• Title/Summary/Keyword: 영화교육

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Recognition of General arts classes based on movie - Focused on the movie "Untouchables: 1% friendship" (영화 기반 교양교과 수업 활동 탐색 - 영화 「언터처블: 1%의 우정」 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.63-72
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    • 2017
  • This study made of centrally actual application in general arts classes based on movie in university. Especially, I analyzed the activities of the class with 'Untouchable: 1% friendship' among 6 films. The objects of this study are 44 students of D university in Busan Metropolitan City who take 'creative fusion from movie' general arts class which opened first semester in 2016. In this study, students were able to watch movies through the creative class, which was out of the traditional classroom method, and after 15 hours of learning the quiz online, they conducted 15 weeks as a teaching method to perform tasks, presentations, experiments, and experiences in regular class time. The results of this study are as follows. 'It is a general arts class that makes movements live,' 'It is a general arts class that shows movies from various perspectives,' and 'It is a general arts class that makes me know.' This suggests that the educational medium, which is easily accessible in everyday life, and the general arts class, which is active in the space outside the framework, are perceived as stimulating curiosity and adding fun to college students.

A Study on the Children's Perspective in Iranian Films - Focus on the films by Director Majid Majidi (이란 영화 속에 나타난 어린이 시각에 관한 연구 - 마지드 마지디 감독 작품을 중심으로)

  • JIAYI WAN;Daniel H. Byun
    • Trans-
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    • v.14
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    • pp.93-122
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    • 2023
  • Children's films can be found by country and region within the scope of world films, but children's films have different definitions depending on the country and region. For example, American children's films represented by Disney are mainly aimed at satisfying the joys of children and families.Chinese children's films place more importance on the educational role of children. Although the purpose is different, children's films in the general sense are films that main audiences are children and are created for children. Children's films in Iran differ greatly from ordinary children's films. It indirectly expresses the creator's intention by reflecting reality while looking at the adult world through the eyes of children. This special function is a children's visual language that indirectly conveys the creator's thoughts. The use of children's perspective is a kind of special strategy, paving the way for Iranian films to survive in a special creative environment, and creating unique characteristics of Iranian films. Among the numerous Iranian directors who make children's films, Majid Majidi is one of the representative directors with personal characteristics. Of his nine Iranian films written and directed, five are children's films.At the same time, in his other Iranian films, we can more or less see the traces of children and children's perspective of the narrative and performance.Looking at the use of children's vision in Iranian films, the use of children's vision in Iranian films began with children's films and developed in Iranian children's films and other genres of Iranian films.

Analysis of limitations using only adjectives sentiment word dictionary (형용사만을 사용한 의견어 사전의 한계점 분석)

  • Yu, WonHui;Ji, Hye-Seong;Yang, Yeong-Uk;Lim, HeuiSeok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.373-375
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    • 2011
  • 최근 많은 연구가 되고 있는 오피니언 마이닝은 의견어 사전의 구축이 가장 기본적으로 선행되어야 하는 연구이다. 오피니언 마이닝의 의견어 사전 구축 연구는 영어를 중심으로 많은 연구가 진행 되었다. 하지만 형용사 위주의 의견어 사전 구축으로 많은 부분의 문제들이 해결되는 영어에 비해서 한국어는 여러 가지 품사와 문장구조를 고려하여 의견어 사전을 구축해야한다. 이것을 실험으로 밝히기 위하여 형용사로만 구성되어진 의견어 사전을 구축하고 영화평에 적용하여 분석해 봄으로써 형용사로만 구성되어진 의견어 사전의 한계점을 확인한다. 실험은 세종계획 말뭉치에서 나타나는 형용사로 구성된 의견어 사전을 구축하고 네이버 랩에서 제공하는 영화평을 형용사로 구성된 의견어 사전으로 의견 분석하여 시행하였다. 분석 결과 재현율 약 50%, 정확률 약 60%정도의 성능을 보였다.

