• Title/Summary/Keyword: Long Take

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The Comparison of the Long-Take Technique of Cinemas and the Continuity of Architectural Space Based on Lacan's Visual-Art Theory (라깡의 시지각 예술이론에 의한 영화의 롱 테이크 기법과 건축 공간의 연속성 비교)

  • Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.81-96
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    • 2017
  • This study aims at establishing a basic theory for the combination of architecture and movies by comparing the long-take technique of movies and the continuity of space, one of space composition principles, which is important in digital architecture based on Jacques Lacan's visual-art theory and finding common features and differences of them. The following is a summary of the conclusions. First, analyzing the long-take technique on the basis of Lacan's visual-art theory found that the subject of representation is scenes of movies and that staring shows features of narrative. Second, the long-take technique can be thought as a cinematic technique which tries to realize the real order beyond the symbolic order in real life through the process of continuous replication of replication of replication of a scene in one shot. Third, in contemporary architecture, which is compared to the long-take technique in the past, the inclined space of opened gaze is similar to the method which tries to realize architectural space of the reality which belongs to the symbolic order close to the real order which belong to significant in human unconsciousness. Fourth, the freeform continuous space of closed gaze, which can be compared to contemporary long take combined with computer graphic technology, has more difficulty in realizing the real order than the long-take technique in the past and inclined, continuous space as the feature which belongs to $signifi{\acute{e}}$ in human consciousness has been strengthened through the circulation which repeats and expands along an observer's movement. Fifth, when the contemporary long-take technique and freeform continuous space expand gaze which opens from the inside to the outside, it is considered that the space which is closer to the real order than the classic long-take technique and inclined continuous space can be created.

A study on cognition about long-take shot in films

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.103-110
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    • 2022
  • This study is a paper on the recognition of college students about the long-take shot technique which is often used to give a sense of reality and realism to films. 13 surveys were conducted on 92 students, including their perception of long-take films, their feelings after watching the film, satisfaction, and future prospects. Participants in the surveys consisted of 23 students in the health field, 16 students in the natural field, 41 students in the arts and sports field, and 13 students in the engineering field. As a result of the surveys, 68.8% of students answered "I know" about long-take film, and the feeling after watching the long-take film was found in the order of reality (realism) 68.8%, tension 16.1%, and boredom 15.1%. After watching the long-take film, 16.1% of students chose "Very satisfied" and 31.2% chose "Satisfied". Future prospects for long-take film showed high with 17.2% for "It will be developed very much" and 48.4% for "It will be developed". Preference for long-take film and general film was 67.7% for "long-take film" and 32.3% for "general film", showing high preference for long-take film. As a further research project, more in-depth surveys will be conducted targeting broadcasting & media contents majors in their 20s, and the long-take films used according to the story development process in domestic films will be analyzed.

Use of Long Take in The Film <The Graduate> : Focused on Mise-en-Scène (영화 <졸업>에 나타난 롱테이크의 이용 : 미장센을 중심으로)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.143-155
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    • 2012
  • The research was started out of curiosity for what made 's fast and trilling pace possible although it is an old movie. The center of what made it possible was its use of the Long Take - Long Take was used in all of the scenes and in some cases only long take was used. What is interesting is the film maker's use of various cinematic techniques to prevent the scene from being too slow and keep the audience immersed in the characters. In one shot, acting in addition to Mise-en-Sc$\grave{e}$ne were used to provide psychological immersion of character and scene. The use of Long Take, with the exception of some intentional scenes, was difficult to notice without conscience observation. All the components that make up Long Take. camera walking and lighting as well as actor's dialog and performance and scene movement all beautifully came together. The Long Take is generally replaced by many different sort shots. However, Mike Nichols clearly demonstrates the benefit of Long Take. In the movie, the general aesthetics from the use of Long Take is slightly altered for a different purpose. The specific methods and effects used in the application of Long Take is the subject of this study.

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
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    • v.25 no.2
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    • pp.411-420
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    • 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.

