• 제목/요약/키워드: Movies

검색결과 1,039건 처리시간 0.021초

영상자극에 의한 감성적 반응 연구 (Kansei Measure in Movies : A study on Emotional Movements)

  • 김다현;이승희
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2009년도 춘계학술대회
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    • pp.79-82
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    • 2009
  • Movies are not only for projecting graphical contents but also for Kansei evaluation that stimulate human beings' sense and emotion in real time. Also, when one views movies or moving images with stories, including movies and dramas, the audience would often be sympathized through various factors of movies, such as performances of actors/actress, graphics, and music, are moved to tears and feel fear. Especially, emotional movement is different from impression and brought about as a result of responding to joy, which is one of the basic emotions of human beings. Moreover, it is suggested that emotion is the most positive aesthetic measurement toward objects. In this study, focusing on emotional movement that is one of many aesthetic reactions in human beings' watching movies, we developed an interface for measuring of emotional changes. The goal of this study is to apply the output of our quantitative analysis on the results of the measurements to the effective designing and production of movies.

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영화 자료를 활용한 수업이 초등학생들의 과학에 대한 태도와 학업 성취도에 미치는 효과 (The Effect of Instruction using Movies on the Attitude toward Science and Learning Achievements in Elementary Students)

  • 권난주;이재용
    • 한국초등과학교육학회지:초등과학교육
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    • 제29권2호
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    • pp.113-123
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    • 2010
  • The purpose of this study is to investigate the effect of instruction using movies on the attitude toward science and learning achievements in Elementary Students. For this study, it was chosen two classes of the fifth grades in H elementary school in Gyeonggi province. One class was an experiment group and the other class was a control group. Instruction using movies was applied to the experimental group and instruction using data of site T-nara that most teachers are using usually present was applied to the control group. Instruction using movies composed of seven steps was administered during the school hours. The results of this study were as follows. First, instruction using movies was positive effect in the Attitude toward Science. Second, there was significance between the score of the learning achievements of the experimental group and control group by instruction using movies. Third, there were many positive reactions of students about instruction using movies.

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1950년대에서 1980년대의 영화에 나타난 한복 (The Hanbok in the Korean Movies from 1950's to 1980's)

  • 소황옥;김유승
    • 복식
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    • 제64권2호
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    • pp.126-134
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    • 2014
  • This study studied female Hanbok that appeared in Korean movies in different periods, and investigated the changes and flow of the Hanbok in the movies based on the design and the form. Research scope is limited to Hanbok in Korean movies released between 1950' and 1980', and in order to study Hanbok in movies, snapshots of Korean movies for each period are used. Pictures are sourced from the Korean movie database, and forms and colors of Hanbok in the pictures are classified into 7 categories. Based on this, characteristics, changes and flow of Hanbok for each period are studied. Based on this, by investigating the Hanbok in Korean movies from silhouette and design perspectives and comparing each period, it is found that the following changes have been made: From 1950' to 1980', generally Min Jeogori (Normal Korean traditional jacket) had a higher rate. Up to early 1960', wide collar and collar strip were trends, but from 70' to 80', they have been remarkably narrowed. After liberation, ease and functional elements of western clothing were accepted. From 1950' to 80', generally wide and round shape sleeve were used. Also, from 50' to 80', normally skirt and Jeogori had the same color and fabric. Lastly. as Hanbok with western style fabric, rather than traditional Hanbok fabric was increasing, Hanbok with variously patterned fabric was shown. The lack of colored pictures led of limited research materials, and so a more accurate and sophisticated research on material and design was not possible, However, it is meaningful that this study has investigated changes and flow of Hanbok in modern Korean movies.

