• Title/Summary/Keyword: 관객성

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The Political Fandom of Korean and the Acceptance of the Film : ,(2013) vs.,(2014) (한국인의 정치적 팬덤 정서와 영화의 수용 : <변호인>,(2013)과 <국제시장>,(2014)을 중심으로)

  • Choi, Bae Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.289-304
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    • 2018
  • The fandom phenomenon of political emotion originated from ideological conflicts between the conservative and the progressive amplifies social conflicts in South Korea in interpreting and accepting films as culture media. The purpose of this paper is to examine why the structure of political consciousness in South Korea is fandomized, what is the acceptance of cinema at the center of the controversy of political ideology, and what is the desirable attitude of film reception. I conducted a discourse analysis that closely examined the debates and articles on the internet regarding ,(2013) and ,(2014) which were controversial in terms of conservatism and progressivism. As a result, First, while Korean society has not constituted a consensus on modern and contemporary history, it has easily led the acceptance of cinema to the controversy surrounding the political ideology. Second, the failure of constructing consensual memories of modern and contemporary history has made the conservative and the progressive not acknowledge the other's achievements. Third, film interpretation and meaning production are ultimately the roles of the audience, and on interpretation, diversity should be respected but conformity would be rejected. Film acceptance and interpretation should focus on rational awareness of social reality and would reflect on the social ideal objectively.

Research on Attribute of Postdramatic Theatre from (2019) by Theater Group "Mul-Kyul" (극단 '물결'의 <밑바닥에서>(2019)에 나타난 포스트드라마 연극 특성 연구)

  • Ra, Kyung-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.295-306
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    • 2020
  • In 21st century, theater evolves into a complex aspects. Advanced visual media, such as photography and movies has brought crisis to theater's position, and that crisis led contemporary theater seek for distinctive strategy by repeatedly pondering over the format in which it can be more competitive than other arts. And postdramatic theatre is one of distinctive characteristics of this trend in contemporary theater. Among these flows, The aim of thesis is to study the phenomenon of postdramatic theatre and its practical application in the recently performed (2019) by Theater Group "Mul-Kyul". (2019) puts the body at the front, one of the features of the postdramatic theatre. When creating stage, or developing narratives, the process of characterization, or even highlighting dramatic themes, non-verbal focused theatrical expressions hold a dominant position over verbal expressions. Also, by combining various non-verbal elements like object, with body language, it builds a complex Scenography and creates a metaphorical expression. In this regards, I would like to classify the postdramatic theatre phenomenon shown in the (2019) into 'Disorganization of text through Scenography' and 'Collage of Body Language and Object' and consider its characteristics and meanings.

Factors Affecting the Viewing Intention for Untact Performance Using Value-Based Acceptance Model (가치기반수용모델을 활용한 언택트 공연 관람의도 영향요인 연구 : COVID-19 팬데믹 시기 온라인 스트리밍 공연을 중심으로)

  • Kwon, Sunjung;Son, Jaeyoung
    • 지역과문화
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    • v.8 no.2
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    • pp.49-68
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    • 2021
  • The pandemic of COVID-19 also affected performing arts business and stimulated 'Untact' performances, which means online streaming of the shows including real-time streaming. This study sought to examine factors to the consumers' acceptance. The research framework was based on the VAM, a revised model of TAM for the ICT products and services. For the research, consumer survey was conducted, where ndependent variables are perceived usefulness, pleasure, technicalty and innovation resistance, and dependent variables are percieved value and acceptance. Smart PLS was used to test the hypothesis. The result shows that the significant factors were percieved usefulness(+), pleasure(+) and innovation resistance(-). The percieved technicalty was not significant, the major reason would be that the digital devices and the internet technology are percieved a commodity these days in Korea. Percieved value was significant factor to acceptance. This study is meaningful because it is about the new phenomenon of 'untact' performance through the VAM methodology and it examined the significant factors to the attitude from the perspective of benefits and costs. There is limit that this study didn't consider old peoples' attitude. It is the reason that the continuous researches are necessary.

An Efficiency Analysis for the Korean Multiplexes by the DEA (Data Envelopment Analysis) Approach (DEA에 의한 우리나라 멀티플렉스 산업의 효율성 분석)

  • Kim Sung-Kuk;Moon Seung-Mo;Weon Young-Su
    • The Journal of the Korea Contents Association
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    • v.6 no.7
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    • pp.111-118
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    • 2006
  • This paper aims at exploring the efficiencies of Big 3 Multiplexes(CGV, Lotte Cinema, and Megabox) in Korea over the 3 years between 2002 and 2004. For the Korean Film industry, the years 1998 over were a period of challenge and extreme transaction due to building of multiplex that began in 1998. This paper begins with the present state of film market and multiplexes in Korea and provides an overview of the reasons why Korea film industry have been sharply increased in customer growth. The purpose of this paper is to investigate the film industry competition power for multiplex according to the technical and scale efficiency scores of DEA(Data Envelopment Analysis) method.

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A Study on the Masculinity of Male Characters Represented in the Disney Feature Animation Frozen (디즈니 장편 애니메이션 <겨울왕국>에 나타나는 남성 캐릭터의 남성성 연구)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1217-1226
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    • 2017
  • The Disney Studios have been aiming at the animation storytelling of the signification system that the contemporary audience can universally accept. And it can be said that such storytelling is aesthetic expression based on the contemporary mainstream dominant mythology. Seen from this perspective, the changes of the masculinity of male characters that are represented in the Disney feature animation Frozen are not just a simple aesthetic phenomenon but a strategy of animation storytelling that reflects the contemporary cultural and social trend. The gender identity of the male characters of Frozen is completely freed from the existing stereotypes about Disney feature animations, and it positively presents the changes of the gender roles that reflect the changes in social value and the needs of the times.