A Study on Long-take in Animation : Focused on Emotional Responses (애니메이션 <나타요해>에서의 롱 테이크 장면 연구 : 감정반응을 중심으로)

  • Ying, Wu;Chang, Wook-Sang
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.126-137
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    • 2022
  • Whether an excellent animation film has vitality and charm largely depends on the aesthetic and emotional experience it brings to the audience, as well as the flexible use of the medium-long shot during the production of the animated film, especially the long take shot. It can then realize the real emotional communication between the animated film and the audience, stimulate the aesthetic experience, and achieve emotional resonance and sublimation. This thesis studies the characteristics and morphological divisions of moving long-shot composition and static composition and explores the diversified theories of animated emotional experience. Additionally, combined with the actual application analysis in the excellent animation feature "Prince Nezha's Triumph Against Dragon King", this thesis discussed the changes in the emotional experience created by the long take shots in the animation. This thesis finally summarized the relationship between the long shots in animation and the emotional experience of the animation creators, and how long shots stimulate viewers' aesthetic and emotional experience. In this way, it also provides a reference for future animation theory research, and finally creates animation works that bring high-quality emotional experience to the audience.

KBS 'Summter VR' directing analysis - Focusing on the long take technique (KBS '숨터 VR' 연출 분석 - 롱 테이크 기법을 중심으로)

  • Pyo, Man-seok;Choi, Yoon-hee;Lee, Seung-hyun;Kwon, Soon-chul
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.149-158
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    • 2018
  • VR image content producers are now terrestrial broadcasters, movie studios, game companies, and VR content producers (productions). As the VR market begins to form, investment in VR image content production is also expanding. The terrestrial KBS 'Summter VR' has been produced steadily from 2016 to 2017. 2D and VR images were simultaneously broadcast. If we compare and analyze these two image data, we could get a meaningful presentation. In this paper, 'Summter VR' is analyzed by cutting the image by time. "Summter VR" was using a long take for an average of 30 seconds or more, and at the same time, it was choosing a beautiful place so as not to fall into the boredom of long take directing. Most of the images of 'SummterVR' were long take techniques using the mise en scene VR technique.

The Correspondence of the Demented Patient's Desired Service with Received Service Type and Its Affecting Factors (치매노인의 서비스 희망과 이용의 일치 여부에 영향을 미치는 요인)

  • Park, Chong-Yon;Kang, Im-Ok;Lee, Sang-Yi;Seo, Su-Ra;Suh, Nam-Kyu;Park, Hyeung-Keun
    • Health Policy and Management
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    • v.17 no.2
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    • pp.52-67
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    • 2007
  • Korean government is preparing the long-term care financing and delivery system in order to cope with rapid population aging. The system should be designed to provide demented patients with an appropriate services that the patients want to take, and considered to be necessary for them. In this regard, this study aims to analyse empirically a relationship between the types of long-term care services that demented patients wanted to take and they actually received during 2004. The caregivers of 609 dementia patients, who were randomly selected in a manner of proportional allocation from a nationwide claim database of the Korean National Health Insurance Corporation, were interviewed in September, 2005. Independent variables include socio-demographic characteristics, Activities of Daily Living(ADL) and Instrumental Activities of Daily Living(IADL). To explore the correspondence of the types of long-term care services that demented patients wanted to take and that they actually received, and its affecting factors, we conducted chi-square test and logistic regression analysis. Main findings are as follows. First, while only 20% of study subjects wanted home services as a long-term care services, those who wanted to use the long-term care facilities and general hospital were 37%, 43% respectively. Second, the correspondence rate was just 38% on average, and extremely low in the demented patients who wanted to use long-term care facilities. Third, the demented patients who resided in urban areas and received relatively high level of education showed high correspondence rate. Fourth, the high ADL score was closely related to low correspondence rate.

