• Title/Summary/Keyword: 액션

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A Research on Dir. Kim, Muk's Film Works (액션 활극, 스릴러 풍의 영화감독 김묵 액션영화의 영화작가적 태도 논의)

  • Kim, Sunam
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.59-68
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    • 2014
  • Dir. Kim, Muk was known to the representative director of Korean action and thriller film from the last of 1950's to the first of 1970's. His first film is melodrama (1958). But he mainly makes action genre film after (1960). This reserch discussed on Kim, Muk's activity in Koream film world and introduceed his all films from the first of 1950's to of 1970's. In conclusionly I arranged his film style and KIm, Muk's film making metod of action film.

Function and Utility of Musical Action Songs - Focoused on the Musical (뮤지컬 '액션송' 기능과 효용성 연구 - 뮤지컬 <공포의 꽃가게>를 중심으로 -)

  • Shin, Dong-A;Kim, Hak-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.49-62
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    • 2020
  • Musicals are plays in which songs and dances are closely aligned with the plot development of the play, and songs and dances develop specific situations and a series of events. In particular, songs perform a fuction of causing the significant changes and emotional ventilation and amplification in the play by specifically capturing the goals and actions the characters are aiming for. This paper focuses on the song that takes on the function of the plot deployment, defines songs that embody actions and stories on stage' as 'action songs' and highlights their role and importance. Action Song is not a clearly defined or prescribed term in Musical. However, 'Action Song' is a song about how a character's desire or motivation for action, given as a 'character song' inserted at the beginning of an integrated musical play, provides a conflict that is a central event of action. In other words, 'action song' means a song that organically combines music and narrative by conveying the action on the stage as a song with lyrics. In addition, it is a song that moves the plot forward and contains a series of events or actions that are the material of the plot. This paper is intended to summarize the concept of'Action song which is not well known to us, and to lay the foundation of the stud, learned the concept, function and efficiency by the analyses of script and music of the musical . As a result, action songs accumulate and amplify tension caused by conflicts and induce the audience to immerse in their emotions. At the same time, the action song multiplies fun and interest of the play while the audience's expectation increased for the next scene after the action song and the progression of the play with single action makes the contents of the drama to be understood clearly.

A Case Study on the Process Reengineering by Action Learning Program: Focusing on a Training Program in Hyosung Corporation (액션러닝에 의한 업무프로세스 개선 사례연구: (주) 효성의 교육프로세스를 중심으로)

  • Kim, Jong-In;Lee, Kuk-Hie;Park, Yang-Kyu
    • Information Systems Review
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    • v.8 no.1
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    • pp.287-303
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    • 2006
  • Recently, Investment on HRM, particularly, on training and development, in companies has been increased. Therefore, HR managers pay attention to action learning that has the practical effect on performance. The purpose of this study is to introduce action learning as an efficient training method and simultaneously to raise operational issues from the case study. This study analyses a training and development program applying action learning for team manager candidates in corporate Hyosung from September, 2005 to January, 2006. The findings are as follows: First, inefficient processes are thrown out by the process reengineering applying action learning. Second, the training and development activity is maximized by the integrated use of internal and external facilitators. Third, the steady support of executives and the driving force of HRD managers are considered as main success factors.

Analysis of Directing Super Hero Action Thriller (슈퍼 히어로 액션 스릴러 <다크 나이트>의 연출 분석)

  • Lee, Jeong-Gook
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.140-154
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    • 2011
  • Through this thesis, I intended to analyze superhero action thriller through that achieved in art and box office after the film release. I would to access about it centering around directing viewpoint. of Christoper Nolan is evaluate as 'upgraded excellent action thriller'that have remarkable theme and excellent visual. Analysis of directing'll classify both contents and form. See about contents... theme of existential dilemma about the good and the evel, characters who is grew more powerful, and deeper than Batman series in old times. the fifth plot, especially dramatic plot by Joker's game, and various irony and motif. About form... efficient use of IMAX camera, prominence of action directing about car chase and fighting... better editing and music and art than former super hero series. The most important merit of is it's a philosophical theme. It is dipicted very seriously and successfully. First of all, the film has more advanced technique power and new directing style.

An effect of Blended Action Learning Program on the Self Directed Learning Skills (블렌디드 액션러닝프로그램이 대학생의 자기주도적 학습능력에 미치는 영향)

  • Kim, Yeon-Chul;Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.658-671
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    • 2015
  • The present study explores the effect of blended action learning program on the improvement of the self-directed learning skills of university students. For this, students in the college of education at D University located in the capital area were selected to form 30 students of the experimental group and 30 of the control group. The average age of the subjects is 22.3. They are students in the $2^{nd}$ to $4^{th}$ year of university and the demographic background is relatively homogeneous. The experiment was conducted in the Sociology of Education class (a teacher training course). The self-directed learning skills were pre-tested at the beginning of the term. After that, the experimental group had the class with blended action learning program, and the control group had the class with action learning program. The post-test was carried out at the end of the term. For data analysis, ANCOVA was carried out to compare the scores on post-test of the two groups in consideration of the scores on the pre-test. The results show that first, for the improvement of self-directed learning skills of university students, blended action learning program is more effective than action learning program. Second, in the class for learners with lower degree of cognition and experience, blended action learning program was more effective than action learning program. Third, in terms of management of learning resources and utilization of learning strategies, both action learning program and blended action learning program were not effective. In summary, for improvement of the self-directed learning skills of university students, action learning program, which is a learning method focused on learner's participation and practice, is more effective than the traditional collective lecture among diverse teaching methods. Yet in consideration of the elementary level of university students in terms of intelligence and experience, active use of blended action learning program is required.

