogwatae just delivers not only sound but also shape, feeling, status, etc. and has significant characteristics by invoking the imaginary structure of literature. Strengths of modern Korean, various linguistic expressions and syllabic systems, let people feel minute feeling of language and difference of emotion and remember the memory through the direct and indirect experiences, so it makes it nuance. Because of the characteristics, representative works of Heo, Young Man have commercialization and writer characteristics, have communicated with people for a long time and have plentiful knowledge of Korean cartoon. The characteristics of hyogwatae in Heo, Young Man's cartoon make a lot of effects for the expression and delivery of cartoon more than the general expectation. When conducting the study focusing on the symbolic process of language, uncertainty and vague standard of judgement caused by the wide factors of study on the direction of general cartoon could be endured. And, through the Heo, Young Man's deep analysis on hyogwatae's direction, readers enjoy the process while inferring actually and intellectually between pictures and sentences. In the process, the equipment stimulating imagination more than pictures, effects and dialogues is hyogwatae. It's reader's equipment of active participation and its strength is symbolic structure.

A Study on Comics Outreach Programs for Contents marginalized Areas (콘텐츠 소외지역의 만화 아웃리치 프로그램 모델링 연구)

  • Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.359-382
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    • 2017
  • Content is the complex of art and technology of trend, so it is important to experience different technologies for content education. Today, many non-profit organizations plan and operate numbers of programs for disabilities, low-income, and minority families to enhance the quality of life and the realization of social integration. These programs are limited to museums and galleries, not so pro-actively in progressing. Various contend education is necessary to the expansion of cultural exchange for the culturally alienated area. Naver is running an outreach program named . It is an experience-based outreach program where current cartoon / webtoon writers come directly to the school to inform students about the basic story of comics and comic techniques. However, the fact that the is not centered on the marginalized area but is centered on the Seoul Gyeonggi area, has the limitation that they can not benefit from a wide range of programs because they have a space limit of 'school', and, has a spatial limitation that the experience of the work is excluded. 'Outreach programs in marginalized areas' must be reorganized into a fluid dimension, not a fixed, single-system program. You should be able to experience and experience your work by directly using various professional equipment of comics based on your capacity and experience, local culture, religion, and society. These program participants will gain the effect of attractive and effective learning with empathy with their comic experience. Meanings of Comics content outreach program are following: First, the rich cultural archive can be used efficiently by providing various contents to existing outreach programs with the educational limitation of museums and galleries. Second, Comics contents can be enjoyed as a part of our life by understanding diversity and technology of contents. Third, because it is the program of expertise' participation, it can remodel, and restructure the severed experience in remote areas for the continuous growth and development, and furthermore, it can enhance the understanding of society.