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Making a Well-made Story in Choi Dong Hoon's Films with Ten Million Audiences (최동훈 천만 관객 영화의 잘 짜여진 이야기 구성)

  • Bae, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.57-72
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    • 2018
  • Choi Dong-hoon's films tend to have not been well treated academically in Korea. But from the point of view that his works have succeeded in box office and survived in the market for some reason, there seems to be new possibilities to treat them. In this paper, the two movies with ten million audiences, and that are Choi's original scenario and caper film genre are tried to examine the success factors in box office on "making well made story". Often, well-made films have both genre-customary and creative aspects. Choi Dong-hoon's movies are the same. and faithfully follow the rules of caper film genre. At the same time, these two films have complex adaptive systematic creativity, in which multiple characters are self-organizing with their story patterns actively. And since there is a proper coexistence of customary and original aspects in the and , these two films are seemed to be at the edge of the chaos, which is the most market adaptable.

Social Reflection of Director Choi Donghoon -based on the Theory of Carnival of Mikhail M. Bakhtin (최동훈 영화의 사회반영성 -바흐친의 카니발 이론을 중심으로-)

  • Lee, Minho;Yi, Hyoin
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.125-136
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    • 2013
  • Director Choi Donghoon is the most famous director in Korea as a box office successor, especially (2102) has gained No. 1 box office attraction in Korean film history. However some critics have criticised the works of Dr. Choi because of their plebeianness. This paper focused on the reason of interaction with audiences through the theory of carnival of Mikhail M. Bakhtin. Because the theory of carnival is not only the adapted method to account for the power of popular culture to M. Baktin but also the useful method to understand the keys of interaction of Dr. Choi's films. It's not difficult to find the esthetic elements of carnival theory example for 'dethronement & coronation', 'overturn & ridicule', 'image of feast', 'language of square' in the films of Choi which are The Big Swindle(2004), Tazza: The High Rollers(2006), Woochi(2009), The Thieves(2012). Therefore this paper has endeavored that the box office attraction and success of communication with audiences is due to the realistic attitude and social reflection of Choi's films.

EE03 Development of an Automotive Anti-Theft System

  • Batra, Pulkit
    • International journal of advanced smart convergence
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    • v.4 no.1
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    • pp.1-10
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    • 2015
  • Automotive Theft has been an obstinate problem around the world. Design and manufacture of anti-theft systems have become more and more complex due to the rise in complexity of theft in the system. Most of the anti-theft systems available in the market, are the alarm types which audibly deter some thieves away but do not prevent one's car from being stolen and even are not good enough to meet the growing complexity of theft in the country. This paper presents a simple and an efficient anti-theft system which provides improved security by the use of efficient access mechanisms and immobilization systems. This security system can immobilise an automobile and its key auto systems through remote control when it is stolen. It hence deters thieves from committing the theft. It also effectively prevents stealing of key auto systems for reselling by introducing four layers of security features written in the form of firmware and embedded on the Electronic Control Units (ECUs). The particulars of system design and operation are defined in the paper. The experimental outcomes show that this system is practicable and the owner can steadily control his vehicle within a few seconds.

A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.3
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    • pp.627-637
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    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.

A Study on Chinese Round Neckline-In Reference to The Five Hundred Thieves to Become Buddhist Monks (중국의 둥근 깃 전래에 관한 소고-《오백도적귀의도》를 중심으로-)

  • 김영재
    • Journal of the Korean Society of Costume
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    • v.36
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    • pp.97-107
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    • 1998
  • This is a studying on Chinese round neckline. Chinese round neckline is originate from Kucha and Bei-Wei. After round neckling was flown into Chinese, it had been worn in all classes including Emperor as well as common people. Women-talents and court ladis-likes to wear it too, especially Tang Dynasty. This study is describe processes of changes and characters of Chinese. The first inflow time of round neckline into China was assumed in Bei-Wei. In Bei-Chi, it changed right lapel and it fastened by a button. In Chinese each dynasty, Round neckline had been worn in Emperor, common people talents and a part of court ladies.

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A Street-Child's Board Game: the Endless Quest for Respectability in Ragged Dick

  • Kim, Soyoun
    • Journal of English Language & Literature
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    • v.64 no.2
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    • pp.187-201
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    • 2018
  • Horatio Alger's Ragged Dick (1868) betrays the economic and social system of nineteenth-century America through a self-reformative bootblack's quest for respectability. Being considered a space of constant danger, nineteenth-century New York City serves as a game board, and both visitors and residents of the city are supposed to avoid dangers while moving across its space. Dick Hunter, the juvenile protagonist of the novel, illustrates a street-child who starts his game of life from the backline of the game board. Continuing his quest for respectability, not only must he abandon the bad habits that he acquired as a street-child, but he also must avoid thieves and swindlers just like a tourist or like a player of nineteenth-century American board games. As Dick's social rise goes parallel with his movement in the city space, his entrance to a bank brings him the access to other respectable places, and a series of entrance turns him into a legitimate subject in the official system of the American society. While he continues his game of life successfully with the help of gentlemen patrons, in reality it is almost impossible for a disadvantaged player to escape the backline of the society. Thus, Dick's success story presents Alger's fantasy about the ideal economic system in which materials and persons are endlessly circulated.

Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.

The Interactive Significance of Red in Film Color : Concentration and Diffusion (영화에서 빨강의 상호작용적 의미 : 집중과 확산)

  • Kim, Jong-Guk
    • Cartoon and Animation Studies
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    • s.47
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    • pp.241-271
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    • 2017
  • Film color is equivalent to other elements of film, including narrative, and has a textual meaning according to the identity of expression. In general, red has a function of focusing attention, and the meaning derived from it is diffused. In the interaction of text and context, the function of concentration and the meaning of diffusion can be presented. The concept of concentration and diffusion is shaped by the relationship between independent colors, colors and other cinematic elements, and interactions between colors. In order to confirm this, this study analyzes a series of popular Korean films, how film colors interact, and in particular, the concentration function of red and the meaning of proliferation. The results of this study are as follows. First, in Korean popular films, at its most basic, red symbolizes a nation, a people, and a nation. The red of nationalism surrounding ethnicity, nationality and country visualizes ideology and conflict. The purpose of an individual or group, the relationship between the offender and the victim is mediated through red. The flag, the name tag, the costume appearing in the film are red. This can be seen in films such as Train to Busan, Assassination, Masquerade, Miracle in Cell No.7, Brotherhood of War, Northern Limit Line, Joint Security Area, Welcome to Dongmakgol, and May 18. Second, the red color attached to the female body fixes or strengthens socio-cultural sexuality and gender. The examples are films like Ode to My Father, The Thieves, The Host, Purpose Of Love, Sunny, Like A Virgin, Forbidden Quest, Untold Scandal, Bewitching Attraction, and Ssanghwajeom. Third, the blood red in Korean films is a visual device that directs magical horror, anger, and asceticism. Such films include The Neighbors, Bunshinsaba, R-Point, A Tale Of Two Sisters, Whispering Corridors, The Uninvited, Thirst, SECTOR 7, Asura:The City of Madness, The Tiger, Veteran, and so on. Fourth, red of tears constitutes the specific emotions such as a beautiful desire and a brilliant tragedy in films like King and The Clown, Oldboy, Memories of Murder, 26 Years, The Attorney, Unbowed, Sympathy For Lady Vengeance, Happy End, Punch, Calling, The Yellow Sea, and He's on Duty.

Characteristics of Intrusion MO and Perception of Target Hardening of Burglars (침입절도범 재소자의 수법 특성과 타겟하드닝 관련 인식)

  • Park, Hyeonho;Kim, Kang-Il;Kim, Hyo-gun
    • Korean Security Journal
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    • no.60
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    • pp.33-61
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    • 2019
  • It is quite difficult to actually prove the effectiveness of so-called target-hardening, one of the various strategies used to reduce crime, one of the serious problems in society recently. In particular, three to five minutes is often used as golden time for intruders to give up or stop, which is based on foreign and some indirect research cases in Korea, but there were no studies that more directly identified the average break-in operation time or the abandonment time based on the elapsed time when the shield hardware resists intruders. This study was the first of its kind in Korea to investigate and verify samples of 90 inmates of break-in burglars who were imprisoned in August 2018 by profiling the average criminal experience, education level, age, height and weight of typical Korean professional break-in thieves, and specific criminal methods, average break-in operation time, and the criteria for giving up if not breached. According to the analysis results, in the survey on the number of pre-invasion theft crimes by intruders, many of the respondents who participated in the survey were criminals of professional invasions, and by their physical characteristics, there was not much difference from ordinary adult men. Residential facilities were the highest in the world, followed by commercial and educational facilities. According to the survey on the types of facilities that committed intrusion into residential facilities, it was not safe to say that single-family housing accounted for the largest portion of single-family housing, multi-family housing, apartment high-rise (more than three stories), and apartment low-rise (more than one to three stories) among residential facilities, and that the ratio of apartment high-rise was higher than expected. Based on the average time required to break into a place for an intrusion crime, it is assumed that the psychological time worked in a place where the break-in was difficult, since the break-in was not performed while measuring the time of the break-in operation. In the case of time to give up a crime, more than half of the respondents said they would give up the crime even in less than four minutes, suggesting that a significant number of intrusive crimes can be prevented even if the facility has four minutes of intrusion resistance. This proves that most intruders will give up the break-in if the break-in resistance performance of the security facility is exercised for more than five minutes.