Kinematic Analysis of the Men's Long Jump in the IAAF World Championships Daegu 2011 (2011 대구세계육상선수권대회 남자 멀리뛰기 경기의 운동학적 분석)

  • Seo, Jung-Suk;Woo, Sang-Yeon;Kim, Yong-Woon;Nam, Ki-Jeong;Park, Yong-Hyun;Kim, Ho-Mook
    • Korean Journal of Applied Biomechanics
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    • v.21 no.5
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    • pp.595-602
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    • 2011
  • The long jump motion of 8 finalist of men's long jump of IAAF World Championships Daegu 2011 were analysed and the kinematic characteristics of the technique were investigated. The kinematic characteristics of long jump motion of 8 finalist were as follows. In the run-up phase, the average length of 3, 2, and 1 stride were $2.21{\pm}0.08$ m, $2.46{\pm}0.18$ m, and $2.19{\pm}0.16$ m, respectively. The change in the height of the center of gravity was $0.09{\pm}0.02$ m. The average velocity of 3, 2, and 1 stride was $10.37{\pm}0.32$ m/s, $9.63{\pm}0.32$ m/s, and $10.69{\pm}10.69$ m/s, respectively. In the take-off phase, the horizontal velocity, the vertical velocity, the reduction of horizontal velocity was $9.00{\pm}0.37$ m/s, $3.04{\pm}0.27$ m/s, and $1.69{\pm}0.34$ m/s, respectively. The minimum knee angle and the take off angle was $157{\pm}6.57^{\circ}$ and $18.5{\pm}2.24^{\circ}$, respectively. In the flight phase, the flight time and the maximum height of the center of gravity was $0.82{\pm}0.05$ s, and $1.70{\pm}0.10$ m, respectively. In the landing phase, the landing length was $0.51{\pm}0.06$ m. The body angle, the knee angle, and the hip angle was $71{\pm}20.93^{\circ}$, $136{\pm}19.19^{\circ}$, and $85{\pm}9.58^{\circ}$, respectively. The kinematic characteristics of long jump motion with good record were shown as follows. The reduction of the horizontal velocity in the take-off phase was minimized while the velocity of the run-up were maximally maintained. The vertical velocity in the take-off phase was increased with rapidly extended knee and the high center of gravity.

Constrained NLS Method for Long-term Forecasting with Short-term Demand Data of a New Product (제약적 NLS 방법을 이용한 출시 초기 신제품의 중장기 수요 예측 방안)

  • Hong, Jungsik;Koo, Hoonyoung
    • Journal of the Korean Operations Research and Management Science Society
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    • v.38 no.1
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    • pp.45-59
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    • 2013
  • A long-term forecasting method for a new product in early stage of diffusion is proposed. The method includes a constrained non-linear least square estimation with the logistic diffusion model. The constraints would be critical market informations such as market potential, peak point, and take-off. Findings on 20 cases having almost full life cycle are that (i) combining any market information improves the forecasting accuracy, (ii) market potential is the most stable information, and (iii) peak point and take-off information have negative effect in case of overestimation.

Dynamic Analyis of Long Distance Belt Conveyor During Starting and Stopping (장거리 벨트 컨베이어의 기동 및 정지시의 동적거동 해석)

  • Kim, Won-Jin;Park, Tae-Geon;Lee, Shin-Sup
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.20 no.2
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    • pp.585-593
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    • 1996
  • According to the considerable increase of the length of belt conveyors, the dynamic analysis of systme becomes necessary to consider the variation of tensions and transient motion of components during starting and stopping of conveyor. The mathematical model of system is derived using the lumped parameter method. The input driving force is represented with two functions of time and pulley speed to count the characteristics of motor and fluid coupling. An example system was studied with 14 km in the distance of carrying. At head, it has two drivers and one gravity take-up and at tail ond driver and one power winch take-up. In the example, the transient tensions and responses, calculated using two cases of driving force, are mutually compared in starting mode. Also, the position of maximum tension and the braking force of take-up are obtained in stopping mode.