QSEN Competencies in Pre-licensure Nursing Education and the Application to Cinenurducation (간호학생의 질 향상과 안전교육(QSEN) 역량개발을 위한 영화간호교육의 적용)

  • Oh, Jina;Shin, Hyewon;De Gagne, Jennie C.
    • The Journal of Korean Academic Society of Nursing Education
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    • v.18 no.3
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    • pp.474-485
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    • 2012
  • Purpose: The Quality and Safety Education for Nurses [QSEN] initiative group has identified six competencies (patient-centered care, teamwork and collaboration, evidence-based practice, quality improvement, safety, and informatics) for pre-licensure nursing education along with related knowledge, skills, and attitudes for each competency. The purpose of this article is to illustrate a teaching strategy that uses films to demonstrate the QSEN competencies in undergraduate nursing students. Method: A literature review was conducted to define QSEN competencies, and six feature-length commercial movies were selected through a systematic process. We provided film titles and their synopses that can be useful in teaching the QSEN six competencies to undergraduate nursing students. Results: Patch Adams for patient-centered care, Wit for teamwork and collaboration, Lorenzo's Oil for evidence-based practice, Am$\acute{e}$lie for quality improvement, Blindness and The Island for informatics can be applied in nursing classroom practices. Conclusion: Establishing the connection between QSEN competencies and cinenurducation is novel, yet it would provide a unique opportunity for nurse educators seeking to overcome the challenge of better preparing future nurses. In future studies, additional films should be considered to enhance nursing educational strategies.

A Study on the Ways to Embrace Stereoscopic 3D Cinema in Korea (3D 시네마 수용 방안 연구)

  • Lee, Chan-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.6
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    • pp.1969-1977
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    • 2010
  • James Cameron's "Avatar" has broken the national record of movie ticket sales, and it caused the boom of 3D and 3D related fields. This research is focused on the appropriate ways to embrace the stereoscopic 3D cinema and the assumable result in Korea. The new stereoscopic 3D is different from the old fashioned analogue 3D, and it has many possibilities that may influence Korean film industry. Since 1990s, the number of Korean film school has increased drastically, and many of those who graduated from the schools would experience fierce job market. 3D converting projects that require a lot of film majored personnels would solve the overly supplied film majored professionals. Through Korea's hundreds of film schools, when they include 3D filmmaking in their curriculum, they can train and educate 3D related staff such as stereographer, convergence puller, and depth continuity artists, and Korea can be an important 3D staff train center in the world. Educating 3D filmmaking can produce a noticeable result in terms of accepting 3D cinema. Stereoscopic 3D cinema has many possibilities in many fields not only in cinema but also almost every fields that related to the imagery. With government's supports, the investments from the 3D related corporations, and 3D education in colleges would be fast and efficient way to embrace and accept stereoscopic 3D cinema in Korea in terms of the size and the profit.

Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students (영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과)

  • Kim, Byung-Man;Youn, Jeong-Jin;Kim, Seoung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.37-47
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    • 2017
  • The purpose of this study is to investigate how flip learning based interdisciplinary fusion creativity promotion program using movie is effective for university students creativity and fusion talent literacy. To do this, we conducted a total of 15 sessions for a total of 89 students from 44 college students and 45 non - attendance college students who attended the "Creative Fusion Creative Encounters with Film" course at Busan Metropolitan City. The collected data were analyzed by independent sample t-test using SPSS 23.0 program. The results of this study are as follows. First, flip learning based interdisciplinary fusion creativity enhancement program using movie was significant in the order of patience / attachment, humor, self - confidence, imagination, openness, independence, and curiosity in the creativity sub - domain of college students. Second, flip learning - based interdisciplinary convergence creativity enhancement programs using movies were found to have a significant effect in the order of convergence, care, communication, and creativity in the sub - areas of university students' literacy achievement. The findings of the study proved the educational effects of the interdisciplinary creativity promotion program that was based on movie-assisted flipped learning, and this study is expected to suggest some of the right directions for education-based interdisciplinary research and to give some suggestions on that.

디지털 영상/음향 콘텐츠 교육을 위한 AVID Tralning Center 구축

  • 김대수
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.23-40
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    • 2003
  • 6. ATC 성공사례 및 국내 현황 중앙대학교 AVID Training Center 1).사 업 명 AVID 미디어 공인 교육 센타 (AVID Tanning Center) 2003년 6월 서울 지역 유일하게 활동시작 2). 사 업 내 용 - 산업용 디지털 콘텐츠의 개발 - 생산 및 리 소스확보 - 디자인. 애니메이션. 영화. 게임 등 콘텐츠 제작에 필요한 다양한 디지털 이미지 음향등 산업용 콘텐츠를 산학협력에 의해 확보 - 공동활용체계 구축으로 디지털 콘텐츠 산업의 경쟁력 강화 - 디지털 콘텐츠 유통 및 전문인력 양성 콘텐츠의 국내 외 유통기반 구축 - 저작권 보호 관련기술의 표준화 지원 및 기술개발 사업지원 - 디지털 영화 제작 산업디자인, 사진, 게임, 디지털 콘텐츠의 기획 -콘텐츠 제작 관련 교육을 통한 콘텐츠 제작자의 저변 확대 - 디지털 콘텐츠 분양 정보 공동체 조성 - 디지털 콘텐츠 경영정보, 마케팅 정보의 공유 - 디지털 콘텐츠 산업 통계 및 지표 연구, 지역별 특성 연구 지원 - 디지털 콘텐츠 산업 관련 정보 네트워크 구축 제공

