• Title/Summary/Keyword: cinematic characteristics

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2001: A Space Odyssey as a Work of Experimental Cinema: Focused on Its Convergence of Technical Innovations and Aesthetic Challenges

  • Chodorov, Pip;Cha, Minchol
    • International Journal of Advanced Culture Technology
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    • v.7 no.2
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    • pp.113-124
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    • 2019
  • Stanley Kubrick's 1968 film titled 2001: A Space Odyssey has generally been considered as a monumental piece of mainstream epic science-fiction. However, this film can be evaluated as having properties of experimental cinema by boldly trying technical innovation and aesthetic experiment in various aspects. From the filmmaker's process to filmic structure, technical innovations, screening method, $mise-en-sc\grave{e}ne$, cinematic style and its (auto-)reflexivity, 2001: A Space Odyssey is highly experimental. We will attempt to separate out aspects of 2001: A Space Odyssey that derive explicitly from traditions in experimental cinema, whether adopting those traditions or innovating within them, by identifying the film's experimental strategies and relating them to other experimental films that came before and after. This will show that the purely formal characteristics of the film's conception carry meanings on their own relating to Kubrick's personal expression, ideas about cinema and philosophy that go beyond the scope of the film's narrative.

A Study on Characteristics of Storytelling by Fashion Film Categorization (패션 필름 유형에 따른 스토리텔링 특징 연구)

  • Kim, Jiye;Suh, Seunhee
    • Journal of Fashion Business
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    • v.21 no.4
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    • pp.1-20
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    • 2017
  • Fashion film has become a significant communication medium in the $21^{st}$ century. Fashion film, that tells unique quality stories, is a means of communicating brand value emotionally. To examine characteristics of storytelling according to types of fashion film, this study categorizes fashion film and investigates storytelling elements in terms of content, form, and communication. For methodology, a literature review was conducted to examine the concept of storytelling and types of fashion film storytelling. Empirical research was conducted on 32 fashion films from 2007 to recent years of 2017. Results are as follow. First, theatrical fashion film, based on linear narrative structure and closed-ending, is characterized content-based storytelling. Second, avant-garde fashion film, based on unconventional and experimental cinematic techniques, is characterized form-based storytelling. Finally, documentary fashion film that minimizes distortion and reproduces reality of designers' originality, refers to interactive communication-based storytelling which using digital technologies.

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.

Analytic study on Rhizome by Gilles Deleuze : Focusing on the Film (들뢰즈의 리좀 모델 분석 : 영화 <엘리펀트>를 중심으로)

  • Lim, Taewoo
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.66-75
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    • 2014
  • The purpose of this study is to analyze and illustrate 'Rhizome', a postmodern speculation system based on de-subjectivity and decentralization, presented by Gilles Deleuze. He borrowed the word rhizome, an originally botanical term meaning a horizontal stem under the surface of the earth, to counteract the dominating system grounded on binary, root-tree structure. The study then criticizes the early movements of de-subjectivity with molecular-biological and evolutionary evidences, and proves that these evidences can only be characterized by chance and nomadism, which are the key elements that constitute Rhizome. As a practical example of Rhizome, the study analyzes the film by Gus Van Sant, and demonstrates that both his various cinematic experiments and the result bear the same characteristics as Rhizome.

Movement of Animation through Characteristics of Cinema (영화적 특성을 통한 애니메이션의 운동성)

  • Song, Shi-Hyeong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.48-55
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    • 2014
  • A new relation between technological changes and arts is begins to create by the modernization of the West. Because the arts in the past that were enjoyed by specific individuals and small number of people are now massively produced via technological development, public acceptance of such arts is now possible. In this study, movement between each frame, which can be the core in animation, is investigated. We can see that the animation's cinematic movement cannot be identified with motions reproduced in live action films, let alone the motions in real world, no matter how the reproduced motions in animation are faithfully made. In the end, while crating the detailed expressions of movement of animation, along with cinema factors, and the continuity of such expressions, we can gradually exert the power of animation art form with enlivened reality that only animation has.

The Theory of the Image of the "Cinema-novel" in 1920s (1920년대 영화소설의 이미지 텍스트 연구)

  • Kong, Soungsu
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.501-514
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    • 2017
  • The 1920s 'cinema-novel' is composed of various media effects based on cinematic imagination, and it is designed to constantly evoke the image of the film during the reading process. This article focuses on 'cinema-novel' as an example of an unprecedented genre experiment. It is because the process of formation and development of this unique genre is filled with contemporary characteristics of the 1920s art that strived to create a content suitable for the modern art medium.

