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애니메이션 캐릭터의 기호학적 생성구조에 관한 연구 - 〈이웃집 토토로〉를 중심으로

  • 한국조형예술학회
  • 조형예술학연구-김윤배
  • 조형예술학연구 제6호
  • 2004.12
    288 - 312 (25 pages)
  • 55
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Despite the government`s efforts and excessive investments in the establishment of an infrastructure for animation, it can be said that the reasons for the inferiority in character licensing and weak performances compared to other leading countries is attributed to the fundamental factor lying within the piece of work itself.<BR> Therefore, this research is aimed at finding a counterproposal by assuming that the reason for the failure of our country`s animation `Oseam` was because of its narrative tactics.<BR> First, it is possible for a narrative structure to be participated by the audience`s creative strategy<BR> Second, the audience`s participation makes it possible to create the character into a multilateral and a complex personality<BR> Third, this kindof creative strategy is possible when semiotic analyses are utilized<BR> The sole objective for this is to provide a comprehensive viewpoint for the semiotic approach in the creation process of the character.

Ⅰ. 서론<BR>Ⅱ. 애니메이션 캐릭터의 그레마스 기호학의 의미생성 모델 접근<BR>Ⅲ. 애니메이션 캐릭터 창작을 위한 기호학적 생성 모델 제안<BR>Ⅳ. 이웃집 토토로 작품분석<BR>Ⅴ. 결론<BR>참고문헌<BR>ABSTRACT<BR>

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