A Study on Masochistic Aspects of Action Games -Focusing on 'Gilles Deleuze's 『Masochism』 Theory- (액션게임에서 나타난 매저키즘적 양상 연구 -질 들뢰즈의 『매저키즘』 이론 중심으로-)

  • Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.33
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    • pp.531-549
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    • 2013
  • Action games exhibit all the specific constellation of masochism, such as disavowal, suspense, waiting, fetishism, and fantasy. These characteristics of action games can be analyzed with respect to masochism. This study conducted an analysis excluding sadism as much as possible, as sadism is a result of etiological misconception as opposed to masochism. However, comparative analysis is included in the study so that action games are not seen as demonstrating sadism. Games create a space for virtual interaction for main agents by connecting gamer-existence and game-character in the framework of a contract. The interaction of visual tactility within this space creates a system of difference in pleasure. Masochism enables one to attain pleasure in a world created himself or herself using fetishism in contractual relationships such as the ones exhibited in games. This shows that action games and masochism are mutually related. This paper analyzed the ontology of action games using actual examples of action games. The paper concluded that action games lead to the fulfillment of masochistic pleasure.

Fuzzy Based Selection Technique for Character Action in Came Balancing (Game Balancing에서 Fuzzy를 이용한 캐릭터 액션 선택)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.81-88
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    • 2008
  • In the game balancing. it is so difficult to choose suitable arms among various actions, or arms and to accurately calculate to which level we adjust the balance. The fuzzy method can be properly used in a particular environment which cannot be correctly processed in mathematics or in lessening the time-consuming problems during the accurate number crunching. Because a variety of actions, relations with opponents. previous battle experiences etc. are not easy to be reflected in every occasion, the fuzzy method could be useful in these cases. When the balancing is needed. the data which have been played to that Point are processed by the fuzzy function and calculated to adapt intensity to each action. The ability of characters is regulated in this process. To demonstrate the efficiency of this method. I would like to make clear the excellence of fuzzy method through the following five experiments; a case with invariable ability adjustment, a case adjusted by a randomly chosen action, a case with the strongest weapon selection. a case with the weakest weapon selection and a case with the fuzzy method application.

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Design and Implementation of a Stealth Game featuring Avoidance (회피를 이용한 잠입 액션 게임의 기획 및 구현)

  • Choi, Yoonji;Han, Sang-Goo;Moon, Gyu-Song;Paik, Doowon;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.25-34
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    • 2016
  • Recent stealth games are mainly action games with frontal confrontation or combat features. In this paper, we designed and implemented an stealth game, where characters are weak person and play is conducted by avoiding the situation, not by frontal confrontation. We chose the light as the key factor for the avoidance. The players can survive and fulfill the missions by blocking the enemy's vision. After implementing the first version, we found that the game using only the avoidance is not as fun as expected. To make the game more interesting, we added limited attack function, provided mini map for better user interface, and this paper describes the options we had and experiences of the decision making process to make the better game.

An Analysis of Action Learning Process in Education Programs for Senior Officials, Engineers, Chief Executive Officers (고위공직 후보자-엔지니어-최고경영자 교육 프로그램의 액션러닝 프로세스 분석)

  • Jung, Hyun-Kon;Moon, Sung-Han
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.87-104
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    • 2012
  • The purpose of this study was to analyze and present of action learning process in education programs for senior officials, engineers, chief executive officers. The main contents of this study is focused on analysis of orientation activities for each step of action learning process, project selection, analysis of problem clarification, review of data research and analysis, analysis of process for seeking of alternative and selecting execution item, comparison and analysis for the results of execution.

A Case Study on Action Learning for the College Course 'Media Education for Children' (대학에서의 '아동미디어교육' 수업을 위한 액션러닝 사례 연구)

  • Hyun, Eunja;Kook, Kyeong-a;Kim, Bo-Gyu;Kim, Min-Jung;Kim, Hye-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.525-538
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    • 2018
  • Action learning is a teaching method that is taught through the process of finding real problems and finding solutions. The purpose of this study was to examine the effectiveness of action learning for the college course 'media education for children' which was offered by the Department of Child Psychology and Education at S university in Seoul. According to the process of action learning suggested by Marquardt(2000), college students developed the problem of children's news literacy education and set the purpose, goal and contents of news literacy and developed teaching and learning method for the 6th grade elementary students and applied it to the education field. The college students' evaluation about the action learning lesson were collected by questionnaire and verbal. They found that active and voluntary problem-solving and field application through action learning helped to achieve the goals of the children's media education class. Finally, the importance of close cooperation with the educational field and of appropriate feedback were discussed as a necessary condition of action learning teaching method.