DOI QR코드

DOI QR Code

KBS '숨터 VR' 연출 분석 - 롱 테이크 기법을 중심으로

KBS 'Summter VR' directing analysis - Focusing on the long take technique

  • 표만석 (광운대학교 일반대학원 홀로그래피 3D콘텐츠학과) ;
  • 최윤희 (광운대학교 일반대학원 홀로그래피 3D콘텐츠학과) ;
  • 이승현 (광운대학교 인제니움학부) ;
  • 권순철 (광운대학교 스마트융합대학원)
  • 투고 : 2018.05.16
  • 심사 : 2018.07.28
  • 발행 : 2018.08.31

초록

VR 콘텐츠 제작은 지상파 방송사를 중심으로 영화제작사, 게임업체, VR 콘텐츠 프로덕션 등이 활발하게 제작하고 있으며, 이에 따라 VR 시장이 확대되고, VR 영상 콘텐츠 제작에 대한 투자규모도 커지고 있다. 지상파 KBS '숨터 VR'은 2016년부터 2017년까지 꾸준히 제작되어 왔으며, 2D영상과 VR영상이 동시에 방송되어 이 두 영상자료를 비교 분석한다면 유의미한 연출내용을 도출할 수 있을 것으로 보았다. 본 논문에서 '숨터 VR'을 시간대별로 샷(컷)을 분석한 바, '숨터 VR'의 영상 연출은 평균 30초 이상의 롱 테이크를 사용하고 있었고, 동시에 관객이 롱 테이크 연출의 지루함에 빠지지 않도록 아름다운 장소를 선택하고 있었다. '숨터 VR"영상에서 대부분의 영상 연출은 롱 테이크의 미장센 기법이었다.

VR image content producers are now terrestrial broadcasters, movie studios, game companies, and VR content producers (productions). As the VR market begins to form, investment in VR image content production is also expanding. The terrestrial KBS 'Summter VR' has been produced steadily from 2016 to 2017. 2D and VR images were simultaneously broadcast. If we compare and analyze these two image data, we could get a meaningful presentation. In this paper, 'Summter VR' is analyzed by cutting the image by time. "Summter VR" was using a long take for an average of 30 seconds or more, and at the same time, it was choosing a beautiful place so as not to fall into the boredom of long take directing. Most of the images of 'SummterVR' were long take techniques using the mise en scene VR technique.

키워드

참고문헌

  1. Han Jin, "VR Business: Virtual Reality Spends Huge Money," Korea Economic Daily, pp. 23, 2017.
  2. Yeon Seong-Jin and Ryu Chang-Hyun, "Recent Developments of Anger Management Virtual Reality Cognitive Behavioral Therapy [VR-CBT] Program for Juvenile Offenders", Korean Institute of Criminology, 2015.
  3. Chang-Hoon Kang, "Flow of next generation broadcast video, Present and Future of VR contents", The Korea Contents Association, Vol. 14, No. 2, pp. 15, 2016.
  4. edaily, http://www.edaily.co.kr/news/news_detail.asp?newsId=01738406619206952&mediaCodeNo=257&Out LnkChk=Y
  5. The webedaily, http://www.webdaily.co.kr/view.php?ud=AH03101515453006201_7
  6. Yun Jung Kim, "A Study on Dramaturgy for Reducing Motion Sickness Inducer of VR Contents", The Korean Journal of animation, Vol. 12, No. 2, pp. 27, 2016.
  7. Kyung Hun Han and Hyun Taek Kim, "The Cause and Solution of Cybersickness in 3D Virtual Environments", Korean Journal of Cognitive and Biological Psychology, Vol. 23, No. 2, pp. 288, 2011.
  8. Superdata research, https://superdata-research.myshopify.com/products/report-virtual-reality-consumers
  9. M. E. McCauley and T. J. Sharkey, "Cybersickness: perception of self-motion in virtual environments", Presence, Vol. 1, No. 3, pp. 311-318, 1992. https://doi.org/10.1162/pres.1992.1.3.311
  10. B. D. Lawson, D. A. Graeber, A. M. Mead, and E. R. Muth, "Signs and symptoms of human syndromes associated with synthetic experiences," Handbook of virtual environments: Design, implementation, and applications, pp. 589-618, 2002.
  11. A. S. Fernandes and S. K. Feiner, "Combating vr sickness through subtle dynamic field-of-view modification", 3D User Interfaces (3DUI), IEEE Symposium on IEEE, 2016.
  12. Hongju Shin, "The Freedom of Viewpoint in VR Contents : With a Focus on Lost, an Animation", The Korean Journal of animation, Vol. 12, No. 4, pp. 88, 2016.
  13. VR content hypothetica Team, "A Study on the Application of VR Program", KBS Autonomy Conference, pp. 30, 2016.
  14. Tobias, R, "20 Master Plots and How to Built Them", Writer's Digest Books, pp. 57, 1993.
  15. Yu Nam-kyung, Summter VR Seoul Future Heritage Making Story, Broadcasting & Technology, pp. 255, 2017.
  16. Ho Bin Ko, "Problems of Stereoscopic 3D Movie Making in terms of Mise-en-scene", Journal of communication design, Vol. 47, pp. 167-175, 2014.
  17. Min-Chul Cha, "Documentary," Communication Books, pp. 100-103, 2014.
  18. Lee Hong Seop and Park Eui Jun, "A Study on Method to Manipulate to Alleviate the Simulation Sickness of 3D HMD", Korean Society for Computer Game, Vol. 27, No. 4, pp. 85-91, 2014..
  19. Wook Sang Chang, Young Kwon Yi, "VR Film Direction Analysis-Focusing on Long Take", The Korean Journal of animation, Vol. 11, No. 5, pp. 299-300, 2015.