• Title/Summary/Keyword: Cartoons

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Public Opinion on the Duterte Administration's COVID-19 Period through Editorial Cartoons on Facebook

  • Bantugan, Brian Saludes
    • Asian Journal for Public Opinion Research
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    • v.8 no.4
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    • pp.409-431
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    • 2020
  • This study explores the images and ideas presented by the editorial cartoons that have appeared in the author's Facebook timeline during Duterte's enhanced community quarantine (ECQ). The study analyzed 70 editorial cartoons posted between March 14, 2020, when Duterte declared ECQ in the National Capital Region of the Philippines, and June 22, 2020, a few days before the emergency powers of Duterte expired. This study used (visual-verbal) textual analysis as the research method to surface discourses embedded in the selected editorial cartoons. The editorial cartoons were clustered according to the roles the powerful people play in the images, and the details of each image were compared and contrasted to surface nuances in representation. The 70 editorial cartoons were classified into seven categories: (1) invisible (non-suffering) persons, (2) front liners, (3) privileged homeowners, (4) priority clients, (5) judges, (6) gatekeepers, and (7) dysfunctional public officials. They gravitated towards the tragic realities that call for acts of social justice and equity, and underscore specific contexts that need to be fixed by those in power.

A study on the Types of the Emotional Stimulation Factors of Digital Cartoons (디지털만화의 감성자극요인에 대한 유형 연구)

  • Kim, Bo Hyun;Hong, Nan Ji
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.271-281
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    • 2014
  • This study aimed to investigate the types that readers enjoying cartoons appreciated cartoons under the premise that cartoons enjoyed over the internet would expand their sensitivity through media such as monitors and mice. The sensitivity of readers enjoying digital cartoons can be stimulated through communication with carton writers or other readers as the interaction of the real-time response to the network. The choice and control are possible with a vertical scroll bar. Accordingly, readers can be absorbed in a work and focus on its story much more. As a result of extracting emotional stimulation factors to verify these assumptions, factors were able to classify the sensitivity that readers enjoying cartoons obtained from digital cartoons into two types, communication and story-focus type, based on the phases that emotional stimuli were strengthened. This study will be significant as a study to identify the relationship between media-technological factors and readers enjoying cartoons in relation to digital cartoons.

Development and Content Characteristics of Cartoons in the 1910s: focusing on cartoons published in Maeilsinbo (1910년대 만화의 전개와 내용적 특질: 『매일신보』 게재 만화를 중심으로)

  • Seo, Eun-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.139-168
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    • 2013
  • This article aims to explain the significance and value of cartoons in the 1910s which were largely passed unnoticed in the preceding cartoon studies by scrutinizing cartoons published in Maeilsinbo in the 1910s. Until now, Korean cartoons in the 1910s has been neglected just because it were published in Maeilsinbo. However, this writing analyzed cartoons in this period on the base of the fact that the cartoons in the 1910s printed in Maeilsinbo diversified the horizon of the Korean cartoon. Cartoons in Maeilsinbo functioned as a bridge connecting cartoons published in Daehanminbo in 1909 reputed as a root of Korean cartoon and 1920s, the time when satirical cartoons and comics started being printed in newspapers. The characteristics of Maeilsinbo as a bulletin of government general and periodical characteristics that the agent of popular culture begun to move reside as multi layers in the cartoons in the 1910s. In this article, the process and the development of how cartoons published in Maeilsinbo. As pleasure became important in everyday life in Korea, cartoons were able to earn a portion in the newspaper. In the beginning, modern cartoon style seemed vague, but as time goes by, its own style gradually settled. Cartoons in this period were not fixed in specific section but various kinds of cartoons were developed during the time since works of Korean as well as Japanese cartoonists and illustrators were published. Among them, representative cartoons in Maeilsinbo were analyzed in this article under three categories: first, cartoons represented 'Choseon-ness' through scenes of daily life and customs concurrently contained a view of anti-civilization/enlightenment; second, cartoons represented the accumulation of wealth as valid from the view point of public interest; last, cartoons divided Koreans who suffered from hardships of life in Kyungsung and Japanese in Jingogae in order to divide space. In conclusion, Maeilsinbo disciplined the colonized, Koreans, and exposed the discourse of the colonial power via cartoon.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