VR 영화에서 암묵적 프레임의 존재 (The Existence of Implicit Frames in VR Movies)

  • 김태은
    • 한국콘텐츠학회논문지
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    • 제18권8호
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    • pp.272-286
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    • 2018
  • VR영화는 일반영화에서의 스크린 화면과 관객과의 관계가 전혀 다르게 형성된다. 관객이 곧 카메라가 되고 카메라의 시점의 주체가 되기 때문에 1인칭 시점에 대한 고찰과 서사를 전달하는 프레임의 편집을 대체할 VR영화만의 프레임 이론이 필요하다. VR영화의 서사전달기능을 하는 프레임의 존재를 드러나지 않으면서 상징적 서사기능을 한다는 의미로써 '암묵적'프레임이라 명명하고 이와 관련된 이론적 배경으로 원씬 원컷으로 제작된 쇼쿠로프감독의 <러시아방주>와 외화면적 요소, 제4의 벽의 개념을 가져올 수 있다. VR영화 속 관객은 현존하지만 동시에 화면 안에서 부재하는 역설적인 딜레마를 가지고 서사에 몰입하게 되면서 하이퍼리얼리티를 겪는다. VR영화 공간에서 시선을 움직이는 시선의 블로킹, 실제와 가상사이의 현존을 묶어주는 원격현존의 속성을 지닌다.

A Study on Heroes in Hollywood Movies

  • Park Chur-Woong
    • International Journal of Contents
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    • 제1권2호
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    • pp.44-47
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    • 2005
  • One of the most important characteristics in Hollywood movies is that Hollywood movies have created heroes. But, the meaning of heroes in Hollywood movies is different from proto- typical heroes. America has such a short history, so it doesn't have the mythology. It is also consist of multi-race, culture. Thus, America people, especially governor need something that tie up governed people spiritually. Hollywood film industry has responded about this expectation since 1920's. Hollywood film producers have created mythology and hero like the western genre and Rambo. Now days, America, as only super power, wants to spread it's mythology and heroes over the world. That is cultural Imperialism.

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한국 및 미국 스포츠 영화 콘텐츠 특성에 대한 탐색적 연구 (Comparative Study on Characteristics of Sports Movies between Korea and the U.S.)

  • 정은정;전범수
    • 한국콘텐츠학회논문지
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    • 제11권12호
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    • pp.152-161
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    • 2011
  • 본 연구는 한국과 미국의 스포츠 영화가 어떤 특성을 가지며, 그 성과는 어떠한지에 대한 탐색적인 분석이다. 본 연구의 결과를 요약하면 다음과 같다. 첫째, 스포츠 영화의 외적 특성을 살펴본 결과, 영화 소재를 제외한 상영연도, 장르, 등급 등은 모두 한국 및 미국 영화에서 유사한 특성을 갖고 있는 것으로 나타났다. 한국 및 미국 스포츠 영화 공통적으로 영화 상영연도는 글로벌 스포츠 이벤트 개최 여부와는 연계성이 높지 않았으며, 장르로는 휴먼 장르 비율이 가장 높았다. 등급의 측면에서는 전체 관람가 등급 점유율이 가장 높았다. 반면, 영화 소재의 경우에는 미국은 미식축구가 가장 높은 비율을 차지한 것으로 나타난 반면 한국은 야구 비율이 가장 높은 것으로 나타났다. 둘째, 스포츠 영화의 내적 특성을 살펴본 결과, 주인공 성별 분포 및 내적 구조는 한국 및 미국 스포츠 영화 모두에서 비교적 유사하게 나타난 반면, 실화 여부에 있어서는 미국 영화가 한국 영화보다 실화 비율이 높은 것으로 나타났다. 주인공 성별 분포에서는 한국 및 미국 스포츠 영화 모두 공통적으로 남자 주인공이 차지하는 비율이 높게 나타났다. 내적 구조에서는 미국은 인물 중심 비율이 약간 높았던 반면 한국 영화는 인물 및 사건 중심 비율이 50%로 같게 나타났다. 셋째, 성과 측면에서는 한국 스포츠 영화들이 미국 스포츠 영화 보다 상업적 성공 비율이 낮은 것으로 판단된다. 이는 스포츠 영화에 접근하는 양 국가의 제작방식 차이를 반영하는 것으로 보인다. 한국 스포츠 영화가 비주류 스포츠의 인간 승리에 초점을 집중함으로써 주제 참신성이나 다양성이 높지 않은 점을 나타내는 반면, 미국 스포츠 영화는 주류 스포츠 영화의 인간 승리에 집중한다는 것이다. 결론적으로 한국 및 미국 스포츠 영화는 내적 구조에서나 외적 구조 모두에서 유사성이 높게 나타나고 있다. 이는 스포츠 영화의 장르적 속성이 영화 기획 및 제작에 그대로 반영되었기 때문으로 보인다. 다만, 미국 영화는 상업적 성공을 위해 한국 영화보다 특정 스포츠 종목에 집중하는 추세가 나타나고 있다.

