• Title/Summary/Keyword: 영화제작

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실사/CG 합성 기술

  • 이인호;조강현
    • Korea Information Processing Society Review
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    • v.11 no.1
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    • pp.71-76
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    • 2004
  • 최근 흥행에 성공한 타이타닉, 스타워즈 에피소드II, 매트릭스, 해리포터, 반지의 제왕 등 대부분 헐리우드 영화는 제작 공정의 50% 이상을 CG기술을 활용하여 제작하였다. 그리고, CG 기술을 활용함으로써 제작 경비도 획기적으로 절감할 수 있었다.(중략)

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Estimation of Economic Value of the Film Industry in the National Economy (영화산업의 경제적 파급효과 분석)

  • Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.172-181
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    • 2012
  • The film industry is a high value-added industry, boosts the self-esteem of the people as a measure of a country's culture industry, and is one of the strategic industries to be fostered. However, the film industry is struggling due to the lack of national consensus on the importance and value of the film industry. Therefore, in order to resolve this issue, the study used the film Input-Output Table of year 2009 of korea to analyze how much the film industry contributes to the national economy. The results shows that film industry induce 82,838.7 billion won of national production, especially the film industry(the sector of film product & distribution and film screenings) shows that production inducement coefficient is 2.324(2.240, 2.478), Index of the power of dispersion is 1.163(1.121, 1.240), index of the sensitivity of dispersion is 0.825(0.825, 0.501), value-added coefficient is 0.884(0.479, 0.547), income inducement coefficient is 0.454(0.211, 0.236), tax inducement coefficient is 0.110(0.090, 0.146) and employment inducement coefficient is 0.017(0.014, 0.022).

Analytic study on Rhizome by Gilles Deleuze : Focusing on the Film (들뢰즈의 리좀 모델 분석 : 영화 <엘리펀트>를 중심으로)

  • Lim, Taewoo
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.66-75
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    • 2014
  • The purpose of this study is to analyze and illustrate 'Rhizome', a postmodern speculation system based on de-subjectivity and decentralization, presented by Gilles Deleuze. He borrowed the word rhizome, an originally botanical term meaning a horizontal stem under the surface of the earth, to counteract the dominating system grounded on binary, root-tree structure. The study then criticizes the early movements of de-subjectivity with molecular-biological and evolutionary evidences, and proves that these evidences can only be characterized by chance and nomadism, which are the key elements that constitute Rhizome. As a practical example of Rhizome, the study analyzes the film by Gus Van Sant, and demonstrates that both his various cinematic experiments and the result bear the same characteristics as Rhizome.

Characteristics of Structure in Experimental Film -focused on American Structure film- (실험영화의 구조적 특성 -미국의 구조영화를 중심으로-)

  • Jang, Minyong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.56-65
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    • 2014
  • Most of experimental films have different visual techniques and aesthetic values compared to those of narrative films. This difference makes it difficult to understand experimental films. In order to understand in what ways the experimental film has broken with the convention of narrative film, it is important to examine certain structure of experimental film. The important aspect of many experimental films is the way that they have altered the nature of narrative by changing the way that we perceive the succession of image. In particular, The tradition of American Sturcture film has been the contribution of the experimental film to expand the limits of this rule system and evolve a more personal and organic approach to the continuum of film. This approach has been a method of understanding experimental films and still a useful aesthetic tools both reading personal films and making innovative works.

A Study on Collaboration of Computer Game and Film (게임과 영화의 콜래버레이션에 관한 연구)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.56-59
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    • 2012
  • 본 연구에서는 최근 활성화되고 있는 게임과 영화의 콜래버레이션 현상에 대해 논의하고 흥행에 관해 분석한다. 이 분석의 결과에 따르면 영화를 원작으로 만들어진 게임은 성공률이 높은 반면 게임을 원작으로 만들어진 영화는 기대만큼의 흥행을 거두기가 어렵다는 것을 알 수 있다. 이런 현상이 발생하는 이유로는 영화자체의 낮은 완성도를 들 수 있고, 이미 게임을 해본 사람들을 주 타킷으로 만들어 졌기 때문에 게임을 하지 않는 대다수의 관객에게 외면을 당했다. 또한 게임과 영화의 본질적인 차이를 고려하지 않고 단순히 게임의 명성에 힘입어 게임 흉내 내기에 그쳤던 것을 알 수 있다. 게임을 원작으로 영화를 제작하려면 먼저 제작자나 감독이 그 게임의 고수가 되어, 게임의 세계관을 이해하고 스토리를 충분히 보존하여 게임을 하는 생생한 느낌을 살리는 연출을 해야 할 것이다.

