Books by Sungeun(Jemma) Kang

by Paula Tavares, Sónia Oliveira, Beatriz Herraiz, Sungeun(Jemma) Kang, Anja Tolar, Mariana Sampaio, Hans-martin Rall, Carol MacGillivray, Roderick Mills, sahra kunz, Constança Araújo Amador, Sara Madureira, and Cyril Lepot PREFACE
“These three fields require a high degree of collaboration with
artists, producers, sto... more PREFACE
“These three fields require a high degree of collaboration with
artists, producers, story editors, directors, programmers, and
any number of other people in both the executive and creative
ends of the business.This is most emphatically true for animation
and games. Depending on the project, you will receive
notes and feedback from any variety of people. In animation,
from story editor, producers, more producers, the producer’s
pet sitter, maybe a toy executive—whoever is allowed to have a
say. In comics, primarily the editor, but your artist must feel
that he or she is an integral part of a team, not a hired hand.
In games, you might get feedback from anyone on the design
team—publisher, producer, designers, programmers, animators,
and so on.”
Christy Marx, in the preface of her book Writing for Animation,
Comics and Games, pg. xix.
We open our book of proceedings with the words of Christy Marx,
mainly because CONFIA 2013 - International Conference on
Illustration and Animation aims to be synonymous with plurality,
multiplicity and interdisciplinarity. Our teamwork and above all
our passion are ever present in CONFIA’s areas of focus: illustration
and animation.
We started with the need to build critical mass around the subjects
we research and teach in our educational institution - graphic
design, illustration and animation in graduate and postgraduate
programs - and today, we are proud to present another edition of
CONFIA. It is very important that this opportunity serve as a moment
for reflection and questioning, as it is not possible to understand
illustration and animation in a contemporary world without
thinking of the strong growth experienced by both fields in recent
years. Their ability to adapt everyday to new visual languages,
mainly due to the constant pressure exerted by constant technological
developments, is also a key factor. Both illustration and
animation have been showing strong signs of being autonomous,
inside the broader areas of art and technology. We therefore believe that these two collaborative subjects have shown that
there is a wide space for discussion and a vast field for research
practice. Indeed, this international conference represents a meeting
point for researchers from around the world, with speakers
from all continents joining us this year. As we write these words,
we are already certain that the second edition of CONFIA will be
successful for two reasons: first, the high quality of the papers we
received, and second, the multiplicity of activities carried out by
the authors in the present edition.
The conference features a wide range of specialists, lecturers,
researchers and illustration and animation artists, who are often
active in both theory and practice, which makes the debate and
the quality of proposals richer. We go from theory to practice and
then return to theory. This translates into the 45 selected papers
in this publication, covering a variety of broad subjects such as
drawing/illustration, animation and art theory. The content discusses
specific areas of knowledge including traditional drawing,
contemporary drawing, graphic illustration, information graphics,
editorial illustration, illustration for children, character design,
comics & graphic novels, scientific Illustration, 2D and 3D animation,
animation for video games, character animation, animation
for virtual and augmented reality, animation in interactive media,
motion graphics, sound and animation, linear storytelling, creative
writing, visual culture, interactive storytelling, narrative and
non-narrative animation illustration and animation pedagogy and
authorship in animation and illustration.
In such a diverse context, we are pleased to have as guest
keynote speakers Professor Paul Wells of Loughborough University,
director of the Animation Academy, and Professor Martin
Salisbury of Anglia Ruskin University, with extensive research
experience in animation and illustration, respectively - which
strengthens the link between research and practice in the resulting
academic debate.
So with the mission of discussing these issues, challenges, opportunities
and trends related to everything from tradition to the
constant new developments and applications, the overall objectives
for the conference were achieved and now lie in the readers’
hands: to present new ideas, new technological developments that
fulfill the requirements of the market and practical,
state-of-the-art solutions; to provide guidance for further research
and development; and to strengthen the bridge between research
and practice.
Welcome to CONFIA 2013
Paula Tavares and Pedro Mota Teixeira
Polytechnic Institute of Cávado and Ave, Portugal
Papers by Sungeun(Jemma) Kang

Until now, despite the recent interest in meditation around the world, there have not been many p... more Until now, despite the recent interest in meditation around the world, there have not been many picture books for children on meditation stories. Furthermore, although images of humans are often used to explain meditation, the figures are usually seated and have closed eyes. This kind of presentation is used even in children’s books. These representations do not reveal the wealth of the underlying meanings or the value of meditation and do not sufficiently convey the real and complete intellectual and emotional experience that meditation texts can offer. In particular they do not adequately cover ‘Timeless and Placeless meditation’, which can be done while engaged in any activity.
