• Title/Summary/Keyword: Post-cinema

Search Result 20, Processing Time 0.022 seconds

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
    • /
    • v.30 no.4
    • /
    • pp.77-86
    • /
    • 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 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
    • /
    • v.25 no.2
    • /
    • pp.411-420
    • /
    • 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.

The Characteristics of Neuro-image in Post-cinema through Morphing Technique in (2013) (<블랙 스완>(2013)의 몰핑 기술을 통해 본 포스트 시네마의 신경-이미지적 특징)

  • Jang, Mi-Hwa;Moon, Jae-Cheol
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.5
    • /
    • pp.45-53
    • /
    • 2021
  • Digital morph expresses the imaginary beyond the representation of reality by expressing the narrative effect characteristically. In particular, the effect of affect can be considered to be a characteristic of digital cinema as a post-cinema. In (2013), Morphing image prominently shows the characteristics of post-cinema. By actively utilizing software technology, this film gives a shocking effect by expressing the magical image. Paying attention to the post-cinematic characteristics of morphing different from classical film, this article treated the characteristics of digital morphing. The digital morphing presents the flow of affect visualizing uncanny phenomenon of body transformation. This evokes concept of neuro-image which Patricia Pisters distinguished the neuropsychiatric pathology that appears actively on the contemporary digital screen. The Neuro-image goes beyond the temporality of Deleuze's time-image presenting future. Allegedly, the morphing of presents the neuro-images when Nina's body changed to hybrid body with black swan. Digital Morphing technique provides a shocking effect, showing delirium when the body bizarrely deformed while dancing ballet. This is different from the attraction of the morphing in film, it expresses the emotion of the neoliberal era beyond representation. In conclusion, the digital morphing presents the neuro-image system modulating the shock. This shows the characteristics of digital film which interacting and controling the shock effect as post-cinema.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.85-95
    • /
    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

The Study on Digital Cinema's Utility as a Film Production Tool and Influence for Korea Film Industry (디지털 시네마의 영화제작 도구로써 효용성과 한국영화산업에 대한 영향 연구)

  • Park, Chur-Woong
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.128-137
    • /
    • 2007
  • Digital cinema industry in Korea is developing very fast. It makes the structure of Korea film industry being changed with outstanding D.I process, reduction of production cost, the convenience of distribution & screening and easy transferring to other platforms. The main reason of this fast development is due to Korea film industry monopoly structure by a few companies. In addition, Huge Korea mobile communication companies are pushing Digital cinema industry to go faster with their own net work and platforms. However, Korea digital cinema industry still has problems like standardization in releasing, the lake of data in post-production and overuse in production. It is the time that we have to think about best way for the healthy development of Korea digital cinema industry more than the fast development of it.

About the Post-Cinematic Characteristics and Desire Shown in a Film (영화 <파란만장>에 나타난 욕망과 포스트시네마적인 특성에 대하여)

  • Son, Seong-Woo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.121-129
    • /
    • 2019
  • This study aims to focus on the text analysis, production methods of text, and reproduction of production methods, based on a film (2010) taken by mobile devices. As a digital film in which the objects and images have no characteristics of index, this work has the post-cinematic attributes in the aspect of consumers' recipience. This thesis paid attention to the interactions between essential change and production/consumption throughout the whole film culture in the receptive aspect. Just as the main character is a mediator-shaman in the film, this film works as a mediating position of cinematic possibility. In this film, there are different kinds of mediation such as mediation of shaman inside the text, mediation of film in the relationship between text and consumers, and consumers' instrumental desire for others'tool outside the text. Outside the text, this relevant film stimulates the imitation desire of consumer subjects as others. In other words, this is connected to the desire of consumers who aim to create a digital film through mobile devices as an author. This is connected to Simondon's thinking in which such technical objects not only generate new relationships, but also become a revolutionary seed that newly collectivizes human society.

A Study on Structural Aspect of Storytelling in Contemporary Cinema -Focused on the style of Structural Film and Apichatpong Weerasethakul's Film- (현대영화에 나타난 스토리텔링의 구조적 경향에 관한 연구 -구조영화와 아피찻퐁 위라세타쿤의 영화양식 비교를 중심으로-)

  • Seo, Won-Tae
    • Journal of Digital Convergence
    • /
    • v.12 no.9
    • /
    • pp.325-333
    • /
    • 2014
  • The purpose of this research is to analyse the structural aspect of storytelling in contemporary cinema which is focused on the Apichatpong Weerasethakul's film. The structural/materialist filmmakers insisted the formal experiment of film form itself and the methodology to create meaning by using it. Apichatpong Weerasethakul accepted and recreated aesthetic result of the structural/materialist film to transform his own cinematic style. As a result, he expanded his film aesthetic to post-modern film aesthetics. For this, he created the structure of film by using diegetic and non-diegetic sound and image creatively. The conventional storytelling method of contemporary cinema is based on the classic theory of 'poetica' of Aristoteles, which creates illusory diegesis of cinema. but Apichatpong Weerasethakul seeks and re-constructs storytelling methodology based on the product of structural/materialist film.

