• Title/Summary/Keyword: Movies

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The Study of Sceneries Shown in Animation Movies -Focusing on & (애니메이션에 나타난 풍경 연구 -<오세암>과 <원령공주>를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.50
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    • pp.1-22
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    • 2018
  • This study investigated realism sceneries shown in animation movies of auteurism. Although animation has properties of mechanical images arranged by short cuts, it essentially starts with the images dealing with space art based on the consciousness of an author. In this aspect, sceneries of animation movies can be the most proper subject for study from the viewpoint of image. Generally, sceneries of animation movies maintain the neutral position as a stage setting for story. However, as for auteurism animation, the sceneries have subjective meaning as major media to express the work or the vision and value of the author on the world. The representative animation movies that reflect the role and meaning of realism sceneries among auteurism animations are and . The former shows Korean sceneries and the latter presents local sceneries of Japan quite well. Reviewing the characteristics of sceneries shown in two movies, the sceneries of are the discovery of internal consciousness of the author that signifies pure innocence of childhood into the voice of nature through the style of the author. Meanwhile, sceneries of adopted nature landscape surrealistically based on the internal consciousness of the author and described the forest as the absolute utopia of the author. As such, the sceneries shown in two movies were utilized as the "framework of thought" of the authors that intensify the viewpoint of the movies on the world through empirical interpretation and detailed description of neutral landscape based on internal consciousness of the authors.

Toward Successful Adaptation from Games to Films (게임 원작의 성공적인 각색)

  • Park, Soo-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.3-14
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    • 2011
  • Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.

Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

Analysis on Deciles Distribution Behaviors of Four Major Korean Movie Distribution Companies and the Rest (한국 영화 4대 배급사의 흥행 10분위 기반 배급 행태 분석)

  • Kim, Jung-Ho;Kim, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.305-322
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    • 2016
  • With the multiplex and wide release strategy, the monopolies of four major distribution companies and three multiplex chain, the polarization of Korean movie's Box Office performance is deepening. The four major distributor of NEW, CJ CGV, Lotte Cinema distributed 290 movies of 538 movies produced from 2009 to 2014 in Korea. The audience market share of these four distributors is 85.74%, while other 248 movies covers only 14.26%, which are distributed by outsides of the four major distribution system. The concentration of film admission has been deepened in Gini Index from 0.53 in 2004 to 0.85 in 2014. The movies distributed by others rather than four major companies suffers inequality in numbers of secured screens, screening times, and secured seats of movie theaters. In the highest 10% of box-office ranking, there is only one movie distributed by others. The lowest 50% of box-office ranking, there are 186 movies by others, while four companies have 81 movies. However, Occupancy rate of seat of major companies is lower than 16.83% of that of the others in the lowest 50% section. Workers of Korean movie industry are suffered from this polarization and they seek their breakthrough by producing erotic movies for VOD in recent years.

Analysis of Spectator Mobilizing Power for 2000's Korea Movies Based on Construction of Network (네트워크 기반 2000년대 한국영화의 관객 동원력 분석)

  • Kim, Hak-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.429-437
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    • 2011
  • Movie network as a social network shows power-law distribution that is one of distinct properties in scale-free network. We constructed movie network from 799 Korea movies that screened from 2000 to 2009 and analyzed structural properties of the network. The 799 movies was classified three groups as a spectator mobilizing power. One million spectators mobilizing power movie was denoted the first class. The best 10 movie directors who produced at least three movies for ten years and had 70% the first class movie of them were selected. We also preferred the best 20 movie actors who played at least five movies for ten years and had 70% the first class movie of them. We re-constructed core movie network that composed the best 10 directors, the best 20 movie stars, and 157 movies that were produced by the directors or were played by the movie stars. We predict a possible combination of the director and movie actor as a category of the movie that has highly spectator mobilizing power. Here, we provide insight and method for producing high spectators mobilizing power movies

The Study of BIFF Street Renovation Plan (부산 영화의 거리 조성계획)

  • Yu, Yeon-Seo;Yun, Eun-Joo;Kang, Young-Jo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.2
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    • pp.1-9
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    • 2014
  • This study is the renovation plan for BIFF(Busan International Film Festival) street themed movies, which is an internationally known film festival. The aim of this is the regional economic vitalization. The first step of the plan sets up position through the case study of the Theme Street. The theme for each road space is related with movies and realizes the unificative images for each road. Images between the Busan Cinema Center and BUSAN MARINA are introduction of the road and the subject of this road is greeting with movies. The history of movies are printed on the pavement, some sections are made with red blocks for recollecting the red carpet. The next section from the BUSAN MARINA to MARINE CITY is set up being close with movies. In this section, sculptures of filmmaking and theme benches are installed for indirect experiences. The theme from MARINE CITY to DONGBAEK ISLANDS is playing and enjoying with movies. It is made more fun with the installation of super graphic and trick art. The theme from DONGBAEK ISLANDS to HAEUNDAE is farewell with movies. It is expressed by music on pavement and musical fountain. The last section in the theme road from HAEUNDAE to MOONTAN ROAD shows the concept memories after farewell. It is a half way to Moonten Road. The Milky Way pavement and Milky Way square are made by installing the optical fibers.

