• Title/Summary/Keyword: 관객성

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Artificial intelligence Artworks and Media Perception (인공지능 미술작품과 매체 지각)

  • Huh, Yoon Jung
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.741-749
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    • 2022
  • The purpose of this study is to find out what kind of media perception can be experienced by the audience when artificial intelligence technology meets art, where new technologies are invented one after another. Among the artificial intelligence works, I selected works that stand out in relation to perception and investigated what kind of media perception the audience experiences when artificial intelligence technology meets art. By examining the characteristics of machine hallucinations, uncanny, and artificial empathy with the media perception of artificial intelligence art, these perceptions were ultimately identified as aura perception within family resemblance. In the future, artificial intelligence technology will develop further and artists will not stop experimenting with them. It is expected that the works created by artists will expand the audience's perceptual experience while providing new experiences to the audience.

Impact of the Fit of Immersive Technology and Media Art Type on User Commitment and Revisit Intention (몰입형 기술 특성과 미디어아트 관람 특성과의 적합성이 관객의 몰입감과 재방문의도에 미치는 영향)

  • Choi, Ji-Ae;Yoo, Kun-Woo;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.654-667
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    • 2021
  • This study examined the perceived fit between the characteristics of immersive technology and the type of media art affects commitment, satisfaction, and revisit intention. The results showed that the quality of projection mapping and the reputation of original art had a positive effect on the perceived fit whereas the accessibility of original art had a negative effect on the perceived fit. In addition, the reputation of original art and the perception of fit increased the commitment of the media art exhibition, which positively affected the satisfaction and revisit intention. This study provides theoretical and practical implications regarding the effect of immersive technology and media art type of digital media art.

A Study on LED Light Art Reacts to Sound (Sound 에 반응하는 LED 라이트아트에 관한 연구)

  • Han, Jung-Hwa;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1145-1149
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    • 2009
  • In the 1960s, light art using neon or fluorescent lamp, etc and 'light and space art' appeared with kinetic art. Light art that is an extension of kinetic art tends to be digitalized art and focus on movement, while light and space art emphasizes psychological side and focuses more on phenomenal experience than movement itself. Light art generally tends to offer visual play, but light and space art offers not only visual play but also deep impression on audience's mind. In this paper, LED control method using sound and how color change influences people's mind are studied based on my works try to supplement shortcoming of light art. The main goal of my work is to make more effective and empathic interaction between audience and light in order to avoid cold and mechanical impressions that light art has. Based on its contents, this study seeks method to stimulate people's emotion, and suggests applying mentality on the color and sound interaction together to media art. In conclusion, it is believed that new model of media art is suggested through this study.

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Social Reflection of Director Choi Donghoon -based on the Theory of Carnival of Mikhail M. Bakhtin (최동훈 영화의 사회반영성 -바흐친의 카니발 이론을 중심으로-)

  • Lee, Minho;Yi, Hyoin
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.125-136
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    • 2013
  • Director Choi Donghoon is the most famous director in Korea as a box office successor, especially (2102) has gained No. 1 box office attraction in Korean film history. However some critics have criticised the works of Dr. Choi because of their plebeianness. This paper focused on the reason of interaction with audiences through the theory of carnival of Mikhail M. Bakhtin. Because the theory of carnival is not only the adapted method to account for the power of popular culture to M. Baktin but also the useful method to understand the keys of interaction of Dr. Choi's films. It's not difficult to find the esthetic elements of carnival theory example for 'dethronement & coronation', 'overturn & ridicule', 'image of feast', 'language of square' in the films of Choi which are The Big Swindle(2004), Tazza: The High Rollers(2006), Woochi(2009), The Thieves(2012). Therefore this paper has endeavored that the box office attraction and success of communication with audiences is due to the realistic attitude and social reflection of Choi's films.

Digital Media Convergence and Interactivity in Film Narrative (디지털 미디어 융합과 영화 내러티브의 인터랙티비티)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.114-122
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    • 2015
  • This study has a main purpose on discussing the issue how the construction of film narrative will be changed by audience's desire to intervene into film narrative through the active participation, out of watching a film passively in movie theater. Compared with the collective theatergoing experience in big screen was defined as the past cinematic identity, the absolute value of movie theater fragmented increasingly in the era of media diversification facing with digital media convergence. As this situation can be compared with "the author's death" Roland Barthes predicted on the mono-media of the book, thus, we are to take the time to discuss the new emerging 'movies'. The most important thing in this discussion is the aspect of the transformation of narrative in the future screening. Especially, while 3 act structure and configuration evoking a catharsis in film narrative are elements defining aspect of the past narrative, then, the future narrative in film will change to the structure interacting with audience actively. This paper had a discussion how could be possible the aucience interaction in only movie valuing the passive experientiality uniquely in screening over the other media through investigating the attempts of interactive cinema so far and the possibility of future.

