• Title/Summary/Keyword: Film Text

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Method of an Effective Training Program For Film Acting and Directing (영화 연기와 연출을 위한 훈련 프로그램 방법)

  • Lee, Jeong-Gook
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.155-175
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    • 2010
  • The purpose of this thesis is to introduce the alternative method of the new training program for film acting and directing. Recently in Korea, acting in movies has become a trend and broadcasting still depicts reality. But men of the theater is usually privileged getting the most acting education offered by the theater training program. They also is hardly teach about acting's directing for film directors. So I thought of establishing a new training program for film acting and acting's directing. I made two short films , that I had practical training program for film acting as practical text. This program applied partially 'Atude' that Stanislavsky devised for theater acting practice, and referred to 'Method Acting System' that Lee Strasberg made for film acting at the Actors Studio. Another main point of this program is camera use. That training program can be attended not only by actors but also by director and film staff. Through this thesis, I wish to prove my new training program for film acting and acting directing. The focus of this training is to target a better execution according to the group you belong to whether amateur group, associate professionals, professional actors.

Convergence Methodology in Film Education (영화교육의 통섭방법론)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.607-617
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    • 2014
  • This article aims to explain some academic subjects based on the film, and accordingly investigate how they are to be converged and then educate individuals. The reasons why should be chosen as a text are as follows: this film is said to be fictional, but based on historical fact. Then, it attracts national attention. Third, it induces the spectators to judge the value of conscience, law, and morals, through the trial process, for themselves and leads them to raise the awareness of the historical, and political conditions at the time. Last, but not least, it contributes to the discourse on various type of men in contemporary days, by dint of analysis on the main characters. The results of the research are listed below: most of all, literature education(Korean language) could be proceeded with the help of epic analysis on . Secondly, considering the film develops the story using political allegory as discussion, along with the historic situation in those days, learning on history and politics could be made possible. Third, the film could be undoubtedly used to conduct the education of law and morality, forming the argument on required law and morals corresponding with ideological circumstance. Finally, education on film analysis could be conducted, by means of examination of the main characters. The analysis on the major characters helps to teach what it would be like for people to become the right ones, by both representing the members of society and determining the quality of life and relationship.

Analysis of Chinese Video Website Barrage Language Based On the Influence Of The ACGN Culture

  • Yan, JiHui;Pan, Yang;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.195-207
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    • 2021
  • In recent years, with the rapid growth of China's animation industry, the two-dimensional culture and consumption have been immersed in the daily lives of young people. The two-dimensional culture that mainly exists on young people is gradually entering the public's field of vision, making the two-dimensional culture not It is only restricted to the fixed fan circle, but is known to more people outside the circle. At the same time, the "barrage" (screen text) cultures in video websites has become popular with some film and television works, Internet terms, etc., and has attracted the attention on mainstream culture. On the one hand, its cultural products have appeared on traditional mainstream video websites and advertisements on provincial satellite TV. And in the program, on the other hand, a small part of the screen text and cultural terms are also used by some celebrities and other ordinary people who don't understand the meaning of the terms at all, and have caused widespread dissemination. Sometimes the video website itself is also mentioned, which obviously shows a difference. The tendency towards a kind of screen texts subculture to penetrate the mainstream culture.

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
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    • v.30 no.4
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    • pp.77-86
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    • 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.

A Study on Yi Sang Representation in Media -Focusing on the cinema and the drama (영상매체에 형상화 된 시인 '이상' 표상 연구 -영화 <건축무한육면각체의 비밀>, 드라마 <이상 그 이상>을 중심으로)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.29-36
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    • 2019
  • Lee Sang's poems and his portraits are being used in various video media. Depending on the characteristics of the medium and genre, the representation of the poet or higher and his poems are selected and variations in different ways. In a modern era where literature communicates with various media, reviewing how a poet's portrait is shaped is also the process of reading what text wants to convey to the public through a single person. This study examined aspects in which representations of poets or higher were utilized in various image media, and compared and analyzed how poet aberrations are represented in each text. In particular, the discussion centered on the movie and the drama . In the movie , the above poem is used as a hidden puzzle. The film uses the popularly known 'genius' representation to track down Yi Sang's secret. Because of this, the film represents its ideal in a way that is faithful to the genre's custom of Thriller In comparison, the drama was about to re-emerge as a young man with a passion for the inner workings. The cynical attitude shown in the above text is also a reflection of the love for the nation and the times. These different typographical methods are worth noting in terms of the literary man's public perception of "Yi-sang" and the strategy of the new portrait attempt.

Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.3-14
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    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

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Research of Aesthetic Distance on the Cinematization of Novel (영화 <우리들의 일그러진 영웅>에 나타난 원작소설과의 미적 거리 연구)

  • Kim, Jong-Wan
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.151-159
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    • 2012
  • The purpose of this thesis is to figure out the mechanism that how can be shown the aesthetic distances of novel in the film. At discussion of the view point, novel can be told by two factors which are 'who is teller' and 'who is watcher' but in the film, novel's narration is divided into visual point and auditive point. And I will consider the phenomenon on the part of this difference. Next, I will argue about difference between novel and film from the Park Jongwon's aesthetic distances which interpreted Lee Munyeol's work. This thesis is going to observe that how the film adapted three types of view point and how that related the subject of the original novel. For this thesis, I tried to track 'the distances' between figure and identity, and reader and author. Also I did approach that how can be accepted the problem of 'aesthetic distance according to identity' based on this novel in the film and novel's text by reader. This study make a proposal or analysis to the differences between novels and films in terms of narrative point of view. Although it is shown by dividing into each chapter in novel and on connectivity in film, this paper finds out that both film and novel are shown the subject of reader's difference of the view point about 'author and director's identity'.

Analysis of Factors for Commercial Success in Cross-National Film Remakes: Case Study on 'Infernal Affairs' (국가 간 리메이크 영화의 상업적 성공 요인 분석 - 영화 무간도(Infernal Affairs)를 중심으로-)

  • Meng Yue;Yoojin Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.6
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    • pp.523-532
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    • 2024
  • This study explores the factors contributing to the commercial success of remade films across countries by analyzing the original Hong Kong film Infernal Affairs and its remakes in the United States (The Departed), South Korea (New World), and Japan (Double Face). This paper analyzes the factors of success and failure based on Konstantin Verevis's remake film theory, focusing on aspects such as the selection of film texts, visual language, narrative structure, and cultural intertextuality. The analysis reveals that successful remade films enhance their visual appeal and strengthen emotional connections with audiences through structural completeness of the original text, creative narrative reconstruction, and differentiated cinematography. Conversely, the failure of some remakes is attributed to excessive replication of the original or the lack of consideration for cultural intertextuality, failing to resonate with audiences. This study emphasizes the need for an approach that maintains the identity of the original while incorporating new cultural sensibilities to achieve success in remakes. It aims to provide practical guidance that promotes multicultural exchange and cooperation in the global film market. The importance of strategic considerations in remaking films that reflect various cultural contexts is highlighted.

Identification with the Point of Views and the Characters in Game (게임에서의 시점과 캐릭터 동일시)

  • Lee, Sul-Hi;Sung, Yong-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.117-126
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    • 2008
  • Lacan's Identification theory has been applied to various cultural genres such as literature, film, media so on. Especially, Identification theory in Film Theory gives game researchers who try to apply identification theory to the game, a concrete base. This paper aims to explain the gamer's action through identification theory. Thus, we divide identification into the level of the gamer's point of view and that of the character in game text. While point-on-view of identification, the primary identification, in film has been explained that the audience identifies with camera's point-of view, in game one identifies with various point-of-views. There are two aspects of Identification of characters in game. First, gamers identify themselves with moving images on screen. Second, They identify with the roles given to themselves. The factors which allow them identification are suppression of false statement system, interpolation and process of selection, arrangement, a cursor, colours on screen.

Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.