• 제목/요약/키워드: Korean Cinema

검색결과 206건 처리시간 0.022초

멀티플렉스 영화관의 피난계획에 관한 연구 (A Study on the Evacuation Planning in the Multiplex Cinema)

  • 소은탁;송병하
    • 한국실내디자인학회논문집
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    • 제14권3호
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    • pp.147-155
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    • 2005
  • As multiplex theaters are increasing rapidly in number, concerns over the evacuation process in case of fire emergency are also increasing. The study investigates the users' awareness and recognition of evacuation route by the method of questionnaire, and analyzes the users' behavior in choosing the route by the simulation program called Simulex. Among others, findings indicate a vast majority of the users are unaware of the proper route in the emergency, yet anticipate to evacuate by it, instead of the entry/exit route that they are familiar with. This aspect, however, can be useful to provide the proper route of evacuation for the users, if an appropriate information is given that the entry/exit route is also used as an emergency egress. The simulation shows heavy congestion at the closer evacuation route from the exit, and distinctly less traffic at the farther means of egress. Based on this natural phenomenon, it is suggested that the emergency stair should be nearby and aligned with the exit from auditorium. Although the present building regulation only requires a minimum dimension at each route, there is a need to widen the passageway that is likely to be recognized easily and subsequently overcrowded in case of fire emergency.

전망창의 시각효과에 대한 심리학적 고찰- 주거공간을 중심으로 (A Study on the Visual Effect of the Viewing -Window based on Psychology -focused on residential environment-)

  • 함정도
    • 한국실내디자인학회논문집
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    • 제8호
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    • pp.58-64
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    • 1996
  • People live in an environment which affects the human b by way of ‘Affordance’ .. And the interaction between h human and the surrounding environment arises ‘the sense of place' through adoptation. Considering the human emo¬t tional and psychological needs, besides the functionalones, for the design of environment gives ‘the place’ the h humanized atmosphere. Then the viewing-window, re¬f fleeting the dweller’s sensibility and aesthetic aspect, be¬c comes an important design element for the human interi¬o or atmosphere. G Generally, the view has the character of the Panorama a and sometimes of the Picture. And the viewing - window t transfigures the visual effects by ways of ‘Framing’, at t taching the ’Screen’ and ‘Successive development' of the views through openings on the wall. Hence this study w was developed from the aesthethic view-points of archi t tecture, cinema, picture and photography etc., and the c conclusions are as follows. T The ‘Frame’ limits the boundary of the view into a p particular area, while the ‘Screen’ changes the clear view t to an obscure one. And the wall-openings located with i intervals show the fragments of the outer view in a suc¬c cessive way. And these techniques applied to the viewing window make the viewer have the associated meanings d derived from the ‘Guided Projection'. So, the associative p psychology of the viewer complements the partiality, ob¬s scurity and brokenness of the view into a complete one, a and finally the view comes to be an aesthetic one to the v vIewer.

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DMB 전용 콘텐츠로서의 디지털 초단편 영상 (Digital shortshort Moving-Image for DMB)

  • 배상준
    • 방송공학회논문지
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    • 제12권5호
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    • pp.401-413
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    • 2007
  • 디지털 기술이 21세기의 인간 커뮤니케이션 패러다임을 변화시키고 있는 시점에서, 대한민국은 2005년 세계 최초로 DMB(Digital Multimedia Broadcasting) 서비스를 시작하였다. 이를 통해 기존 방송의 공간적 한계를 극복하여 이동 중에 시청이 가능할 뿐만 아니라, 다양한 디지털 기기와의 융합을 통해 쌍방향 커뮤니케이션이 가능한 뉴미디어의 시대가 펼쳐진 것이다. 하지만 신개념의 획기적인 퍼스널 미디어인 DMB가 아직 진부한 콘텐츠와 결합되어 있다. 이러한 문제는 특히 영화와 비디오 채널에서 더욱 심각한 상황인데, 여기서는 대부분 극장용 장편영화와 TV 드라마의 재전송이 이루어지고 있기 때문이다. 본 논문은 바로 이 미디어와 콘텐츠간의 '부'적합성을 지적하고, 그 대안으로서 디지털 초단편 영상을 디지털시대에 철저히 이동성과 개인성을 강조한 DMB를 위한 새로운 킬러콘텐츠로 제안하고자 한다.

