• Title/Summary/Keyword: film and television arts

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Research of the Expression of 'Blank-Leaving' in Modern Films (현대 영상작품 속에 활용된 '여백' 의 표현방식에 관한 연구)

  • Zhang, Ying-ting;Lee, Dong-hun
    • Journal of Communication Design
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    • v.59
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    • pp.114-127
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    • 2017
  • At present, the research of the method of 'Blank-Leaving' can be easily found in works of arts and architecture, while it can be hardly discovered in the academic research of film and television. However, as a means of expression, 'Blank-Leaving' gives a unique artistic charm to film and television works, and its development has a positive aesthetic effect to film arts. In order to go into details of the thought of 'Blank-Leaving' in movies, this paper firstly discusses the definition of 'Blank-Leaving', the history and social origin of 'Blank-Leaving' as well as its relationship with Taoism and its application in traditional Chinese painting. Secondly, this article analyzes its function and artistic expression in the film and television and the ideas sublimation it brings to people by means of combining the thought of 'Blank-Leaving' in Taoism. Finally, this work put forward the method of innovation and perfection of 'Blank-Leaving' in film and television works. This paper shows that, as a means of expression, 'Blank-Leaving' has not only realized the value of beauty, but also strengthened the public awareness of film arts.

The Shaping and Communication of National Image by Korean Film and Television

  • Ning Wang;Jinling Wang
    • Journal of the International Relations & Interdisciplinary Education
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    • v.2 no.2
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    • pp.35-58
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    • 2022
  • Korean movies and TV shows have been widely distributed in the international market and have played an important role in shaping the national image of Korea. In this paper, we found that the factors of "actor's image" and "background music and images" among the popular factors of Korean dramas have a positive influence on shaping the national image of Korea through questionnaires and spss tools. At the same time, the study also hopes to analyze the reasons for the success of Korean film and television productions to explore their useful value for the international communication of Chinese film and television productions.

Reconsidering Film Culture from the Perspective of Contents: Back Into The Theatres (콘텐츠 관점에서의 영화문화에 대한 재고찰)

  • Park, Rebecca Yon Soo;Park, Hung Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.112-114
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    • 2010
  • Mainly through the pervasive emergence of portable devices (laptops, PDAs, now iPods), the screen arts, that is, the cinematic arts has suffered the loss of what constitutes the core of its existence: the theatre and theatre-audience. This paper discusses cinema's distinct place and significance in culture and its difference from television and other forms of mass media. The most pressing question at hand would be, "how do you bring back attention to the medium that is distinctly cinematic?" "How do you bring people back to the theatres?" This paper argues that cinema, and the film industry as a whole must push for a technological leap that is in conjunction with culture. With mentioning of the rapid development of 3D technologies in the moving images, this paper proposes that such technological novelties and innovation are necessary conditions for a new kind of film culture to emerge.

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Disney's Entry into Streaming Services and the Shifting Media Terrain in the U.S.

  • Jeongsuk Joo
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.291-297
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    • 2023
  • This paper intends to shed light on how the advent of streaming services pioneered by Netflix has been affecting the media landscape in the U.S. by looking at Disney's entry into streaming services and what effects this might have had. The paper first looks at the rise of Netflix, the disruptive impact it had on cable and film businesses, and the challenges this has posed to traditional media conglomerates like Disney. In this context, the paper examines Disney's decision to enter into streaming services as a move to counter both these challenges and Netflix's growing power. Finally, the paper notes the changes Disney's entry is likely to bring about, notably the continued disruption of film and television as streaming business expands, as well as the potential of Disney's streaming services to challenge Netflix and further strengthen its media empire.

Fabrication of a Nano-Wire Grid Polarizer for Brightness Enhancement in TFT-LCD Display (TFT-LCD용 휘도 성능을 향상시키는 나노 와이어 그리드 편광 필름의 제작)

  • Huh, Jong-Wook;Nam, Su-Yong
    • Journal of the Korean Graphic Arts Communication Society
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    • v.29 no.3
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    • pp.105-124
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    • 2011
  • TFT-LCD consists of LCD panel on the top, circuit unit on the side and BLU on the bottom. The recent development issues of BLU-dependent TFT-LCD have been power consumption minimization, slimmerization and size maximization. As a result of this trend, LED is adopted as BLU instead of CCFL to increase brightness and to reduce thickness. In liquid crystal displays, the light efficiency is below 10% due to the loss of light in the path from a light source to an LCD panel and presence of absorptive polarizer. This low efficiency results in low brightness and high power consumption. One way to circumvent this situation is to use a reflective polarizer between backlight units and LCD panels. Since a nano-wire grid polarizer has been known as a reflective polarizer, an idea was proposed that it can be used for the enhancement of the brightness of LCD. The use of reflective polarizing film is increasing as edge type LED TV and 3D TV markets are growing. This study has been carried out to fabrication of the nano-wire grid polarizer(NWGP) and investigated the brightness enhancement of LCD through polarization recycling by placing a NWGP between an c and a backlight unit. NWGPs with a pitch of 200nm were fabricated using laser interference lithography and aluminum sputtering and wet etching. And The NWGP fabrication process was using by the UV imprinting and was applied to plastic PET film. In this case, the brightness of an LCD with NWGPs was 1.21 times higher than that without NWGPs due to polarization recycling.

