• Title/Summary/Keyword: 몽타주

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A Study on the Aesthetic Ontology of Digital Hybrid Image (디지털 하이브리드 이미지 존재론에 관한 연구)

  • Jeong, Heon
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.117-124
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    • 2019
  • This paper investigates how digital technology innovates the aesthetic ontology of film images. The modern civilization of computer and internet bring about the new ontology of film images. Digital hybrid image expands the contradictory combination of physical reality and filmic fantasy. It is inevitable to recount Walter Benjamin' s concept of mechanical reproduction in the age of digital cinema. The modern condition of image arts changes the concept of mechanical reproduction to the logic of digital configuration. In addition, computer simulation innovates the film aesthetics of montage to the aesthetics of digital collage. The technological and aesthetical development of computer simulation and internet network leads to the new ontology of digital hybrid images. This study suggests a new theoretic point that the aesthetic ontology of digital hybrid images leads to the expansion of filmic fantasy and expression.

The Spatial-storytelling of Cinema in Digital Age (디지털 시대 영화의 공간 스토리텔링 연구)

  • Kim, Young-Ju
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.521-526
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    • 2008
  • The cinema of the digital age remediates digital media not only its technology but also its storytelling, image and even its way of thinking. This paper examines the spatial storytelling of cinema in digital age. In order to analyze the remediation aspects, this research applies and reconstructs the concepts of 'spatial stories' of Michel de Ceteau.

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A Study on the Development of Film with the Advancement of Editorial Techniques (편집기법의 진보와 영화의 발전에 관한 대한 연구)

  • Huang, Lixiang;Choi, Wonho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.87-88
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    • 2019
  • 영화에서의 표현 방식은 매우 중요한다. 하나의 이야기가 편집 기법을 통해 상반된 내용으로 바뀔 수도 있기 때문이다. 때문에 편집 기법은 점점 정교해지고 있으며, 이에 따라 영화 예술도 추동되고 있다. 연구자는 영화의 연출과 구성, 리듬과 몽타주 등의 기법을 분석하여 편집이 영화에 끼치는 영향에 대해 연구하고자 한다. 그럼으로써 편집 기법과 영화의 상호성에 대한 체계화에 기여하고자 한다.

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A Study on the Comic Strip Style in the movie (영화 <중국 여인>에 나타난 만화적 표현 연출에 관한 연구)

  • Chang, Se-Young;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.343-351
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    • 2014
  • This study poses questions on the role of a movie sequences partially deployed in the comic strips style in the movie. Though both the movie and the comic strips's image is expressed in the flat space, it is different to the reciever's manner in the interpretation of the media's narrative. Comic strip has a media's characteristic of the aggressive interpretation. It can be create the objective and critic point of view for an audience as the visual style in the ideology movie. Comic strip Style has a flat frame, a form of comic strip's mise-en-scene, montage and camera working. This paper studies expression of 'La Chinoise' using 'Comic strip style' for the objective point of view.

A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)- (영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.419-424
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    • 2018
  • Match cut is the montage technique that is widely used in the image media. This technique is versatile to generate the receivers a variety of meanings. In this article, the match cut shorts applied in the movie, Bram Stoker's Dracula, were analyzed based on the meanings occurred between the shorts. In addition, the analysis methods were based on the philosophical issues of Gilles Deleuze which had been analyzed focusing on the generation competency. Also, Francis Bacon's paintings, 'painting' (1946) and 'self-portrait' (1969) demonstrating similar meanings were compared to assist understanding. Upon the analyses of these two media, the meanings of 'becoming' that had the feature of nomadism between the shorts and occurred in the process of combined generation were analyzed. Therefore, match cut occurred in the image media was found to function to the receivers in a variety of ways and the degree of its utilization was not limited upon this analysis.

