• Title/Summary/Keyword: Cinematic Production

Search Result 19, Processing Time 0.02 seconds

Communication Effect Analysis by Book-Trailer Type (Book-Trailer 유형에 따른 커뮤니케이션 효과 분석)

  • Lee, Kwang-Sook;Kwak, Bo-Sun
    • Journal of the Korean Graphic Arts Communication Society
    • /
    • v.29 no.3
    • /
    • pp.65-76
    • /
    • 2011
  • This research attempts to analyze communication effect of book-trailer as the promotion tool for book from various genre. For this research, existing book-trailers were classified into five types and prospective readers were selected as respondents for this research. Letter explanation type, Interview, cinematic production, stills and straplines, and animation were major type of book-trailer. Findings are 1) communication effect are different according to the type of book-trailers; 2) cinematic production and animation are the most effective type of book-trailers; 3) for memory and confirmation(sharing), a)stills and straplines, interview type, b) cinematic production and animation are founded as similar groups creating communication effect. Result of this research proposed the direction of production and practical use of book-trailer by scientific basis for publication marketer and book-trailer producer. ANOVA was used for analysis of hypothesis; measuring communication effect according to the type of book-trailer and sexuality.

Development of 3D Side-Scrolling Game Based on Dynamic Camera Transitions and Cinematic Effects Using Unity Engine (유니티엔진을 활용한 동적 카메라 전환과 시네마틱 연출 기반의 3D 횡스크롤 게임 개발)

  • Jung-Min Lee;Yu-Gyeong Jeon;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.6
    • /
    • pp.691-696
    • /
    • 2024
  • In this study, a dynamic camera transition system was developed and applied to a cinematic 3D side-scrolling game based on the traditional fairy tale "Jack and the Beanstalk." The game was developed with filmic storytelling and emotionally engaging visual expressions, utilizing zooming, following, panning, and tilting techniques to convey its narrative. The effectiveness of the cinematic presentation in enhancing player immersion was validated through an initial internal review and a subsequent expert evaluation. Therefore, this research aims to assist game developers in creating games that provide high levels of player immersion.

About the Post-Cinematic Characteristics and Desire Shown in a Film (영화 <파란만장>에 나타난 욕망과 포스트시네마적인 특성에 대하여)

  • Son, Seong-Woo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.121-129
    • /
    • 2019
  • This study aims to focus on the text analysis, production methods of text, and reproduction of production methods, based on a film (2010) taken by mobile devices. As a digital film in which the objects and images have no characteristics of index, this work has the post-cinematic attributes in the aspect of consumers' recipience. This thesis paid attention to the interactions between essential change and production/consumption throughout the whole film culture in the receptive aspect. Just as the main character is a mediator-shaman in the film, this film works as a mediating position of cinematic possibility. In this film, there are different kinds of mediation such as mediation of shaman inside the text, mediation of film in the relationship between text and consumers, and consumers' instrumental desire for others'tool outside the text. Outside the text, this relevant film stimulates the imitation desire of consumer subjects as others. In other words, this is connected to the desire of consumers who aim to create a digital film through mobile devices as an author. This is connected to Simondon's thinking in which such technical objects not only generate new relationships, but also become a revolutionary seed that newly collectivizes human society.

Analysis on Creative Time and Space Production in Korean Cinema - Focusing on the Film - (한국영화에 나타난 창의적 시공간 연출 분석 -영화 <써니>를 중심으로)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.168-177
    • /
    • 2019
  • In cinema, a montage can be defined as temporalization. In reverse, it is evident that this method results in the spatialization of time. In movies, you are free to go to the past or future, see separated times together, and separate the same time into different ones. Therefore, in one aspect, time is turned into space, and on the other hand, space is turned into time. In conclusion, space in cinema inevitably expresses time. The movie the creative arrangement of time and space played a big role in making a movie that simply overlaps a story from high school to the present attract over seven million audiences. Director Kang Hyung-cheol used his unique film production language to transform boring into cheerfulness and stale to delight, and he helped the audience heal their wounds from their youth. He said, "The most important aspect of movie production is creating visual stories, and the background of such visual story is time and space." This paper aims at analyzing the creative time and space production of the director in the film .

