• Title/Summary/Keyword: national cinema

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Marriage Migrants' representation in Korean Cinema

  • de Dios, Ines Miranda
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.11
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    • pp.31-40
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    • 2018
  • This paper studies how marriage migrants are being depicted in Korean Cinema. In the recent years, the foreign population in South Korea has been increasing and so has done the presence of migrant minorities in media, including cinema. This study discusses that korean cinema shows dominant ideologies of power in Korean society where marriage migrants are located at the bottom. Five films were analyzed and from this analysis five frames were extracted. Marriage migrants are frequently depicted as subordinated or powerless, they are usually women in the role of wives, mothers, and daughters-in-law, they are treated as ethnic others, sexualized others or commodities. Consequently, their relationships with Korean nationals are formed by power relations. Moreover, Korean national who do establish some sort of intimate relationship with the marriage migrants are represented as people in the margins of Korean society. In this way, it is reinforced the social position of marriage migrants as outsiders in the Korean society.

Multimedia Technologies in Modern Educational Practices: Audiovisual Context

  • Mozhenko, Mykola;Donchyk, Andrii;Yushchenko, Anton;Suchkov, Denys;Yelenskyi, Roman
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.141-146
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    • 2022
  • In modern educational practices, the issue of dependence on the experience of using multimedia by students and the adoption of technologies in education, the perception of their benefits and effectiveness in blended learning is little covered. The purpose of the academic paper lies in assessing the audiovisual context of multimedia technologies, its acceptance by students in practice on the example of using video lectures in blended learning. The methodology is based on an online survey of 120 students of Ukrainian universities who have assessed the experience level in using video lectures, as well as the constructs as follows: Technology Characteristics, Fit, Perceived Usefulness, Perceived Ease of Use, Attitude, Intention to Use, Actual Use. The results show that the majority of students use video lectures to a certain extent in their training (20,8% have used technology to a certain extent, 49,2% have often used technology in training, 20% are regular users of technology). It has been revealed that most students agree with the relevance of video lectures, the accuracy of lectures, the brevity of lectures, the clarity of lectures, as well as the high quality of lecture videos. It has been estimated that 42,5% believe that lecture videos are an effective tool towards supporting students in hybrid learning. 26,7% of students consider video lectures to be appropriate technologies for online / hybrid courses. In general, 37,5% of respondents find video lectures useful; however, 35,0% do not agree with this statement. 83,3% of students have rated the high level of ease of access to video. In total, 95% of students find lecture videos easy to use. In general, positive attitude of students to video lectures has been revealed.

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
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    • v.25 no.2
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    • pp.411-420
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    • 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 Effect of Career Group Counseling Program using Cinema on Self Identity and Career Decision-making Self-efficacy of Adolescent on Probation (영화를 활용한 진로 집단상담 프로그램이 보호관찰 청소년의 자아정체감과 진로결정 자기효능감에 미치는 효과)

  • Jeong, In-Ju;Kim, Soo-Jin
    • Journal of the Korean Society of School Health
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    • v.24 no.2
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    • pp.164-172
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    • 2011
  • Purpose: This study was to examine the effect of career group counseling program using cinema for the improving self identity and career decision-making self-efficacy of adolescents on probation. Methods: The subject were 36 (Experimental. 20, Control. 16) adolescents on probation who were referred to N mental health center in G city South Korea, but 2 of the experimental group did not complete the program. The program consisted of 8 sessions and was conducted from November, 2008 to February, 2009. The study variables were 'self identity' and 'career decision-making self-efficacy' surveyed by self-reported questionnaires. Results: Self identity (t=-2.797, p=.005), and career decision-making self-efficacy (t=-3.354, p=.001) changed more significantly in the experimental group than in control group after career group counseling program using cinema. Conclusion: Based on these results, career group counseling program using cinema for adolescents on probation was especially effective in increasing self identity and career decision-making self-efficacy.