Do High Ratings Signal a Good Movie? An Empirical Investigation of Signaling Effectiveness (좋은 평점이 항상 영화의 성공을 가져오는 것일까? 잠재 성장 모형을 응용한 Signaling 효과성에 관한 연구)

  • Kim, Juhee;Nam, Dae-il
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.3
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    • pp.113-124
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    • 2018
  • The objective of this study is to examine the effectiveness of signals and advancing our understanding of the relationship between ratings and audience decisions based on the signaling theory. Though many studies argue that information asymmetry affects decision making, few studies have examined two key signaling factors: its potential to have multiple sources and the effect of time on its effectiveness. This study examined how experts' and the general audience's ratings affect decision making. We also considered change patterns in ratings to explore how time effect on ratings affect selection behavior. We tested our hypotheses using the latent growth model based on signaling theory and behavior approaches. The results show that a general audience's ratings is perceived as more credible than are those of experts and that audience members are significantly affected by upward patterns in ratings. The findings suggest that general audiences play a critical role as signal providers. Thus, market participants such as producers should pay more attention to the general audience's ratings in order to increase revenues. They should also consider the time effect of signaling, such as upward trends in ratings.

Factorial analysis on commercial success of the American theatrical CG animation movies : Focused on characters, situations, and images (미국 극장용 CG애니메이션의 흥행 요인 분석: 인물, 상황, 이미지를 중심으로)

  • Chang, Wook-Sang;Han, Boo-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.59-86
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    • 2013
  • 'Spectacles' and 'factuality' provided by computer technology are strengths of CG animation to still lure the audience and after commercial success of a number of theatrical CG animations whose typical producing companies are PIXAR and DreamWorks, were produced to be commercially successful and they win massive popularity even now. In Korea as well, several works tried to achieve a box office success including , , etc. but the result was truly miserable. In the past, this failure was often attributed to a lack of 'technical expertise', but it became clear that in the process of continuous trial and error, 'narrative' and 'images of imagination' which are bases and characteristics of animation are key elements of commercial success. Actually, statistics indicate that narrative is what is considered to be the most important by the audience when they select animation and its importance is so absolute that they say the most significant thing in animation is 'story.' In particular, it can be said that 'characters', 'situations', and 'ideas' play a key role in them which become elements of the story. This paper studied with what characteristics each animation aroused pleasure and fun focused on characters, situations and images in relation to , , and which are American theatrical CG animation films which succeeded in gaining popularity home and abroad. We hope that analysis in this paper will be helpful even just a little bit as a reference material, which allows domestic writers and producers to develop familiar and characteristic works based on imagination and creativity expressing each work's unique personality and characteristics.

Analysis Study on Successful Hit Elements of Faction Film < Gwang-hae: The Man Who Became King > (팩션영화 <광해, 왕이 된 남자>의 흥행 요소 분석 연구)

  • Kim, kyung-Sik;Jung, Ji-Hoon
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.179-190
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    • 2015
  • The current movie world is called the era of faction hot-wind by the continuous hits of faction films. The interpretation of the missing 15 days in the Annals of the Joseon Dynasty during Gwang-hae's reign based on one sentence in the record makes 'faction' that there was another king, drives audiences to absorption and imagination in the faction film < Gwang-hae: The Man Who Became King >. Furthermore, this film redefined historical king Gwang-hae as an ambivalent image through Gwang-hae and Ha-sun who filled the role as the king in it. Also, this film was appraised by reviews of reinterpretation of the image of leader who people want and hit success when the film released before the season of the presidential election. This thesis considers 'Faction' which is marked as a new image content and analyzes the film < Gwang-hae: The Man Who Became King > which is listed as Korea's all-time sixth highest grossing film with 12,323,555 tickets sold nationwide by three sections; < Gwang-hae: The Man Who Became King > as faction film, two images of Gwang-hae, and the appropriateness of film release time. In conclusion, the film < Gwang-hae: The Man Who Became King >. succeeded since it communicated with people to satisfy their wishes and taste. It would be necessary to study and analyze the basic connection between the trend of movies and Strategic elements of the box-office results, and a significant stride for progression of the movies.

The space implementation of movie With gods and the meaning (영화 ≪신과 함께-죄와 벌≫속 공간의 구현양상과 그 의미)

  • Yi, Hyang-ae;Kim, Sinjeong
    • 기호학연구
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    • no.54
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    • pp.177-203
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    • 2018
  • On this study, we analyzed the movie With gods's narrative structure. This movie makes most people who has seen it feel deeply moved. We think that people can get deep feeling from a film at last after people who has seen the movie accept a context, story, and a message of the movie gladly. We focused on a special system in this movie With gods that can make give an ordinary message and big touch to people. Also we focused on every episodes of every space in a movie, and someone who moved freely between the spaces. A repetitive form and repetitive contents in a narrative become a special code itself -repetitiveness- for people and make them do auto-communication. Specifically, an information, the movie's repetitiveness, out of people become a special code for them, and then that make people bring memory and new information by themselves. Watching movie, people can look back up on life with every trial in the movie. In short, a repetitiveness and an auto-communication are a special system in the movie, that can make deeply touched.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.