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • 한국컴퓨터정보학회논문지
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    • 제20권10호
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

Advanced Authoring Format기반에서 메타데이터를 활용한 영상제작환경 (Media Production Environment Using Metadata based on Advanced Authoring Format)

  • 목선아;김철현;백준기
    • 방송공학회논문지
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    • 제13권2호
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    • pp.274-282
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    • 2008
  • 본 논문에서는 IT기반의 영상제작환경에서 advanced authoring format(AAF)의 메타데이터 사용을 제안한다. 영상제작시스템이 화질열화와 데이터 보관, 작업시간의 단축 등의 이유로 점차 디지털화되면서 메타데이터의 필요성이 증대되고 있다. 이러한 환경에서 시스템 간에 메타데이터의 손실 없이 콘텐츠를 전송하는 능력, 즉 상호변환 가능성이 중요해 진다. 현재 방송, 영화 환경에서 editing decision list(EDL)이 많이 사용되고 있지만 효율성 측면에서 좋지 못한 성능을 보인다. 이에 제안하는 AAF와 기존에 사용되는 EDL의 컷, 효과 메타데이터의 전송 여부를 비교 실험 하였으며 그 결과 AAF가 EDL보다 더 많은 영상정보를 포함하고 있음을 확인하였다.

CAD System을 활용한 무대의상 시뮬레이션에 관한 연구 (Utilizing DC Suite program) (A Study on the simulation of Stage Costume applying CAD System)

  • 박유신;최영로
    • 패션비즈니스
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    • 제17권1호
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    • pp.145-156
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    • 2013
  • The purpose of this study is to demonstrate the stage costumes realized by digital clothing ; how realistic and accurate representation of empirical testing and in the consultation process for the production stage costumes, determine whether digital clothing has value that can be substituted for the stage costume. This study researched the stage costume manufacture, Isabel's costume of the musical 'Christmas Carol', process by using the 3-D clothing simulation technology : DC Suite. The results of this study is as following. They share many similarities between the stage costumes and digital clothing. It is possible that digital clothing takes a role as a substitute for stage costumes in the production process of the clothing samples. The clothing production system, including stage costumes, by digital clothing costs and lead time can be saved by innovative. Also the result can be saved without restriction, and this system can exert its effect in a very efficient way to incorporation of foreign producers and production system.

Large Size and High Resolution Organic Light Emitting Diodes Based on the In-Ga-Zn-O Thin Film Transistors with a Coplanar Structure

  • Hong Jae Shin
    • 한국재료학회지
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    • 제33권12호
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    • pp.511-516
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    • 2023
  • Amorphous In-Ga-Zn-O (a-IGZO) thin film transistors (TFTs) with a coplanar structure were fabricated to investigate the feasibility of their potential application in large size organic light emitting diodes (OLEDs). Drain currents, used as functions of the gate voltages for the TFTs, showed the output currents had slight differences in the saturation region, just as the output currents of the etch stopper TFTs did. The maximum difference in the threshold voltages of the In-Ga-Zn-O (a-IGZO) TFTs was as small as approximately 0.57 V. After the application of a positive bias voltage stress for 50,000 s, the values of the threshold voltage of the coplanar structure TFTs were only slightly shifted, by 0.18 V, indicative of their stability. The coplanar structure TFTs were embedded in OLEDs and exhibited a maximum luminance as large as 500 nits, and their color gamut satisfied 99 % of the digital cinema initiatives, confirming their suitability for large size and high resolution OLEDs. Further, the image density of large-size OLEDs embedded with the coplanar structure TFTs was significantly enhanced compared with OLEDs embedded with conventional TFTs.