On the Fantastic Aspect in Electronic Media Art : A Preliminary Approach by Way of Barthes, Freud and Lyotard (전자매체예술에서의 '환상적' 측면에 대하여: 바르트, 프로이트, 리오타르를 경유한 접근)

  • Kim Won-Bang
    • Journal of Science of Art and Design
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    • v.5
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    • pp.159-174
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    • 2003
  • 'Fantasy', the central notion of this essay, is discussed here more as a new paradigm in order to describe the structure of a work of art than as a stylistic characteristic proper to a specific genre of art. It means the whole situation and experience produced by two connected terms 'corporeal subject - screen'. Roland Barthes explained the 'semiographic painting' by Andre Masson as a field in which happens a certain connexion between the impulse of subject and the image, which views the painting not as a physical object but as a 'cinematic screen' ; painting may be redefined as a dream or a fantasy of the corporeal subject. And such an idea of 'art as fantasy' is closely related to the recent theoretical attempts consisting in abolishing the vision-centered conception of art since Renaissance. In this essay, the notion of fantasy as an aesthetic model is sketched by means of the Freud's notes on the fantasy 'A child is being beaten' and Lyotard's more advanced analyse on its attributes and operations. In Lyotard's analysis, fantasy is defined as a 'bloc' or a 'matrix-figure' featuring simultaneous conversion between the active and the passive, sadism and masochism, and coexistence of imcompossible meanings. In this sense, fantasy may be given to us as an analogical model from which we can outline the aesthetic characteristics of electronic media art involving virtual reality and interactivity.

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Analysis of Postmodern Characteristics of Blade Runner based on Simulacrum (시뮬라크럼에 의한 블레이드 러너의 포스트 모더니즘 특성분석)

  • Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.93-103
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    • 2015
  • This study set out to figure out the tendencies of the staff members participating in the space design of Blade Runner and compare and analyze its set and location characteristics with its narrative based on Gilles Deleuze' Simulacrum, one of the basic theories of Post modernism, thus identifying the characteristics of postmodern space inherent in it. The findings were as follows: first, the spaces in a Late modernism tendency in Blade Runner seem to have been created by the cinematic imagination of Syd Mead and Douglas Trumbull rather than being influenced by the old Late modernism architecture. Second, the postmodern spaces of the movie were designed to depict a more realistic future by reinforcing the old ornamental elements or adding the mechanical aesthetics of Late modernism based on a prediction of future cities. Third, the characters representing Late modernism and Post modernism in the narrative of the movie embrace the tendencies of the parties objected by Model and Simulacrum in the scenes where they deny the tendencies of the spaces to which they belong, thus exhibiting a dual trend. Fourth, the dual narrative of Model and Simulacrum holds duality even in the space and architecture of the movie, which is the reason why the movie chose postmodern spaces reflecting historical contexts instead of inner spaces in the tendency of minimalism, which was in vogue when SF movies were made those days. Finally, the spaces of the movie can be categorized according to the Late modernism and Post modernism tendencies from the perspective of the 1980s and be understood to show the architecture and space of future Post modernism feasible through the layering of historicity, locality, and mechanical aesthetics from ancient Maya to a future city in Los Angeles, the background of the movie, from the perspective of 2019.

Study on Characteristics of Digital Realism Aspect for HMD based Virtual Reality Films (HMD 기반 가상현실 영화의 디지털 리얼리즘적 특성에 대한 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.849-858
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    • 2017
  • With the fast improvement of software and hardware technology of Virtual Reality, VR(Virtual Reality) film get attention for the new possibility of future film. Already, the production of virtual reality film festivals and Hollywood films is highly active, but it is still poorly related to virtual reality films in Korea. Due to this, this research analyze VR film with Realism films and Post-modernism films in four aspects that are film's frame(Mise-en-$Sc{\grave{e}}ne$), shot(montage), vew point and interactivity to deduct characteristics of VR film. Moreover, we also deduct an esthetical characteristic of VR films beyond the Realism films and Post-modern Films through analysing various VR films. This can be said as 'Digital Realism' that is come from the viewers' positive interaction and realization of Realism through Virtual Reality technology. There will be a successful development of VR film based on this research that analyse suitable directing method for Virtual Reality environment. At last, this research focused on characteristics of digital realism aspect for HMD based first person view VR animation .

Study of Spatial Characteristics with Polyphony Film -Focused on the Movie Rashomon- (폴리포니 필름으로 본 공간적 특성 연구 -영화 <라쇼몽>을 중심으로-)

  • Park, Ki-ung;Kim, Byeongsoo
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.155-162
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    • 2019
  • The characters' voices in the movie, Rashomon mean the absence of memories created by self-consciousness in order to avoid the crisis. The varying statements of the characters and the three spaces: the space of Nakanimon (th e ruins), the representation space as polyphony (the forest), the egoistic space of truth (the guardian), show the social ills of doubtfulness and mistrust among the Japanese at that time due to the defeat from the war. This matches with the polyphony theory of Mr. Bakhtin, a Russian cultural critic. The key concept of polyphony theory is that the voices that do not accord each other are not harmonized but each voice builds their own world and participates in the novel without being influenced by the creator. This study's aim is to discuss two aspects; Bakhtin's polypony theory allows polyphony film s to function as cinematic composition and spatial characteristics of polyphony films in the movie, Rashomon.