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Assessing Box Office Performance Using Movie Scripts Text Mining (영화 스크립트 텍스트 마이닝을 통한 흥행성과 예측)

  • Ha, Hyunsoo;Hwang, Byeong-Yeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.556-558
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    • 2016
  • 영화 흥행 실패의 리스크를 줄이기 위해 객관적인 흥행 예측 지표가 요구된다. 본 논문에서는 영화 스크립트의 텍스트를 분석하여 흥행성과를 예측하는 기법을 제안한다. 객관적인 흥행 예측 지표는 누적 관객 수와 누적 매출액으로 설정하였다. 실험은 2010년 1월 1일부터 2016년 8월까지 개봉한 영화중에서 누적 관객 수와 누적 매출액을 기준으로 상위 50위까지의 영화 스크립트를 분석하여 진행했다. 실험을 통해 영화 제작에 앞서 스크립트 분석만을 활용한 영화 흥행성과 예측이 가능함을 보였다.

A Study on the Utilization of Platforms of Digital Cinema Aside from a Theater (디지털 영화의 극장 외 상영 플랫폼 활용연구)

  • Lyou, Chul-Gyun;Yun, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.411-418
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    • 2007
  • Digital cinema is an important contents provider and powerful contents as itself in the paradigm of media convergence. Digital cinema extend its screening platforms to the public television, CATV, internet and mobile channels beyond a theater. This study derives peculiar features of digital cinema that first screening on these platforms with case study. Furthermore, this study investigates features of digital cinema according to the multiplicity of platforms and a method of the utilization of digital cinema in the rapidly changing situation.

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Haptically Enhanced Movie System (몰입감 있는 촉감영화 시스템)

  • Kim, Yeong-Mi;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.6-11
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    • 2008
  • The more technologies of multimedia are developed and multimodal interactions are proposed, the more people expect immersive interactions. This paper presents a enhanced moyie system which provides viewers with passive haptic sensation synchronized with audiovisual media. Also, we discuss the potential haptic contents in a movie system and the characteristics of effective authoring tool generating various haptic contents for various scenes. Furthermore, an example of enhanced haptic movie system is discussed and the first version of our haptic authoring tool for creating haptic contents of a movie system is introduced.

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Application of Technology Replication and Film Works - Focused on the Concept of Walter Benjamin - (기술 복제의 응용과 영화 작품 - 발터 벤야민의 개념을 중심으로 -)

  • Chen, Yi Wen;Choi, Won-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.241-242
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    • 2019
  • 발터 벤야민은 그의 저서인 '기계복제시대의 예술작품'에서 영화를 인쇄술, 사진술과 같은 기계복제의 예술품으로 묘사하였다. 분명 영화는 복제에 기반을 둔 예술이다. 나아가 21세기에는 컴퓨터 기술이 향상과 함께 컴퓨터그래픽에 대한 의존도는 더욱 높아졌다. 이러한 경향은 영화를 제7의 예술로 추동하는 '놀랄 만한' 효과와 그 영향을 약화시켰다. 바로 벤야민이 기계복제로 인해 우려했던 지점이기도 하다. 하지만 기술의 향성은 부정적 우려와 함께 영화제작의 효율성을 제고하고 있는 것도 사실이다. 이에 연구자는 기계복제에서 나아가 디지털까지 확장된 영화에 대해 연구하고자 한다.

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A Study of The Vitalizing Effects of Smartphone Film Production on International Exchange : Focusing on Smartphone Film Workshop of Korean-Vietnamese (스마트폰 영화제작을 통한 국제 교류 활성화 연구 : 한국-베트남 영화제 스마트폰 영화 워크숍을 중심으로)

  • Sung, Si-Hup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.1-12
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    • 2019
  • Based on the capabilities of smartphone cameras which have developed rapidly in recent decades, coupled with and the global market penetration rate, it will study the possibility of various international exchanges through smartphone filmmaking. This aims to achieve a civilian-oriented cultural exchange, instead of simply providing capital-oriented exchanges and film production education. The Smartphone Film Workshop was held as an auxiliary event of the Korea-Vietnam Film Festival, which ran from November 17 to 22, 2017. The three-day workshop, which took place within the festival period, drew attention for its international collaboration project between Korean film directors and Vietnamese film students. The researcher conducted practical-based research while participating as a mentor at this workshop. A step-by-step approach to the entire process of production and post-production was administered, including workshop team composition, scenario, and pre-production in Korea such as shooting equipment, schedule, completion of local works, and screening. Through an analysis of exchange cases at international workshops, we will use trial and error as ways to improve and consider the results of cultural exchanges and the effects of future expectations. Taking this empirical case study into account, we anticipate more active international exchanges through the smartphone workshops.