• Title/Summary/Keyword: 리얼리티

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Study on Television Reality Game Show A Text/Context Analysis of the Set and Characters of (텔레비전 리얼리티 게임쇼의 게임성과 실재성 <더 지니어스>의 공간 배치와 캐릭터에 나타난 게임적 리얼리티를 중심으로)

  • Kang, Bo-ra;Gong, Da-som;Yoon, Tae-Jin
    • Korean journal of communication and information
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    • v.72
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    • pp.92-120
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    • 2015
  • The objective of this study is to find out how reality game shows, the relatively new television genre, produce a sense of reality and what differences we can find from the reality they produce in compared to that of traditional reality television shows. The researchers anaylized , aired in 2013and 2014 by tvN, with focus on the show's studio setting and characters in the show. During this process, the 'game elements' and 'reality factor' were considered to be the key words. Finally, the reality produces was examined from two aspects: the production and reception. As a result, we found that the reality it produces is more than just a imitation of the real world. It shuttles between the game world and real world, and encourages audiences to recognize the plural realities in our postmodern society. We hope this study stimulates further researches on reality game show genre, which had rarely gained academic attention.

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The Semiotics and the Spectacles of Everyday Life in the Reality Entertainment (리얼리티 예능의 일상 스펙터클과 의미작용)

  • Oh, So Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.171-176
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    • 2021
  • This article analyze that the everyday life shown in reality entertainment, and examine the semiotics of reality entertainment and the everyday life. With the perspectives of Guy Debord and Olivier Razac, the everyday life in the reality entertainment be concluded the Spectacles of everyday life. And it brings to Barthes's structure of Myth, designs the stricture of reality entertainment. Unlike Debord and Razac, who only refer to the public as passive audience, today's consumers are capable of active interpretation and consumption-the active audience. Instead of criticizing only the media's adverse function, Spectacle, I would like to suggest that the everyday life story-telling of reality entertainment can be interpreted as the recovery of the audience.

A Study on the Influence of the Motivation of the Reality Travel Program on the Viewing Satisfaction and Visiting Intention (리얼리티 여행 프로그램의 시청 동기가 시청 만족도와 방문 의도에 미치는 영향 연구)

  • Kim, Sung-Hoon;Oh, Do-Yoon;Shin, Ha-Yeon
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.47-56
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    • 2019
  • In line with the increasing demand for domestic travel, Reality Travel Programs(hereinafter referred to as RTP) in which actors don't have the script in program are increasing. We explored the impact of RTP "Viewing Satisfaction" and "Revisit Intentions". Firstly, factors of "entertainment", "sympathy", "aesthetic", "information", "interaction" and "Indirect Experience" were confirmed. Secondly, common factors that have a positive impact on Dependent variables in RPT were "esthetics" and "IE". By empathizing with the beauty of the environment and actor's emotions, the RTP had a positive influence to "VS" and wanting to visit the area. Provided a theoretical basis by verifying that viewing motives for RTP have a positive impact on VS and RI.

A Study on the Reality of Interactive Documentary : Focusing on (인터렉티브 다큐멘터리의 리얼리티에 관한 연구 : <마리보시위>를 중심으로)

  • Shi, Yu;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.332-343
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    • 2021
  • This study shows that reality in interactive documentaries can be distinguished between narrative reality and visual reality, which can be defined as a feature of reality-based interactive documentaries. This study reveals the visual reality in that all audiences who visually watched "The Maribor Uprisings" were immersed in the movie presented by the producer, and thus sympathized with the problems of non-violent protests and social conflicts through two-way communication between the audience and the actors. This study also confirms that epic reality in that it can selectively participate in the narrative of movies through questions about democracy in action. Besides, this study finds that the reality expressed in the interactive documentary deepens the audience's 'immersion', showing that the direction of the narrative can be determined by reflecting the opinions of the audience on an event or narrative of the movie. In this process, the audience was found to have the characteristics of being able to recognize and rediscover events in the movie as if they were close to them.

Metamorphosis of Reality in Animation (애니메이션에서 리얼리티의 역사적 변용)

  • Rieh, Jae-Gyu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.220-234
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    • 2005
  • The article deals with the reality subject of animations. Animations are created on the basis of fantasy. Disney's introduction of the narratives and styles of live action film into the field of animation, which laid a foundation for the hyper-reality animation, has produced an unintended consequence of marginalizing other animation genres which have emphasized fantasy through free experimentations of various images. A combination of Disney's world view of hyper-reality with later-developed 3D computer animation technology has made fantastic figures and spaces much more real than the real ones, and succeeded in creating a matrix of simulacre, a world of mere copies without the original.