Movie Box-office Analysis using Social Big Data (소셜 빅데이터를 이용한 영화 흥행 요인 분석)

  • Lee, O-Joun;Park, Seung-Bo;Chung, Daul;You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.527-538
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    • 2014
  • The demand prediction is a critical issue for the film industry. As the social media, such as Twitter and Facebook, gains momentum of late, considerable efforts are being dedicated to prediction and analysis of hit movies based on unstructured text data. For prediction of trends found in commercially successful films, the correlations between the amount of data and hit movies may be analyzed by estimating the data variation by period while opinion mining that assigns sentiment polarity score to data may be employed. However, it is not possible to understand why the audience chooses a certain movie or which attribute of a movie is preferred by using such a quantitative approach. This has limited the efforts to identify factors driving a movie's commercial success. In this regard, this study aims to investigate a movie's attributes that reflect the interests of the audience. This would be done by extracting topic keywords that represent the contents of Twits through frequency measurement based on the collected Twitter data while analyzing responses displayed by the audience. The objective is to propose factors driving a movie's commercial success.

Research of Space Augmented Reality based Convergence Performance - Focused on Images used for Performing Arts - (공간 증강현실 기반의 융합형 퍼포먼스에 관한 연구 - 공연예술에 사용된 이미지 영상을 중심으로 -)

  • Lee, Gyu-Jeong
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.672-688
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    • 2016
  • This paper confirmed the roles of images of performance arts, through an analysis of the performance arts realizing media augmented reality, and proceeded audience studies through t-test for verifying the results. As a result, the images used for the performance arts interacted with the audiences through mixing of media, and led to satisfaction for the performance through strong flow and understanding. For some parts, however, an indiscreet use of images caused audiences, who are still familiar with traditional performance arts, to react exclusively toward the media. Eventually, at this time trying new change, convergence media performance arts with images need to orchestrate performance arts and media, so that multiple audiences can easily understand and enjoy, and make an effort to let the audiences get satisfaction based on various experiences. For this, a producer should dedicate to create strategic performance arts contents that can provide professional new knowledge and information, considering even audiences' recognition, as well as their perceptional and psychological characteristics.

Film Storytelling through Family Films of Korea and America (가족 영화로 본 한국과 미국의 영화 스토리텔링)

  • Yook, Sang-Hyo
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.151-159
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    • 2013
  • Formalism narrative theory adopts the dualism of Fabula, story material and Sujet, story substance. The recent theories of storytelling convert the dualism into story and storytelling. This essay delves into the mechanism of contemporary storytelling by comparatively analyzing the storytelling of two films, A Korean film, Family Ties and A Hollywood film, Little Miss Sunshine, which are considered to represent contemporary storytelling. While the latter builds its structure through desire usually shown in the classical Hollywood films, the former has the structure which has nothing to do with causality by displaying fragmented stories. And the latter has typical characters, while the former shows totally different reality, using the obscure characters. In conclusion, Little Miss Sunshine has a storytelling which puts audience feeling in tune by controlling it, and Family Ties has one which delivers director's intention.

A Study of Trend of Pop Culture in Digital Age (Focusing on the film "The Wailing"(2016)) (디지털 시대의 대중문화 현상과 트랜드 분석연구 (영화 "곡성(2016)"을 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.301-307
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    • 2017
  • Once, the faster the digital technology developed, the more provocative obscure commercial film has spread like a trend. Researching the aspect of the successful films, about 10 million audience in 2016, we can find the similarities that only social phenomenon, stands itself without real-existence, which makes public sentiment. I will list up all the problems that I mention above with audience's review and analyze the famous film "the wailing" with big social attention, having 6.8 million audience. I will seek the better way to developthis movie, in terms of artistic dignity and depth as an public-art. With great depth, the realistic application of cultural inheritance, holding mankind common, such as culture, philosophy, religion, history, would be an essential proposition for obtaining cultural emotional empathy from the people in the society. Based on this, the theme and massage from a director, should be expressed in order to be a master piece work beyond time and space in the film history.

Lie Puzzle Dressed up as the Real---Analysis of Reversal Narrative in Hong Kong Film "Project Gutenberg" (거짓으로 진실을 은폐한 거짓 미스터리 - 홍콩영화<무쌍>의 반전서사 분석)

  • Liu, Ruobing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.107-116
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    • 2020
  • The Hong Kong film "Project Gutenberg" has obtained the great achievements at the box office and public reputation due to such multiple factors as realistic counterfeit banknote production process, breathtaking gunfight scenes, brain-burning plot, unexpected reversal ending, personal charm of Chow Yun-Fat and so on. In terms of film narrative, the director utilized the narrator, Li Wen, to guide the police and audience in the limited angle of perspective into the scheme, and make the symbolic meaning image of the actor Chow Yun-Fat stengthen the audience's confirmation for the imagination of "painter", with the introduction of multiple narratives and flashback of different characters and scenes, and then finally, used the narrative structure with multiple lines and layers to uncover the truth. There are three great reversals in the film, each of which is overthrow for the film plot, and every overthrow is a disavowal of the audience's cognition for the previous story; therefore it brings the greatly emotional tension, making the audience get complete release and relief in the process of the psychological game of cognition, identification and decision-making at the end.