My research is focussed on designing a new and creative children’s picture book on meditation that will explain Timeless and Placeless Meditation in ways that are relevant to children. Drawing on my own knowledge of this form of meditation and my experience as an artist, together with exploratory creation of a number of stories, I am putting together a book that I hope will be a new paradigm for children’s picture books on meditation.
The images are intended to engage and inspire the audience to understand Timeless and Placeless Meditation in a way that reading lots of text may not. This is important because, as is generally understood, young children typically find it difficult to process large volumes of text and are often more easily engaged by exciting and humorous images.
My story explores the subject of Timeless and Placeless Meditation though the adventure “A Journey to Me”. I want my readers to feel able to do Timeless and Placeless Meditation themselves and so my picture book encourages the reader to identify with the girl in the story and practice Timeless and Placeless meditation in their own lives.
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Books by Sungeun(Jemma) Kang
“These three fields require a high degree of collaboration with
artists, producers, story editors, directors, programmers, and
any number of other people in both the executive and creative
ends of the business.This is most emphatically true for animation
and games. Depending on the project, you will receive
notes and feedback from any variety of people. In animation,
from story editor, producers, more producers, the producer’s
pet sitter, maybe a toy executive—whoever is allowed to have a
say. In comics, primarily the editor, but your artist must feel
that he or she is an integral part of a team, not a hired hand.
In games, you might get feedback from anyone on the design
team—publisher, producer, designers, programmers, animators,
and so on.”
Christy Marx, in the preface of her book Writing for Animation,
Comics and Games, pg. xix.
We open our book of proceedings with the words of Christy Marx,
mainly because CONFIA 2013 - International Conference on
Illustration and Animation aims to be synonymous with plurality,
multiplicity and interdisciplinarity. Our teamwork and above all
our passion are ever present in CONFIA’s areas of focus: illustration
and animation.
We started with the need to build critical mass around the subjects
we research and teach in our educational institution - graphic
design, illustration and animation in graduate and postgraduate
programs - and today, we are proud to present another edition of
CONFIA. It is very important that this opportunity serve as a moment
for reflection and questioning, as it is not possible to understand
illustration and animation in a contemporary world without
thinking of the strong growth experienced by both fields in recent
years. Their ability to adapt everyday to new visual languages,
mainly due to the constant pressure exerted by constant technological
developments, is also a key factor. Both illustration and
animation have been showing strong signs of being autonomous,
inside the broader areas of art and technology. We therefore believe that these two collaborative subjects have shown that
there is a wide space for discussion and a vast field for research
practice. Indeed, this international conference represents a meeting
point for researchers from around the world, with speakers
from all continents joining us this year. As we write these words,
we are already certain that the second edition of CONFIA will be
successful for two reasons: first, the high quality of the papers we
received, and second, the multiplicity of activities carried out by
the authors in the present edition.
The conference features a wide range of specialists, lecturers,
researchers and illustration and animation artists, who are often
active in both theory and practice, which makes the debate and
the quality of proposals richer. We go from theory to practice and
then return to theory. This translates into the 45 selected papers
in this publication, covering a variety of broad subjects such as
drawing/illustration, animation and art theory. The content discusses
specific areas of knowledge including traditional drawing,
contemporary drawing, graphic illustration, information graphics,
editorial illustration, illustration for children, character design,
comics & graphic novels, scientific Illustration, 2D and 3D animation,
animation for video games, character animation, animation
for virtual and augmented reality, animation in interactive media,
motion graphics, sound and animation, linear storytelling, creative
writing, visual culture, interactive storytelling, narrative and
non-narrative animation illustration and animation pedagogy and
authorship in animation and illustration.
In such a diverse context, we are pleased to have as guest
keynote speakers Professor Paul Wells of Loughborough University,
director of the Animation Academy, and Professor Martin
Salisbury of Anglia Ruskin University, with extensive research
experience in animation and illustration, respectively - which
strengthens the link between research and practice in the resulting
academic debate.
So with the mission of discussing these issues, challenges, opportunities
and trends related to everything from tradition to the
constant new developments and applications, the overall objectives
for the conference were achieved and now lie in the readers’
hands: to present new ideas, new technological developments that
fulfill the requirements of the market and practical,
state-of-the-art solutions; to provide guidance for further research
and development; and to strengthen the bridge between research
and practice.
Welcome to CONFIA 2013
Paula Tavares and Pedro Mota Teixeira
Polytechnic Institute of Cávado and Ave, Portugal
Papers by Sungeun(Jemma) Kang
My research is focussed on designing a new and creative children’s picture book on meditation that will explain Timeless and Placeless Meditation in ways that are relevant to children. Drawing on my own knowledge of this form of meditation and my experience as an artist, together with exploratory creation of a number of stories, I am putting together a book that I hope will be a new paradigm for children’s picture books on meditation.