A Study on the Collection of Caricature, Cartoons and Comics in the Library (도서관의 만화자료 수집에 관한 연구)

  • 유소영
    • Journal of Korean Library and Information Science Society
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    • v.34 no.1
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    • pp.173-193
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    • 2003
  • The purpose of this study is to expand understanding among librarians of the importance of caricatures, cartoons and comics in the library collection. To do so, the writer explores the characteristics, meaning, artistic value, and benefits of this realm. The writer also examines traditional as well as changing attitudes of the public toward caricatures cartoons and comics. As this study progresses. it will prove that caricatures. cartoons and comics are very important cultural products of our time, to which all libraries should pay more attention. Thus the writer urges that the library should make a good collection in this are and make it available to the public.

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A study on the possibilites of Journalism as a cartoon (만화의 시사저널리즘으로서의 가능성 연구(Yellow Journalism으로서의 MAD를 중심으로))

  • 오유미;정성환
    • Archives of design research
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    • v.16 no.3
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    • pp.41-50
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    • 2003
  • Cartoons as one of visual art forms seek the essence of an, which is creation. They also have great ripple effects as popular art and culture. Cartoons as a communication tool by means of visual image give a better understanding thanks to its function of combining messages and animation. That is why cartoons have a unique place in journalism as the function of delivering facts through messages and pictures. MAD, a cartoon magazine for current issues, reveals and harshly criticize social contradictions, thereby eliciting readers'positive response. To effectively utilize cartoons, an approach in phases should be taken. First, different genres should be compared and embraced. And then, when the genre of cartoons enters the stage of expansion or growth, cartoons will become a new visual information medium from the perspective of communication in society and from the perspective of journalism, and literature, design and art in academia.

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The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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Analysis of the Narrative Structure of Satirical Cartoons on the Social Phenomenon of 'Sewolho' -Focused on Expressive Elements of the Satirical Cartoons in The Kyunghyang Shinmun and The Joongang Ilbo- (사회현상 '세월호'를 소재로 하는 만평의 서사구조 분석 -경향신문과 중앙일보 만평의 표현 요소를 중심으로-)

  • Park, Keong-Cheol
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.27-37
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    • 2018
  • A satirical cartoon is a time-limited medium in the context of specific social phenomena. On the other hand, satirical cartoons based on 'Sewolho' was published with 74 works by Kyunghyang Shinmun and 46 works by Joongang Ilbo. This is because it is a social phenomenon with a special meaning that satirical cartoons based on 'Sewolho' is a political issue that is called out of time constraints. In this study, I compared and analyzed the expressive elements of Kyunghyang Shinmun and Joongang Ilbo in the social phenomenon 'Sewolho'. The elements of the character, frame, and speech bubble which are the picture elements of satirical cartoons, combine to form the narrative structure. And the elements of the Speech, name and commentary which are also the same. The results of this study are meaningful that the analysis of the narrative structure through the expressive elements of satirical cartoons is meaningful by comparing and analyzing the satirical cartoons of two newspapers with different tendencies.

Raising Critical Awareness of Watching American TV Cartoons in an ESL Context

  • Suh, Young-Mee;Jung, Yoosun
    • English Language & Literature Teaching
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    • v.18 no.3
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    • pp.223-242
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    • 2012
  • The study focused on exploring the ways that young ESL learners can cultivate media literacy by asking critical questions about the messages embedded in popular American TV cartoons. The participants in the study were five Korean children who came from three different families that had been living in a Midwestern college-town in the U. S. for less than two years. Research methods include analysis of interviews, video-taped sessions and photos of children's drawings. The children were asked about their American cartoon viewing habits as well as critical questions after watching two episodes of their favorite cartoons-Pok$\acute{e}$mon and SpongeBob. The analysis revealed that on one hand popular culture played an important role in helping children to adjust to a new culture and in motivating them to learn English. Further, the children believed that watching American cartoons was helping them improve their English skills. On the other hand, it appeared that they were not accustomed to being asked critical questions and thinking critically while watching American cartoons. Participation in the study increased the children's familiarity with critical questions and critical thinking to varying degrees. Pedagogical implications and suggestions for teachers are discussed.

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A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.