• Title/Summary/Keyword: 영화 <창>

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Analysis of the Spatial Structure of the Movie Viewed as a Heterotopia (헤테로토피아로 본 영화 <창>의 공간구조 분석)

  • Tae, Ji-Ho;Kim, Dae-Keun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.181-191
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    • 2021
  • The purpose of this study is to analyze the spatial structure of director Im Kwon-taek's film , which was released in 1997. The space of the film contains the character and characteristics of the characters, and allows us to understand the contemporary reality and external circumstances surrounding the characters. For this purpose, this study used Michel Foucault's concept of heterotopia. The concept of heterotopia defines the character of the era and provides implications for how capital, power, institutions and norms surrounding our lives are being visualized through space. Based on this understanding, this study first dealt with the theoretical considerations of Michel Foucault's concept of heterotopia and its meaning. And through this, we investigated the possibility that the space of the film can be defined as a heterotopia. Through the analysis of the film's dialogue, scenes, and editing, the space of the film was divided into a heterotopia of deviation, a heterotopia of resistance impossibility, and a heterotopia of boundaries. The meaning of the film obtained through this analysis is as follows. The woman in the film is passively represented and floating on the border of heterotopia. And the film represent history and memory at the same time, and presents a heterotopia as the arena of competition.

The Function of Social Criticism Film Implemented in Animation Film (애니메이션 영화 <창, 2012>에 구현된 시사고발 영화 기능)

  • Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.150-161
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    • 2017
  • The short animation directed by Sang-Ho Yeon has led the sympathy and reflection of audiences through reveling the violence of the military in the form of the social criticism film. The explores the social value of animation by the content of social criticism, not for entertainment uses but for public interest. This research addresses how the function of social criticism implements in animation film, especially, its narratives and direction. In the light of this, firstly, literature will review the general characteristics of social criticism films, Secondly, based on literature reviews, analysis tools will be drew, thirdly, the case study regarding will be processed by focusing on The function of social criticism, the technique of direction and expression of animation. As a result of this research, shows unique traits because of the hierarchical and exclusive characteristics of military culture, which differs from general characteristics of social criticism films dealing with historic and social issues. In addition to this, the function of social criticism is effectively implemented in animation film, by the creative narratives and technique of direction by a director, Sang-Ho Yeon.

A study on films selection of education content development for promoting pre-service early childhood teacher's creativity and personality using delphi technique (델파이 기법에 기반한 예비유아교사의 창의·인성 증진 교육콘텐츠 개발을 위한 영화선정 연구)

  • Eom, Se Jin;Youn, Jeong Jin;Kim, Hyoung Jai;Lee, Hee Seung
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.403-413
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    • 2014
  • This study is to select educational films suitable for enhancing creativity and personality in order to develop educational contents aimed at pre-service early childhood teacher. First, three film critics based on sub-elements of ego-identity selected final 59 films. Next, three education experts classified the 59 films into small groups based on components each for creativity and personality. As a result, first, films classified according to pre-service early childhood teacher' sub-elements of ego-identity, educational components for creativity, and educational components for personality were 8 in job, 7 in religion, 6 in politics, 7 in philosophical life style, 8 in friendship, 8 in relationship, 7 in gender role, and 8 in leisure activity. Second, verifying suitability of film critics and education experts using Delphi method in order to select educational films to enhance pre-service early childhood teacher' creativity and personality based on films was effective in increasing validity of the results of this research.

A Study on the Development Plan of the Domestic Film Industry through the Window Theory of Opportunity (기회의 창 이론을 통해 바라본 국내 영화 산업의 발전 방안 연구)

  • Lee, Kang-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.195-202
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    • 2020
  • The Korean film, which reached its 100th anniversary, has achieved remarkable growth. However, contrary to the facts revealed to the outside, there existed chronic problems. Representatively, the problems were classified into four types: vertical integration problems, lack of support for art and independent films, lack of diversity in video content, and sluggish exports. Therefore, in order to continuously develop Korean films, this study explored the development methods of the domestic film industry using the window theory of opportunity. As a result of the research, the Korean film industry as a late chase was developed through strategies to enter new technologies and paradigms, and strategies to enter through low entry costs for existing digital platforms, active government intervention, and changes in regulations. Through this, it was revealed that the whole film ecosystem should ultimately go through symbiotic cooperation.