The images are intended to engage and inspire the audience to understand Timeless and Placeless Meditation in a way that reading lots of text may not. This is important because, as is generally understood, young children typically find it difficult to process large volumes of text and are often more easily engaged by exciting and humorous images.
My story explores the subject of Timeless and Placeless Meditation though the adventure “A Journey to Me”. I want my readers to feel able to do Timeless and Placeless Meditation themselves and so my picture book encourages the reader to identify with the girl in the story and practice Timeless and Placeless meditation in their own lives.
“These three fields require a high degree of collaboration with
artists, producers, story editors, directors, programmers, and
any number of other people in both the executive and creative
ends of the business.This is most emphatically true for animation
and games. Depending on the project, you will receive
notes and feedback from any variety of people. In animation,
from story editor, producers, more producers, the producer’s
pet sitter, maybe a toy executive—whoever is allowed to have a
say. In comics, primarily the editor, but your artist must feel
that he or she is an integral part of a team, not a hired hand.
In games, you might get feedback from anyone on the design
team—publisher, producer, designers, programmers, animators,
and so on.”
Christy Marx, in the preface of her book Writing for Animation,
Comics and Games, pg. xix.
We open our book of proceedings with the words of Christy Marx,
mainly because CONFIA 2013 - International Conference on
Illustration and Animation aims to be synonymous with plurality,
multiplicity and interdisciplinarity. Our teamwork and above all
our passion are ever present in CONFIA’s areas of focus: illustration
and animation.
We started with the need to build critical mass around the subjects
we research and teach in our educational institution - graphic
design, illustration and animation in graduate and postgraduate
programs - and today, we are proud to present another edition of
CONFIA. It is very important that this opportunity serve as a moment
for reflection and questioning, as it is not possible to understand
illustration and animation in a contemporary world without
thinking of the strong growth experienced by both fields in recent
years. Their ability to adapt everyday to new visual languages,
mainly due to the constant pressure exerted by constant technological
developments, is also a key factor. Both illustration and
animation have been showing strong signs of being autonomous,
inside the broader areas of art and technology. We therefore believe that these two collaborative subjects have shown that
there is a wide space for discussion and a vast field for research
practice. Indeed, this international conference represents a meeting
point for researchers from around the world, with speakers
from all continents joining us this year. As we write these words,
we are already certain that the second edition of CONFIA will be
successful for two reasons: first, the high quality of the papers we
received, and second, the multiplicity of activities carried out by
the authors in the present edition.
The conference features a wide range of specialists, lecturers,
researchers and illustration and animation artists, who are often
active in both theory and practice, which makes the debate and
the quality of proposals richer. We go from theory to practice and
then return to theory. This translates into the 45 selected papers
in this publication, covering a variety of broad subjects such as
drawing/illustration, animation and art theory. The content discusses
specific areas of knowledge including traditional drawing,
contemporary drawing, graphic illustration, information graphics,
editorial illustration, illustration for children, character design,
comics & graphic novels, scientific Illustration, 2D and 3D animation,
animation for video games, character animation, animation
for virtual and augmented reality, animation in interactive media,
motion graphics, sound and animation, linear storytelling, creative
writing, visual culture, interactive storytelling, narrative and
non-narrative animation illustration and animation pedagogy and
authorship in animation and illustration.
In such a diverse context, we are pleased to have as guest
keynote speakers Professor Paul Wells of Loughborough University,
director of the Animation Academy, and Professor Martin
Salisbury of Anglia Ruskin University, with extensive research
experience in animation and illustration, respectively - which
strengthens the link between research and practice in the resulting
academic debate.
So with the mission of discussing these issues, challenges, opportunities
and trends related to everything from tradition to the
constant new developments and applications, the overall objectives
for the conference were achieved and now lie in the readers’
hands: to present new ideas, new technological developments that
fulfill the requirements of the market and practical,
state-of-the-art solutions; to provide guidance for further research
and development; and to strengthen the bridge between research
and practice.
Welcome to CONFIA 2013
Paula Tavares and Pedro Mota Teixeira
Polytechnic Institute of Cávado and Ave, Portugal
My research is focussed on designing a new and creative children’s picture book on meditation that will explain Timeless and Placeless Meditation in ways that are relevant to children. Drawing on my own knowledge of this form of meditation and my experience as an artist, together with exploratory creation of a number of stories, I am putting together a book that I hope will be a new paradigm for children’s picture books on meditation.
The images are intended to engage and inspire the audience to understand Timeless and Placeless Meditation in a way that reading lots of text may not. This is important because, as is generally understood, young children typically find it difficult to process large volumes of text and are often more easily engaged by exciting and humorous images.
My story explores the subject of Timeless and Placeless Meditation though the adventure “A Journey to Me”. I want my readers to feel able to do Timeless and Placeless Meditation themselves and so my picture book encourages the reader to identify with the girl in the story and practice Timeless and Placeless meditation in their own lives.