영화발전기금의 현황과 재원조성 방안 (Current Status of the Film Development Fund and Plan for Securing Finances)

  • 김현희
    • 한국콘텐츠학회논문지
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    • 제19권9호
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    • pp.550-557
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    • 2019
  • 영화발전기금은 2007년에 영화예술의 질적 향상과 한국영화 및 비디오물산업의 진흥과 발전을 위하여 설치되었다. 영화진흥위원회가 운용하는 핵심자원으로써 한국영화 창작 제작 진흥 관련 지원, 영상전문투자조합 출자, 한국영화의 수출 및 국제교류 지원, 소형영화와 단편영화의 제작지원 등 다양한 지원 사업을 한다. 본 연구는 고갈 위기에 있는 영화발전기금의 재원 조성 방안을 모색하고자 한다. 이를 위해 영화발전기금의 실태와 문제점을 살펴보고 문헌연구와 관련 논의들을 검토했다. 영화진흥을 위한 해외 유사기관인 프랑스 국립영화/동영상센터, CNC(Centre National du $Cin{\acute{e}}ma$ et de l'image $anim{\acute{e}}e$), 영국 영국영화협회 BFI(British Film Institute)의 정책과 기금의 재원 확보 및 운용을 비교 검토함으로써 영화발전기금의 재원 확충을 위한 다각적 방안을 도출하였다.

4 산업혁명 시대의 한국영화기술 발전방안에 관한 연구 (A Study on the Development of Korean Film Technology in the Era of the 4th Industrial Revolution)

  • 임규건;김무정;여등승
    • 한국IT서비스학회지
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    • 제18권3호
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    • pp.37-51
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    • 2019
  • This study aims to establish the direction of development of Korean cinematography technology in the era of the 4th Industrial Revolution and present future development plan. First, in order to diagnose the current status, supporting policies of various countries and film technology research trends were analyzed. Each country is expanding the support for film technology including tax credits. Through the analysis of patents and research papers, recent issues have shown that Virtual Reality, HMD, Artificial Intelligence, and Big Data are applied to film technology. Next, the survey results of Korean film technology level for filmmakers were 70% for production, 47.5% for distribution, and 60.3% for screening comparing to the level of the leading country. The gap was caused by the lack of funds for research and development and insufficient government support policies. In addition, interviews with film makers revealed the need to support filmmaking that combines technologies such as localized film technology, artificial intelligence, and deep learning. Finally, it is suggested that technology sharing platform should be developed in the future through the discussions of technology, science and academic experts', and technology development should be carried out in the field. As a result, film technology R&D should be promoted in order to develop technologies specific to movies. Advanced technology foundation for the growth of film technology should be developed to systematically equip the infrastructures such as education and human resources. In addition, technology development that links standardization should be carried out. In this study, we propose the development of Korean film technology to prepare for the 4th Industrial Revolution, and it is expected that the 2022 film technology power nation will be realized.

한국 오컬트 영화 속 무당과 굿의 재현 양상 연구 -<검은 사제들>(2015), <곡성>(2016), <장산범>(2017)을 중심으로 (A Study on Representation of Shaman and Gut in Korean Ocult Films - Focused on , , )

  • 유재응;이현경
    • 문화기술의 융합
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    • 제7권1호
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    • pp.496-501
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    • 2021
  • 한국영화에서 무속 혹은 무당의 표상은 시대에 따라 달라져왔다. 2000년대 이후 무속과 무당은 영화의 주요소재와 인물로 이전보다 빈번히 등장하게 된다. 무당에 대한 본격적인 탐구는 다큐멘터리 작업에서 이루어지는데 <영매>, <사이에서>, <비단꽃길> 등이 이에 해당되는 작품들이다. 극영화에서도 무속과 무당은 보다 다양한 양상으로 소환된다. 무속인은 유괴사건을 해결하는 탐정의 역할로 등장하기도 하고, 로맨틱 코미디의 남, 녀 주인공이 되기도 한다. 본고에서는 최근 한국 오컬트 영화에 등장한 무속과 무당 표상에 대해 비교, 분석해 보려 한다. 공포영화의 하위 장르인 오컬트는 신비하고 초현실적인 존재를 인간과 대비시켜 공포 효과를 창출하는 영화이다. 여기서 다루고자 하는 <검은 사제들>, <곡성>, <장산범>은 이전까지 한국 오컬트영화에서 보기 힘들었던 새로운 소재와 시각적 효과를 활용한 작품들이다. 세 편의 영화에서 무당과 굿의 의미는 확연한 차별성을 보이고 있다. 이들 영화의 분석을 통해 한국적 오컬트 영화의 특성과 가능성을 탐색하고자 한다.