Story Visualization System using Character-net (Character-net을 이용한 스토리 가시화 시스템)

  • Park, Seung-Bo;Baek, Yeong Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.29-30
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    • 2013
  • 본 논문에서는 영화나 소설과 같은 콘텐츠의 스토리를 가시화해서 보여주는 시스템에 대해 제안하고 설명한다. 스토리를 가시화 해주기 위해 등장인물들 간의 관계를 모형화하는 Character-net 방법론을 채용하였고 스토리 진행에 따른 Character-net 변화를 분석하여 보여주는 시스템을 개발하였다. 시스템은 Character-net 변화 실행창과 등장인물 중심성 시계열 그래프 창으로 구성하였다. 두 개 창을 통해 스토리 차원의 검색이 가능토록 하였다. 본 논문에서는 스토리 가시화 시스템에 대해 설명하고 추가적으로 필요한 사항들에 대해 논의한다.

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A Model for Teaching Film Literacy through Movie English (영화영어를 통한 영화리터러시 교육방안)

  • Seo, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.779-790
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    • 2021
  • Film literacy comprises the process of producing a new creation through understanding the elements that make up a film, the content of a film, and a critical and creative thinking process. Film literacy is employed in fields such as composition, science, social studies, and geography, and, additionally, it is used to cultivate humanities literacy and critical thinking skills. Yet despite the large proportion of the film script in the movie, it is not easy to find literacy education cases that use film English as a teaching method. Film English is a practical and authentic material, and is suitable as an English learning material in an EFL context like Korea. However, the approach of using films to teach and learn differs according to the content and genre of a film. Thus, the teacher may have a difficult time organizing and preparing for class. This study suggests six class activities that can be commonly applied to English classes using films based on the areas of critical, cultural, and creative (3Cs) activities. Four hundred and five college students taking Movie English classes participated in the present study and frequency analysis was conducted to find out their preferences through a questionnaire survey. The results from conducting class activities in university liberal arts classes suggest that the most preferred activities of students are related to cultural, critical, and creative, in that order. Creative activities that are far beyond English instruction utilizing various digital tools or providing additional reading materials can be a burden on learners.

디지털시네마 기술 동향

  • Gang, Nam-O;Kim, Cheol-Hyeon;Jeong, Su-Yeon;Im, Sang-Hui;Baek, Jun-Gi;Kim, Yong-Hwan;Lee, Ju-Hyeon;Jeong, Je-Chang
    • Information and Communications Magazine
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    • v.24 no.4
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    • pp.76-82
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    • 2007
  • 영화의 제작, 배급 그리고 상영의 모든 단계를 유기적으로 디지털화하는 디지털시네마는 미래의 초고화질 콘텐츠 기술의 중심이 될 것으로 전망된다. 본 고에서는 Digital Cinema Initiatives (DCI)에서 제안한 Digital Cinema System Specification V.1.0을 고찰하고, 향후 예상되는 영화, 공연, 방송의 융합에 관련된 디지털시네마 기술 동향에 관해 해설한다.

The Survey of Perception and Needs on Development of Lecture to Promote Creativity·Personality of Pre-service Teachers (예비영유아교사의 창의·인성 함양을 위한 강좌 개발을 위한 인식 및 요구도 조사)

  • Kim, Rae-Eun;Ahn, Mi-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.8
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    • pp.205-213
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    • 2019
  • The purpose of this study was to investigate the perception and needs on development of lecture to promote creative personality of pre-service teachers. The subjects were 161 students in 4th grade in early childhood education department. The questionnaire was composed of 3 items of 'recognition of creativity personality lecture' and 7 items of 'demand of development for creativity personality lecture'. The data was analyzed frequency and percentage by descriptive statistics. In the results, first, most of pre-service teachers recognized the importance on development of creativity personality lecture, and support of 'development and application of creativity personality lecture'. They recognized that creativity personality lecture was effective. Second, more than half of them responded that they would take creativity personality lecture, and this lecture was most appropriate 2 courses and 3 hours 10 weeks per semester. They demanded a lot of propensity element among creativity education elements, convergence classes in various fields, teaching medium for 'movie and music', and 'portfolio evaluation'.

Research for the Project of KOFIC 3D Production -centering on 'Let's go to the amusement park again, Mom'- (KOFIC 3D 제작 프로젝트 연구 -'놀이동산에 또 놀러 와요, 엄마'를 중심으로-)

  • Kim, Eun-Joo
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.17-24
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    • 2012
  • Andre Bazin called the movie frame as "the window open to the world." This expression is close to realization through 3D films. The 'Avatar' released in 2009 was a new turning point for 3D films. Nowadays the theory and information about 3D films is overflowed. It is necessary to find practices and to accumulate data useful in production of 3D films. There are several ways of working to achieve high quality 3D films. In any way that's chosen, there are priorities to be considered to create well-balanced 3D films. The aim of this article is to review primary considerations in film-making and share the technical issues experienced during the production of "Let's go to the amusement park again, Mom." Because the current practical knowledge in making 3D film is shallow, this article will offer a possible reference for further research.