Transformation of Film Directing and Cinematography through Technological Advancements: Focusing on Ang Lee's Films

  • Xiaojun Zong;Yoojin Kim
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.2
    • /
    • pp.64-72
    • /
    • 2023
  • This paper discusses the technical exploration of Ang Lee's cinematic works and the unique visual beauty he presents. Ang Lee has successfully tackled various themes and genres, creating films that harmoniously blend Eastern and Western cultural sensibilities. These films are technologically innovative and show the interaction between technology and art, industry and culture. Therefore, this paper analyses the correlation between film technology and visual beauty in Ang Lee's works, and explores the discourse on how the relationship between film technology and art has changed with the development of film. Furthermore, this paper aims to provide insights into how technological innovation can enhance artistic creativity. The contribution of this study lies in the in-depth exploration of the relationship between film technology and art, with a focus on technological innovation and the visual beauty in Ang Lee's works. The research findings reveal that Ang Lee's films showcase the application of advanced technologies, captivating audiences with their unique visual aesthetics. The utilization of emerging technologies enables his films to possess not only visual impact but also convey profound emotions and themes. We conclude that technological innovation in film not only provides artists with more creative tools and expressive techniques but also, when combined with artistic sensibilities, creates captivating and visually expressive cinematic works. This discovery offers a new perspective for film production and opens up greater possibilities for collaboration between artists and technology experts.

A Study on the Creation of Scientific Visualization for the Public (일반인을 대상으로 하는 과학 시각화 제작 연구)

  • You, Mi
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.5
    • /
    • pp.671-681
    • /
    • 2015
  • This paper presents an extended scientific visualization for the public over the scientific visualization targeting for scientists. Our scientific visualization pursues both transmission of scientific information and good-looking visuals. First of all, we examine a tendency to produce scientific images that make the public understand science, even though they are not professional scientists. As a result, we can find several cases that actively generate scientific visualizations for the public. Among them, several research institutes possess own production studio. As the production of scientific images is a convergence field combined of art and science, cooperation between artists and scientists is necessary. Therefore, in-depth communication between them is essential at the planning stage. Moreover, continuous feedbacks between two groups in the production stage, the next stage of the planning, make the scientific visualization to perfection. In this paper, we present 2 modeling methods that are easily encountered during producing scientific visualizations and shading and rendering methods for generating photorealistic images. The concept of an extended scientific visualization that we present shows a new vision of the scientific visualization field.

A Study on Relation between Indexicality of Digital Cinema and Evolution of Cinematic Language (디지털 시네마의 지표성과 영화언어의 진화와의 관계에 관한 연구)

  • Jeong, Minah
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.7
    • /
    • pp.185-191
    • /
    • 2018
  • The digital technologies brought a structural transformation to cinema, have lead a change in the way of existence of an assembly of images called cinema, and have shared expression methods with new-media. To look into how in terms of cinema style of the film era and the digital era are different, this article will focus on the matter of 'indexicality.' From the point of view of perceptive realism the discourses on digital image deconstruct the dichotomy between illusionism and classical realism. Therefore the actuality of an image does not depend on only indexicality but has much to do with how the viewers fundamentally perceive the image. In this age of digital cinema it does not matter to distinct a composite-image from a reality-image. This article inquires the relation of indexicality, the world and digital images in digital cinema on the level of reception, and reconsider in terms of image production.

A Study on Pipeline for Effective Production of VR Animation (VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구)

  • Kang, Jiyoung;Choi, Sang-Il
    • Journal of Digital Contents Society
    • /
    • v.19 no.5
    • /
    • pp.971-979
    • /
    • 2018
  • Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.411-420
    • /
    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

Text Mining-Based Analysis of Customer Reviews in Hong Kong Cinema: Uncovering the Evolution of Audience Preferences (홍콩 영화에 관한 고객 리뷰의 텍스트 마이닝 기반 분석: 관객 선호도의 진화 발견)

  • Huayang Sun;Jung Seung Lee
    • Journal of Information Technology Applications and Management
    • /
    • v.30 no.4
    • /
    • pp.77-86
    • /
    • 2023
  • This study conducted sentiment analysis on Hong Kong cinema from two distinct eras, pre-2000 and post-2000, examining audience preferences by comparing keywords from movie reviews. Before 2000, positive keywords like 'actors,' 'performance,' and 'atmosphere' revealed the importance of actors' popularity and their performances, while negative keywords such as 'forced' and 'violence' pointed out narrative issues. In contrast, post-2000 cinema emphasized keywords like 'scale,' 'drama,' and 'Yang Yang,' highlighting production scale and engaging narratives as key factors. Negative keywords included 'story,' 'cheesy,' 'acting,' and 'budget,' indicating challenges in storytelling and content quality. Word2Vec analysis further highlighted differences in acting quality and emotional engagement. Pre-2000 cinema focused on 'elegance' and 'excellence' in acting, while post-2000 cinema leaned towards 'tediousness' and 'awkwardness.' In summary, this research underscores the importance of actors, storytelling, and audience empathy in Hong Kong cinema's success. The industry has evolved, with a shift from actors to production quality. These findings have implications for the broader Chinese film industry, emphasizing the need for engaging narratives and quality acting to thrive in evolving cinematic landscapes.