The Effects of Cinema Therapy on Depression and Self-Esteem in People with Schizophrenia (영화치료가 조현병 환자의 우울 및 자긍심에 미치는 영향)

  • Lee, Sung Eun;Ko, Sung Hee
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.585-592
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    • 2013
  • This study was done to investigate the effects of cinema therapy on schizophrenia patients' depression and self esteem. The research design was a nonequivalent control group pretest-posttest design. Participants were recruited from two mental health facilities in J city(20 in the experimental group and 20 in the control group). The research was carried out from March to April, 2010. The cinema therapy was conducted seven times. After the cinema therapy, depression of schizophrenia patients in experimental group was lowered compared with that of patients in control group, and the difference was statistically significant (t=-4.17, p<.001). After the cinema therapy, self esteem of schizophrenia patients in experimental group was improved compared with that of patients in control group, and the difference was statistically significant(t=5.77, p<.001). The results indicate that the cinema therapy was a useful program leading positive effects on depression and self esteem in schizophrenia patients.

Where should Korean cinema stand in terms of its global location? (한국영화는 지정학적 위치로 볼때 어디에 위치해야 하는가?)

  • Kim, jin-wook
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.321-322
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    • 2012
  • 정치적으로 볼 때, 한국은 현재 북한과 남한이라는 분단 현실에 놓여있고, 북한은 제 2세계로 분류되어져 왔지만, 경제적으로나 지정학적 위치를 고려해 볼 때 북한은 현재 제 3세계로 간주되어가고 있다. 비록 이런 논의는 논쟁의 여지가 있기는 하지만 대한민국은 제 1세계와 제 3세계의 중간 어느 정도의 위치에 놓여있다고 본다. 소위, 서방과 태평양의 언저리에 놓여있는 실정이다. 본 연구에서는 영상연구방법 중 질적방법론의 사례분석과 문헌연구(한국민족영화운동(Korean National Cinema Movement (1980~1990)의 문헌연구)를 통해 제 3세계 영화, 비(非)서방(Non-Western) 영화들, Third Cinema 와 같은 용어들을 현대 동아시아(East Asia) 영화들을 특별히 한국영화에 적용하여 그 용어와 의미들을 논의하고자 한다. 이 논문에서 도출된 결과는, 글로벌 시대에 모든 영화들이 국적(이념)에 따라 구분 되어야 한다고 생각하지 않으며, 이러한 견지에서 동아시아(한국)의 영화는 반드시 재(再)평가 되어야하고, 제 3세계, 비(非)서방(Non-Western), 제 3세계 영화의 영역에 조심스럽게 재(再)위치해야 할 것을 재(再)조명하고 있다.

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Education in Cyberspace: University as Universality

  • Shapoval, Oksana;Kotlyaria, Svitlana;Medvedieva, Alla;Lishafai, Oleksandr;Barabash, Oleh;Oleksyuk, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.333-337
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    • 2021
  • The article reveals the essence of cyber socialization influencing the process of education and development. The general and potential possibilities of cyber socialization in the process of using the cyberspace of the Internet environment are presented. The sudden transition to distance learning in the spring of 2020 put the pedagogical community in the face of problems related to the content, organizational and methodological basis of the educational process. During the training in distance mode, a rich experience was gained in the use of information and communication technologies. The article discusses the techniques and methods of teaching using the capabilities of information and communication and digital technologies.

A Study on the Ways to Embrace Stereoscopic 3D Cinema in Korea (3D 시네마 수용 방안 연구)

  • Lee, Chan-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.6
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    • pp.1969-1977
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    • 2010
  • James Cameron's "Avatar" has broken the national record of movie ticket sales, and it caused the boom of 3D and 3D related fields. This research is focused on the appropriate ways to embrace the stereoscopic 3D cinema and the assumable result in Korea. The new stereoscopic 3D is different from the old fashioned analogue 3D, and it has many possibilities that may influence Korean film industry. Since 1990s, the number of Korean film school has increased drastically, and many of those who graduated from the schools would experience fierce job market. 3D converting projects that require a lot of film majored personnels would solve the overly supplied film majored professionals. Through Korea's hundreds of film schools, when they include 3D filmmaking in their curriculum, they can train and educate 3D related staff such as stereographer, convergence puller, and depth continuity artists, and Korea can be an important 3D staff train center in the world. Educating 3D filmmaking can produce a noticeable result in terms of accepting 3D cinema. Stereoscopic 3D cinema has many possibilities in many fields not only in cinema but also almost every fields that related to the imagery. With government's supports, the investments from the 3D related corporations, and 3D education in colleges would be fast and efficient way to embrace and accept stereoscopic 3D cinema in Korea in terms of the size and the profit.

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
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    • v.12 no.9
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    • pp.325-333
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    • 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.