• Title/Summary/Keyword: 영상문화

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호상문화의 정신적 배경과 호남영상유행현상 소고

  • Lee, Jeong-Sik
    • 중국학논총
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    • no.71
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    • pp.217-236
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    • 2021
  • 数十年前, 作为中国电影电视娱乐节目的标杆, 并在业界脍炙人口的'湖南影视现象'的本质, 与长久以来影响他们思想的"湖湘文化"的气质息息相关。最终成功塑造湖南卫视集团的影视媒体从业人员, 融合湖南文化中儒家思想的核心内容, 塑造了"湖南文化传统"的新的表现形式以及影视娱乐业新的里程碑。现在中国境内诸多学者也在深入研究这一特殊的文化现象, 并且文化产业是影像及图书报纸出版业的支柱, 同时也是当代中国及世界经济发展的主旋律。因此区域文化可以说是让湖南影视现象之所以称为一种现象的根源之一, 同时近代湖湘文化也是中国近代文化的重要组成部分, 并且在中外古典文化冲突碰撞,交流融合的过程中, 承接南北,融合东西, 占据了重要的一席之地。并且在针对培育了湖南影像文化兴起的营养成分及根基的地域文化的叙述过程中, 缩小它的范围和区域, 把与湖南文化的发源地长沙有关的影视产业资料及文化背景作为研究对象, 加以分析解读。

The Cultural Meanings of the first optical insturment, Camera obscura, in the pre-modern Age (최초의 영상기구, 카메라 옵스쿠라의 문화사적 의미)

  • LEE, Sang-Myon
    • Korean Association for Visual Culture
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    • v.16
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    • pp.131-161
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    • 2010
  • This thesis investigates the cultural meanings of the first optical instrument, Camera obscura, in the pre-modern age, while it explains the development as well as the use of the Camera obscura in Europe and Korea. For this purpose the thesis traces the significant phases of the historical developments of the Camera obscura from L. da Vinci, G. B. della Porta, D. Barbaro, A. Kircher to J. Zahn etc. The Camera obscura was not only the symbolic instrument of the modernism in the sense that human being wanted to observe the outer world by himself and to be freed from the viewpoint of the christianity, but also was the forerunner of the modern visual culture, because it first time reproduced the artificial image of the natural world. Since the second half of the 17th century the box-type reflex Camera obscura had been produced, it began to be used as aid to drawing for painters like J. Vermeer, A. Canaletto and J. Reynolds etc. throughout Europe. It tells the evidence of the close relation between art and technology in the pre-modern age. Around the end of the 18th century the Camera obscura was brought to Korea, the closed country of the Fareast, by the scholars of the so-called 'Realist school' (Silhak-pa) who went to Beijing to acquire knowledges on the Western science from the European priests. In 1780s Yak-yong JUNG, one of the representative scholars of the Realist school, experimented the Camera obscura, and then, it was used for sketches of higher aristocrats' portraits by the supreme portrait painter of that time, Myoung-ki LEE. Those were possible only under the reign of the culturally liberal and reformative King, Jung-jo (ruled 1776-1800), and after his retreatment the inquiry of the Camera obscura had been dimished. It is not a historical coincidence that the Camera obscura could be examined and used in the period of the Enlightment both in Europe and Korea.

Research of User's Respondence for Application in Image Achieve of Intangible Cultural Heritage (무형문화유산 영상아카이브 활용을 위한 수용자 반응 연구)

  • Kim, Mee-Shuk;Chung, Sung-Whan
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.114-122
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    • 2012
  • The world focus on enhancing national prestige based on the value of traditional culture and history to preserve cultural heritage that make an effort to popularize in public. Hence, the true issue of paradigm for traditional culture are given at recreation for the value of cultural heritage. To study level of awareness of the importance in cultural heritage, proceed on experimental research for two groups that each group as for professionals and laymen. There are five experiment with two groups that of level of immersion, educational effect, interest, intelligibility score in the documentary in achieve which are recorded image and recorded film. The result of experiments, it showed difference between professionals and laymen, high scored of immersion and intelligibility score in professionals group of recorded image, other highly scored of immersion and educational effect in laymen of recorded film. Consequently, it will need historical recording documents to supply divisively with as considering levels and cognitive situation for professionals and laymen to satisfy their intention. And also, the needs for public to develop various source and contents of heritage to have people's interests. For the expert, it demand on educational projects and contents to be initiated in skills and arts.