A Study on the way of a montage in the compact shopping space - Focused on the city 7 - (컴팩트 쇼핑 공간에서 몽타주 기법에 관한 연구 - 더 시티 7을 중심으로 -)

  • Ahn, Hyun-Jeong
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.21-30
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    • 2009
  • A point of view has been diversified where it has been put. We are living in the era that requests many standpoints to us to understand relations involved with me and my surrounding and it will speed up as the aspect has been changed so far. This phase is not exceptional to the design. Various spaces engaged in us have an immaterial phenomenon as composed by, so it is conceptualized to try the other way differentiated before. On the other hand, we can often meet examples of a literature scenario through conceptualizing an immaterial phenomenon as organized. Because of the difference between an individual's value and environment, it is criticized because of limitation to probe right and wrong of the objective feasibility. However, it is requested that this method needs to have an organized grammar in the interconnection broken of the standard of right and wrong in the science as well as goodness, evil and beauty in the morality. Nowadays a montage, which means the way to create objective by combining different points, is more multifariously applied in the generation of mixture asking various meanings and signifier and it's been widely extended. This study intends to pursue a new methodical approach focused on a characteristic of the montage and puts the goal on deduction for an expressive way of a montage specificity practically indicated at the shopping space through the space translation of the montage conception as well as plot of a movie. In conclusion, this study is how to be expressed of the montage expression method to understand.

A Study on the Characteristics of Montage shown in the Spilt Screen - With Focus on Drama '24'- (화면분할 장면에 나타나는 몽타주 특성에 관한 연구 - 미국드라마 '24' 중심으로 -)

  • Kang, Yoon-Hyuck
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.698-702
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    • 2007
  • Recently, it isn't hard to find split screen effects in films, TV dramas and commercial films which composes a screen with different frames of images. The TV series '24' which was produced in USA in the year 2001 and is expecting the release of its 7th series next year frequently exhibits such split screen methods. '24' is a TV drama of the events taking place in one day which is produced in the form of real-time mode and consists of 24 episodes which is an hour long. Using split screen method, the drama effectively delivers the events simultaneously taking place at different locations. Moreover, the divided frames of each screen relates to one another by means of collision, synthesis and ect. which captures the vision of the spectators. This study aims at analysing the relationships between the frames which consists split screen scenes in the drama '24' and discover its eye capturing attractions using film montage theories.

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A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

Beginnings of Mixed Reality : 20th Century Visual and Interactive Art (혼합현실의 단초 - 20세기 영상예술과 인터랙티브 아트를 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.32
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    • pp.315-333
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    • 2013
  • This study aims to investigate that today's Mixed Reality Technology did not appear suddenly but has its beginnings in 20th century Visual and Interactive Art. First, Photographic Art expressed three-D on the two-dimensional plane and mixed images of reality and virtuality. Photogram made people experience both two-dimensional images and three-dimensional effects concurrently, and Photomontage combined various photos and mixed reality and virtuality. Next, Cinema tried to combine virtuality and reality using objets and CG. Early Cinema composed films and real objets. As computer technology developed, Cinema composed objet CG on real images and then tried background CG compositing. Finally, Telepresence Art tried a new possibility of Mixed Reality breaking the boundary between reality and virtuality, subject and object. It oscillates between virtual space in reality and real space in virtuality, or represents Mixed Reality by remote control of long distance participants. In the future, for the development and direction of Mixed Reality, there will be more need of referring to Visual and Interactive Art.

A Photomontage Expression and an Effect in Fashion Illustration (패션일러스트레이션에서의 포토몽타주 표현방법과 효과)

  • Kwon Ji-Young;Yoo Young-Sun
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.49-58
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    • 2004
  • The purpose of this study is to develop a photomontage expression in order to express a characteristic personality and creativity of artists of effectively in fashion illustration. The results of this study were as follows : 1) Because of a fashion and a human body were the major subjects in fashion illustration, human body transformation and composition between a human body and heterogeneous objects by photomontage appeared with a lot of works. 2) Photomontage appeared with a parody in a truth recurrence differ from a visual art, a parody seemed to be a humor with recurrence image of the original and it appeared with the general public image and it is effective in message delivery. 3) It was a stopped screen. but photomontage was expressed through overlapping and reiteration was characteristic, and it appeared with movement. a direction, a speed and rhythm effectively. 4) One screen of general chapter was only to express limited meaning, but after screen of a lot of chapter, it was able to express that was borrowed and reconstructive with a lot of contents or different contents are more than before. 5) It is changed, and composited images have a multiple point of time, and it extend a space-time limit, visual limit and an expression enabled a multidimensional space-time. Moreover, photomontage neglects unique sincerity and fact of a photo by development and utilization of computer graphic. and it can get a screen effect to spread in the virtual world as abstraction and hyper-reality. Therefore, if various photomontage expression apply to fashion illustration works, it can overcome a limit of a visual expression. and it is able to become an important way for expanding a filed of expression and enhancement of a practical function gradually in fashion illustration