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Genre-specific Cultivation Effect of Reality-based TV Programs: Perceived Realism's Mediation and Fatalistic Beliefs (리얼리티 표방 TV 프로그램 장르의 문화계발 효과: 현실유사성 인식의 매개와 숙명적 태도에 미치는 영향을 중심으로)

  • Na, Eun-Kyung;Kim, Do-Hyeon
    • Korean journal of communication and information
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    • v.57
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    • pp.181-201
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    • 2012
  • Classic cultivation theory and research has been noted for its failure to capture subtle variation in effects by genre and to consider tangible and practical dependent variables. Redressing these limitations, this study aimed at extending cultivation theory frame to incorporating fatalistic attitudes and reality television viewing, especially with the mediator of perceived realism. We first replicated the original cultivation effect by showing the significant effect of overall TV viewing. Even controlling for overall TV viewing, reality-based program use showed positive association with fatalistic beliefs; furthermore, the effect remained significant, additionally controlling for news(fact) use and drama(fiction) use. In a nutshell, the cultivation effect of reality-based TV program on fatalistic beliefs turns out quite stable even after controlling other competing genres.

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A Study on the Structure of Discourse with Visual Language on Media Reality (미디어 리얼리티의 담화작용과 언어구조의 특성에 관한 연구)

  • Hahm, Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.198-199
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    • 2009
  • 인간의 경험에 대한 지각은 다양하다. 일차원적인 직접 경험에 대한 것은 확신의 문제이다. 또한 보편적인 다른 경험은 알게 되면서 인식하는 또 다른 경험의 결과이다. 미디어에서 또한 리얼리티의 담화 작용을 통해 수용자에게 경험에 대한 인식과 가치를 제공하고, 새로운 간접 경험에 대한 경험을 재현을 통해서 그 의미를 전달하고 있다. 그러므로 본 연구에서는 리얼리티의 담화작용과 의미전달에 있어서 수용자의 믿음적 상징체계의 특성과 사회문화적 현상을 고찰하고자 한다.

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A Study on the Social & Cultural aspect of Reality TV (리얼리티 TV의 사회문화적 현상에 대한 고찰)

  • Hahm, Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.361-363
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    • 2009
  • 미디어 문화는 대량 생산과 거대한 수용자 집단을 구성하고 있으며, 대중의 일상성의 문화로 자리매김 하고 있는 특징을 갖고 있다. 그러나 리얼리티 TV는 대량생산과 확산에 따른 다양한 사회문화적 현상을 야기하고, 비판적 견해도 따르고 있다. 그러므로 본 연구에서는 리얼리티 TV에 대한 재해석의 필요성이 요구됨을 인식하고, 이를 바탕으로 사회문화적으로 미치는 영향에 대해 고찰하고자 한다.

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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A Studying of Cyber Reality on LEO Networks (저궤도 위성망에서의 Cyber Reality에 관한 연구)

  • 박대우
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.04a
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    • pp.3.2-9
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    • 1998
  • 본 논문은 다가올 사회에서 구현될 사이버 리얼리티(Cyber Reality)와 전송시스템인 Multimedia Networks 중에서 저궤도 위성망과의 연계된 전송 시스템 설계에 관한 연구이다. 먼저 관련연구로서 사이버 리얼리티의 의미와, 이것을 실행하기 위해 필요한 기초적 지식으로써 가상현실, 멀티미디어 콘텐츠 제작을 위한 기술과 전송을 위한 이미지 압축 표준 동향, 그리고 멀티미디어 네트웍에서 저궤도 위성망과 관련된 부분에 관한 연구를 한다. 다음으로 사용자에게 사이버 리얼리티를 실행하기 위해서는 검증되고 구축된 멀티미디어 콘텐츠를 실시간 쌍방향 전송하여야 하는데, 이를 구현하기 위해 저궤도 위성망을 이용할 때 연계하여 사용 할 수 있는 초고속 인터넷을 통한 방법, 유무선 ATM망과 연계된 방법, 그리고 PSTN망과 연계된 방법, 그리고 이들을 실제적으로 응용 할 수 있는 이동 단말기와 가정 및 사무실에서 구현 할 수 있는 방법들에 대한 연구 모델들을 제시하고, 그러한 시스템을 설계해 봄으로써 다가올 사회에서 구현될 사이버 리얼리티의 연구에 밑거름이 되고자 한다.

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