A Study on the Korea Image Advertisement - Focused on the years after 1990's Postmodern Style - (한국 영상광고에 관한 연구 - 1990년 이후 포스트모던 스타일을 중심으로 -)

  • Kim, Seog-Jun
    • Cartoon and Animation Studies
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    • s.11
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    • pp.179-193
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    • 2007
  • The present age, a new culture phenomenon appears which is difficult to understand and explain modern image with modernism. And it often happens without any doubt in some aspects. This phenomenon appears not only culture and art but also all the area. Therefore, it even raises an issue of a period genius. From this dissertation proper hour use Post-modern Image Advertisement as expected with modernism Image Advertisement after the what kind of relationship tries to observe the feature and a useful characteristic and Post-modern Image advertisement, further is a possibility of trying to foresee the Image advertisement of future from the contemporary history sliced raw fish.

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The Method of Orthoimage Generation for the Application of Single Photo (단사진 활용성 제고를 위한 정사영상 생성 기법)

  • 강준묵;배상호;주영은
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.20 no.1
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    • pp.13-19
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    • 2002
  • In a different way of satellite image or aerial photo, the image acquired by terrestrial photogrammetry has to go through complicated management according to the desired precision and analysis range. In this study, digital surface model and ortho image for cultural asset, terrestrial structures, were made by reflectorless total station in order to increase the application of single photo, and that was analyzed and compared with the method using stereo image. Single photo is expected to be utilized as the measuring method for drawing cultural assets or examining the stability of slope in which high precision doesn't need by performing the various geometric and visual analysis using ortho image made by excluding the difficulties of acquisition and plotting of stereo image.

Development of Reality Image Content Reflecting the Characteristics of Older Adults: Focused on the Implementation of Multi-Display Images (고령층 특성을 반영한 실감 영상 콘텐츠 개발: 멀티 디스플레이 영상 구현을 중심으로)

  • Dae-Hyuk Moon
    • Journal of Industrial Convergence
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    • v.21 no.7
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    • pp.1-8
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    • 2023
  • There have been more demands for the culture and leisure activity services in the industry friendly to older adults. Of these culture and leisure activities, the activity of their watching TV programs and online media content has been on the increase. High-resolution display devices have become popular and are cheaper than before, and hardware for realizing multi-dimensional images can be easily configured. However, it is not easy to view high-resolution multi-dimensional images that reflect the physical and mental characteristics of the elderly. It is expected that the results of this study contributes to developing a variety of content for older adults' culture and leisure activities with the use of reality image technology and promoting the industry friendly to older adults by developing.

A Study on the Effect of Global OTT-based Korean Video Content Experience on Korean Cultural Intimacy of US Audiences (글로벌 OTT 기반 한국 영상콘텐츠 이용 경험이 미국 수용자의 한국 문화친밀도에 미치는 영향 연구)

  • Jaeho Choi;Heeyoung Cho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.4
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    • pp.35-42
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    • 2024
  • This study intends to analyze the effect of global OTT-based viewing experience of Korean video content on cultural intimacy of U.S. audiences in Korean culture. To this end, for 239 U.S. audiences aged 20 and over, this study analyzed the average differences in cultural intimacy of demographic variables before and after the use of global OTT-based Korean content using t-tests and examined the relationship between OTT viewing frequency and cultural intimacy through regression analyses. The results showed that gender and education level were not statistically significant, whereas statistically significant differences were observed among age groups, which remained statistically significant in the hierarchical regression that treated gender, education, and age variables as exogenous with viewing frequency as the independent variable. It is hoped that this study will will be helpful for research to expand the K-content market as the basic data of research on U.S. content viewers, which has been insufficient until now.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

Study on the Production Process of Performance Arts Visualization Projects: Focused on a Case Analysis of NT Live Cinema Broadcasts (공연예술 영상화 제작과정 연구:NT Live 시네마 브로드캐스트 사례분석을 중심으로)

  • Park, Jin-Won;Kim, Ga-eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.45-58
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    • 2021
  • This study aims to select representative performance art visualization projects that react to changes in the culture enjoyment methods and needs of contemporary performance art consumers for performance art culture value creation and vitalization that suit the Fourth Industry and a global age, verify new cultural value creation possibilities of performance projects, and look into important matters and keynotes of production processes. Focusing on the report 'NT Live-Digital broadcast of theatre Learning from the pilot season'(2011), a thorough analysis was conducted on the Royal National Theatre of England, a leading model of cinema broadcast performance visualization projects, including the purpose, production processes (copyright agreements, personnel compositions, filming and broadcasting), marketing methods, and audiences of its "NT Live" project and observations were made of production processes and cultural and artistic values that differ from existing performance art to examine administrative and financial keynotes for the sustainability of performance visualization projects. Through this, possibilities of source creations with artistic, cultural, and economic values that cinema broadcast (live performance broadcast) performance viewing methods have as a new form of performance art products can be verified. In addition, the development of various performance approaches that respond to the culture enjoyment methods and consumption patterns of audiences will result in the vitalization of performing arts visualization projects through the enhancement of popular appeal and the expansion of audience types of the performing arts field.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.