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      멀티미디어환경에서 애니메이션캐릭터의 특성과 조형양식에 대한 고찰

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      다국어 초록 (Multilingual Abstract)

      In the age of highly - integrated information, multimedia culture has established its own character as unique and new art form that requires different aesthetics from either linguistic or non - linguistic forms such as literature or movies. Multimedia...

      In the age of highly - integrated information, multimedia culture has established its own character as unique and new art form that requires different aesthetics from either linguistic or non - linguistic forms such as literature or movies. Multimedia is a natural information environment that has developed mainly from games like arcades. It is also a combination of numbers, letters, voices, pictures, and images. This kind of information circumstance has brought about the appearance of new source of communication. This new source of communication is a conjoint of art and science. In the age of information, multimedia has taken roots in as a kind of life - culture affected by the change of time. Character business is a branch of animation business that has the importance of high added value, in its role of information communication that combines the image and sound together with the appearance of TV Also, they are the important factors in fixing the images of animation or games. In addition, goods that have these characters on them are speeding up the consuming culture by emphasizing their esthetical distinctions. Animation refers to all kinds of moving pictures. Generally, we call `cartoon films` as `animation`. Thus, animation will refer to cartoon films hereafter in this thesis. This thesis tried to find out, in animation character`s motif and moulding, that is suggested as the greatest value added business in the 21th century, `how` the idea is expressed than `what` is expressed. It considered the animation character`s - which has suddenly got the spotlight around the 1920`s - periodical backgrounds and its functions as a mean of communication, since its becoming the best value added industry. Also, this thesis considered the meanings of personified characters and moulding expressions on the base of periodical background and the maker`s mental background which was done mainly by goods that had high recognition. In the last chapter, domestic and overseas present conditions were analyzed and compared. As a result of which, problems in domestic character market which is lagging behind, was embossed, and presented the necessity of creating an international character henceforth was suggested.

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