판타지영화 캐릭터와 의상에 관한 연구 - 신화적 캐릭터를 중심으로 - (A Study on the Characters and Costumes in Fantasy Movies - With a Focus on the Mythic Characters -)

  • 김수경;이인성
    • 복식문화연구
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    • 제18권5호
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    • pp.1031-1047
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    • 2010
  • This study examines the conceptual characteristics of fantasy movies. It also studies the process of socio-cultural changes of the mythical images such as heroes, goddesses and the devil that have often become the centre of fantasy movie characters. This study further examines the features of each character that correspond to specific mythical images. The purpose of this research is to suggest the conceptual and aesthetic characteristics of fantasy reflected in the characters and the costumes of fantasy movies, which were released since the year 2000. The followings are the results of the research: The conceptual characteristics of fantasy reflected in the characters and the costumes of fantasy movies are summarized as representation of reality, allegory and symbols, horror, desire, deconstruction and metamorphosis, otherness and counter-cultural sentiments. The aesthetic characteristics of the costumes of fantasy movies are defined as typicality and symbolism, grotesqueness, sensuality, hybridization, and otherness. These characteristics are very interconnected. The costumes of heroic characters appearing in fantasy movies show strong side of standard while the costumes of the evil characters revealed the limit of dualistic point of worldview centered on West. Heroic characters show realistic and human side that reflects the ethos of the time. Negative characters such as the devil or witches, which were created in human imagination and emotion, become the dynamic force of fantasy movies through their deviant actions. Their clothes, with variety and hybridization, become the source of creativity expected in present society.

개봉 규모와 수익성에 따른 영화의 분류와 확산 패턴 분석 (Identifying the Diffusion Patterns of Movies by Opening Strength and Profitability)

  • 김태구;홍정식
    • 대한산업공학회지
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    • 제39권5호
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    • pp.412-421
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    • 2013
  • Motion picture industry is one of the most representative fields in the cultural industry and has experienced constant growth both worldwide and within domestic markets. However, little research has been undertaken for diffusion patterns of motion pictures, whereas various issues such as demand forecasting and success factor analysis have been widely explored. To analyze diffusion patterns, we adopted extended Bass model to reflect the potential demand of movies. Four clusters of selected movies were derived by k-means clustering method with criteria of opening strength and profitability and then compared by their diffusion patterns. Results indicated that movies with high profitability and medium opening strength are most significantly influenced by word of mouth effect, while low profitability movies display nearly monotonic decreasing diffusion patterns with noticeable initial adoption rates and relatively early peak points in their runs.

Effects of Cultural Teaching through Movies in English Classes on EFL College Students' Attitudes towards English Reading

  • Baek, Jiyeon
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.177-182
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    • 2020
  • In the age of technology and information, communicating with people from different cultures is significantly important. Regarding this perspective, communicative competence has been the focus in the EFL educational context. The purpose of this study is to investigate the effectiveness of using movies in a culture-integrated English reading course at the college level. In order to achieve this purpose, pre- and post-reading comprehension tests, pre- and post-surveys and in-depth interviews were conducted. The results of data analysis showed that using movies in the culture-integrated English reading class positively affected students' interest and confidence towards English reading as well as their reading achievement. In this respect, we suggest that cultural teaching through movies in English classes should be learner-centered so that learners can proactively analyze and understand different cultural backgrounds shown in the movies and build schemas which can be used in their learning process.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.