A Study on the Modernism Characteristics of Spaces in Contemporary Korean Cinemas (현대 한국영화 속 공간의 모더니즘 특성에 관한 연구)

  • Choi, Hyo-Sik;Woo, Seung-Hyun;Yoon, Hea-Kyung
    • Korean Institute of Interior Design Journal
    • /
    • v.22 no.4
    • /
    • pp.52-61
    • /
    • 2013
  • This study set out to compare and analyze the spaces in the images and sets of the representative movies that led the new heyday of Korean film since 1997 and examine the characteristics of contemporary Korean modernism in the movies, thus building an academic foundation for future exchanges between contemporary Korean architecture and contemporary Korean cinema. As for methodologies, the study first examined the film theories on how to utilize spaces projected onto moving images. Secondly, the study made an overall comparison of the characteristics of spaces in the representative movies of contemporary Korean cinema since 1997. Finally, the study compared and analyzed them with the intrinsic characteristics of modernism architecture space. The research findings were as follows: first, the representative movies of contemporary Korean cinema since 1997 either had a backdrop of everyday modernism space in the 1970s and 1980s or created a new space of late or post modernism in them that escaped from daily life for the mise-en-$Sc\grave{e}ne$ composition. Secondly, the contemporary Korean cinemas used the unornamented modernism architecture in Korea as the props of revealing the personalities and emotional aspects of the characters in a prominent fashion. Thirdly, they also used communication between internal and external space and spatial severance via the facade window in modernism architecture as important devices for narration organization. Finally, they selected the camera positions by applying the principle of open space, which allows for the expansion, reduction, and distinction of space according to functions, and thus established a methodology to create a space fit for the personalities of characters and stories.

A Study on Interactive Cinemapsychotherapy Class for Improving Emotional Intelligence and Empathic Ability (감성지능 및 공감능력의 향상을 위한 상호작용적 영화심리치료 수업의 효과)

  • Lim, Ae-Ryon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.6
    • /
    • pp.109-115
    • /
    • 2020
  • The purpose of this study is to verify influences of a cinema psychotherapy class containing a discussion on improving the emotional intelligence and empathic ability of university students. The research subjects were divided into a test group and a control group, with 106 students in each group. For a semester, the test group attended a practice-centered course including cinema psychotherapy, while the control group attended a discussion on personality psychology theory. The test group was shown 6 films in 12 weeks and answered structural questions between the researcher and subjects, and nonstructural questions between subjects. The results were as follows: The test group showed significant increases in self and other emotion appraisals in the emotional intelligence field. On the other hand, there was no significant change in emotional intelligence among the control group. With respect to empathic ability, the test group showed a significant increase in cognitive empathy, perspective taking, fantasy, and emphatic concern, while the control group didn't show significant change in empathic ability. In post-test, the test group demonstrated a significantly higher ability in cognitive empathy and perspective taking compared to the control group. This study verified that an interactive cinema psychotherapy class can increase emotional intelligence and emphatic ability. This study also demonstrated the effectiveness and necessity of a cinema psychotherapy class. As the class improves, more factors of emotional intelligence and empathic ability can be addressed.

A Post-Colonial Significance of the Mimicry and Translation in The Host (탈식민주의 관점에서 본 [괴물]의 영화적 모방과 번역의 의미)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.2
    • /
    • pp.204-214
    • /
    • 2011
  • This article attenpts to analyze, from the perspective of post-colonialism, 'Goemul'(English title, The Host), the Korean blockbuster movie that scored the greatest box-office success in the history of the Korean cinema. As Goemul eagerly copies the monster movie, a representative genre of Hollywood movies, it has close affinity with Hollywood blockbuster movie in many repects. At the same time, however, it also contains a resistance discourse that criticizes and mocks colonial of Korean society under American influences. This movie successfully carries out a post-colonial cultural translation that transforms mimicry into resistance to colonialsim. Hence, this artcle focuses on how Goemul borrows many aspects of the Hollywood monster movie but goes beyond the simple copying of it to reach post-colonial signification subverting the existing cultural regime.