Research on the Characteristics of Working Conditions and Occupational Safety and Health in the Special form Workers (특수형태근로 종사자의 작업조건 및 안전보건 특성에 관한 연구 - 퀵서비스 등 5개 직종을 중심으로 -)

  • Yi, Kwan Hyung
    • Journal of the Korean Society of Safety
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    • v.29 no.4
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    • pp.147-152
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    • 2014
  • The purpose of this study, the overall occupational safety and health status and identify the characteristics of the workers engaged in the field of quick services, substitute driving services, home delivery, caregiver, film and television arts, to take appropriate measures to prevent industrial accidents, profession and working environment, safety recognition and education, and safety activities, accident experience and job stress survey. Survey using a structured questionnaire, 846 people directly interview research. Safety consciousness level of himself or herself was "fair level" of 3.19 points and those of colleagues and the general public were evaluated to be low as 2.84 points and 2.54 points, respectively. During the last 12 months, 21.3% of total workers in 5 job categories have received an industrial safety health education for job-related accident or disease and 87.6% of workers engaged in caregiver have received an industrial safety health education for job-related accident or disease. The proportions for delivery worker, substitute driving service and quick service/cultural art were 26.4%, 12.1% and below 10%, respectively. Frequency of having received an education was 5.7 days on average and education hour was 9.2. Regarding cases of having experienced job-related accident or having been exposed to job-related disease over the past 1 year, 17.0% of total respondents have experienced accident and 21.3% have experienced job-related disease. Preventive education for occupational safety is required to be expanded and strengthened. Except caregiver, the proportion of having received an information and education for safety rules and hazardous factors. Safety education is urgently required in order to prevent and reduce accident. Safety and health guideline is required to be developed and disseminated in order to prevent accident in advance.

Semi-fragile Watermarking Scheme for H.264/AVC Video Content Authentication Based on Manifold Feature

  • Ling, Chen;Ur-Rehman, Obaid;Zhang, Wenjun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.12
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    • pp.4568-4587
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    • 2014
  • Authentication of videos and images based on the content is becoming an important problem in information security. Unfortunately, previous studies lack the consideration of Kerckhoffs's principle in order to achieve this (i.e., a cryptosystem should be secure even if everything about the system, except the key, is public knowledge). In this paper, a solution to the problem of finding a relationship between a frame's index and its content is proposed based on the creative utilization of a robust manifold feature. The proposed solution is based on a novel semi-fragile watermarking scheme for H.264/AVC video content authentication. At first, the input I-frame is partitioned for feature extraction and watermark embedding. This is followed by the temporal feature extraction using the Isometric Mapping algorithm. The frame index is included in the feature to produce the temporal watermark. In order to improve security, the spatial watermark will be encrypted together with the temporal watermark. Finally, the resultant watermark is embedded into the Discrete Cosine Transform coefficients in the diagonal positions. At the receiver side, after watermark extraction and decryption, temporal tampering is detected through a mismatch between the frame index extracted from the temporal watermark and the observed frame index. Next, the feature is regenerate through temporal feature regeneration, and compared with the extracted feature. It is judged through the comparison whether the extracted temporal watermark is similar to that of the original watermarked video. Additionally, for spatial authentication, the tampered areas are located via the comparison between extracted and regenerated spatial features. Experimental results show that the proposed method is sensitive to intentional malicious attacks and modifications, whereas it is robust to legitimate manipulations, such as certain level of lossy compression, channel noise, Gaussian filtering and brightness adjustment. Through a comparison between the extracted frame index and the current frame index, the temporal tempering is identified. With the proposed scheme, a solution to the Kerckhoffs's principle problem is specified.

Analysis of the Film's Promotional Website - Focus on Motion Graphic (모션그래픽 활용을 중심으로 영화홍보 웹사이트 분석)

  • Min, Jang-Geun;Han, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.7
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    • pp.27-35
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    • 2014
  • Motion Graphic developed in the visual fields such as film and TV is widely used from the fields of arts such as applied paintings to interactive media such as web sites. In particular, Motion Graphic is actively used in the film's promotion websites with the form of a mixture between characteristics of visual media and characteristics of websites. In this study, we analyze the characteristics of film's promotion websites, investigate previous studies for Motion Graphic analysis. And present a model for the analysis of websites including visual elements, media elements and motion elements as main elements. We select some of promotion websites for films among 2013 domestic hot films, carry out a case analysis, and present the direction of development on the base of the results.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.91-102
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    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.