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Survey on computer use of early childhood (영유아 컴퓨터 활용 실태조사)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.83-86
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    • 2010
  • 본 논문은 영유아들의 컴퓨터 활용 실태를 알아보기 위하여 컴퓨터 사용 형황을 성별 및 연령별로 설문조사를 실시하였다. 연구 대상은 1세에서 7세의 영유아들로 김포시 K대학의 유아교육과 학생들이 직접 영유아 교육기관을 방문하여 영유아들을 직접 면담하면서 설문지를 작성하였다. 분석에 이용된 대상은 남아가 177명으로 46,8%, 여아가 201명으로 53.2% 총378명의 설문지를 사용하였으며 조사 결과 남아보다 여아가 한글 읽기와 쓰기, 숫자 활동, 외국어나 음악 미술 활동 등의 교육적 목적으로 활용하는 경우가 더 많았고 만화 영화나 게임, 인터넷 검색 등에서는 남아의 활용 비율이 더 높게 나타났다. 연령별로는 1-3세에서는 한글 읽기와 쓰기가 22명(51.2%)를 차지하였고 4-5세에서는 한글 읽기와 쓰기는 28명(28.3%), 그 다음이 게임으로 22명(22.2%)로 나타났고 6-7세에서는 한글 읽기와 쓰기가 54명(22.8%), 게임이 51명(21.6%)으로 비슷하게 나타났고 그 다음이 만화영화 보기로 47명(19.9%)로 나타났다.

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Demand Concentration in the Korean Digital Online Movie Market (디지털 온라인 영화시장의 수요 집중화 경향)

  • Choi, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.69-78
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    • 2021
  • With technological development including digitization, movie demand and supply in digital online movie market are increasing. This study aims to explore demand concentration of the digital online movie market, which is characterized by product variety compared to cinemas. Major findings of the empirical analysis on the TV VOD data during the recent seven years(2013 ~ 2019) are as follows. First, the analysis on 1,137 titles reveals that movie demand of theatrical market is more concentrated than that of TV VOD. Second, absolute long tail index of TV VOD, measured by the download number of indie & artistic movies(niche product), is increasing as more such movies are released in the market. However, both relative long tail index, measured by the share of indie & artistic movie demand, and top-ranked movies' share do not show consistent increase or decrease trend. Third, regression analysis exhibits that the relationship between demand concentration and market size is insignificant for TV VOD market. This study might have usefulness in that it provides empirical evidence for the nature of the Korean digital online movie market.

A Study on the Artistic Analysis of Modern Commercial Movies (Focusing on "1987(2017)") (현대 상업영화의 예술성 분석연구 (영화 "1987(2017)"을 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.425-433
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    • 2018
  • Korea's film industry structure is focused on commercial movies centering on large companies, and its diversity and artistry are relatively overlooked. In addition to trends in the digital media age, the flood of consumable contents on the basis of special effects such as C.G, And is losing popularity as a popular art. The popular art should lead the mature social culture with the educational enlightenment character which induces the indirect experience and the wide insight of the world through the material and expression about the humanities study of the individual and the society. The analysis of the society's artistry and artistry about the movie "(2017)" can be a measure of the definition and kind of artistry in commercial movies and methodology about the manifestation of artistry. As a research methodology, we try to measure the future of the film industry by analyzing the status of the film as popular art, such as intellectual exploration and logical completeness of the essence of society, Through analyzing and criticizing the artistic characteristics in commercial films, I would like to suggest some improvement points by deriving the indicators of the artistic nature of commercial films. The film "1987" is a good example of an ideal commercial film with an artistry that cultivates cultural literacy, promotes civic consciousness through enlightenment messages, and plays a role of self-reflection through art experience. In other words, it shows the possibilities of commercial film with artistry in popular culture, such as a humanistic examination of true history and society, and an introspective gaze of the director expressed through the film society.