Examining Genre Tastes of Hollywood Movies in Korea (할리우드 영화의 장르별 수용 : 한국 영화시장에서의 문화적 할인현상을 중심으로1)

  • Park, Seung Hyun;Chang, Jeong-Heon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.511-551
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    • 2014
  • This study has examined genre tastes of Hollywood movies in Korea. A concept of cultural discount suggests that Hollywood film in foreign countries would be received differently according to its specific attributes. Following the suggestion of cultural discount, this study examines how local reception of Hollywood movies is different in Korea, focusing on film genre, production budget, and U.S. box office. The results show that genres are useful variables for such analysis, indicating that certain film genres are indeed suffering from relatively high cultural discount at the level of Hollywood movie import/distribution. Comedy, specifically, constitutes the crucial particularistic movie genre. However, this study does not find out any significant effect of movie genres on the box office in Korea, controlling the effect of U.S. box office and production budget. As Hollywood studios have recently produced multi-genre movies rather than genre-specific movies to induce a variety of audience who have different movie tastes, the influences of cultural discount disappeared among imported Hollywood movies in Korea. This study also reveals that Hollywood movies of high production budget and of successful U.S. box office are more preferred in Korea.

Analysis of research papers using movies in nursing education (간호교육에서 영화를 활용한 국외 연구논문 분석)

  • Oh, Jin-A;Im, Mi-Hae
    • The Journal of Korean Academic Society of Nursing Education
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    • v.17 no.3
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    • pp.395-404
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    • 2011
  • Purpose: The purpose of this paper was to analyze research papers using movies and to introduce a practical instruction in cinema education for nurse educators in Korea. Method: The computerized database of PubMed, Google scholar, NDSL, CINAHL, and PsychINFO were used to generate relevant literature. Sixteen studies were published between 1990 and 2011 and were included in this review. These papers were analyzed using the matrix method suggested by Garrad (2007). Results: The first paper using movies in nursing education was performed in 1995. There were 16 studies on this issue and classified into one qualitative and 15 quantitative research. Because psychiatric mental health nursing was the main course, movies relating to mental illness were mainly considered. Most papers used questionnaires developed by researchers and discussions regarding the course. The key findings in these papers were all positive. Conclusion: The critics and syntheses in these papers emerged into seven overarching merits of cinema education and that lead to conduct cinema education to deepen students' understanding and to evoke empathy, critical thinking, entertainment, and intimacy. In addition, cinema education was safe and economical. This study recommends discovering suitable films and developments in both instruction process and educational evaluation tools.

A Study on the eWOM and Selecting Movie According to Online Media and Replies (온라인 매체와 댓글에 따른 영화 구전의도 및 관람의도에 관한 연구)

  • Yu, Dengsheng;Lim, Gyoo Gun
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.177-193
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    • 2015
  • A great number of customers, who want to watch movies usually check out online reviews before choosing what to watch a movie. The most representative online media that customers consult are portal sites and SNS (Social Network Service). Although there have been numerous studies on online eWOM (e-Word of Mouth) and the effects of online media in businesses, it remains a question that which media is best for WOM (Word of Mouth) when selecting movies. This research examines customer's intention for consulting eWOM and for watching movies according to the number and tendency of online replies. We have compared portal sites and SNS about information of movie. The study shows that a large number of positive replies can affect the intention for WOM and choosing movies. Facebook has more influence than portal sites when choosing what to watch when replies consist of large and positive comments. However, there is no difference between the two types of media when they consist of negative comments.

Images of Costumes in Science Fiction Movies (공상 과학 영화에 나타난 복식이미지)

  • 김민자
    • Journal of the Korean Society of Costume
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    • v.50
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    • pp.51-68
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    • 2000
  • This study is intended to examine the common features of costume images in science-fiction (SF) movies that deal with current socio-cultural situations by examining their themes and tones about the future it can be generally concluded that costume images of SF movies are divided into two patterns : one inheriting traditional styles constructed on linear progress and the other based on dismantiling the tradition. this analysis is made through the research of actual cinematic contexts on the common features of multiple styles shaping the two patterns of costume images. The results can be summarized as the following: The former is related with the future built up on the basis of belief in reasonal progress rooted in the Enlightenment reasonable plan for ideal social order and strong faith in uniformity. So It shows functional uniformity disregarding wasteful competitiveness in consumption and luxuriousness and clothing that has the aesthetic value of purity without emphasizing human body or sensuality are presented. On the other hand SF movies which show the uncertain costume image as the meaning of dismantling of tradition take up a rather critical view of assumption that society can move toward utopian future as it searches future images in the notion of hetero-topia by emphasizing pluralism consequently as for clothing diversity and uncertainty in post-modern style are presented destroying modernistic dichotomy and the assumption of Utopian clothing made in the notion of modern progressivism.

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