• Title/Summary/Keyword: 미디어재현

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Media Representation of Korean Modern Historical Incidents, and its Myth and Ideology: A Semiotic Approach on MBC-TV Documentary (한국 현대사의 미디어 재현과 신화 및 이데올로기: MBC-TV 다큐멘터리 <이제는 말할 수 있다>의 남북관련 이슈를 중심으로)

  • Lee, Gyu-Jeong;Baek, Seon-Gi
    • Korean journal of communication and information
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    • v.50
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    • pp.50-72
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    • 2010
  • The purpose of this study was to investigate representation of media on Korean controversial historical incidents and its myth and ideology. Especially the authors paid attention to the MBC-TV Documentary which had dealt with many controversial issues in Korean society. Those issues had never been dealt by other Korean media before it began to do. Three episodes about the South-North Korea related issues were selected as main object of this study and were analyzed with various semiotic research methods, especially, paradigmatic analytical method, narrative analytic method and mythical analytic method. As a main result of this study, it was found that the Documentary tended to represent such controversial historical issues very differently from the previous representations of old newspapers'. Th e old newspapers tried to establish old myths; that is, 'myth of national crisis', 'myth of anti-communism', 'myth of scapegoat of college students', 'myth of intelligent agency's monopoly', 'myth of social stablization', etc, while the documentary changed to build up new myths; that is, 'myth of humanities', 'myth of peaceful unification', 'myth of freedom and democracy', 'myth of human rights, etc.' In short, it was concluded that the documentary was able to change some previous myths and ideologies through its changing representations.

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Study on the Media Phenomenon and Social & Political Discourse in 2000s Korean Public Movie (2000년대 한국 대중영화를 통해 바라본 사회·정치적 담론과 미디어적 현상 연구)

  • KIM, Min-Soo;Han, Hwa-Sung;Kim, Geon
    • Cartoon and Animation Studies
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    • s.42
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    • pp.125-150
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    • 2016
  • In the 2000s, Korean cinema maintained the industrial growth on the strength of 10 million audiences and the successful Korean blockbuster. A variety of film materials such as history, politics, social issues, and the division between North and South Korea ideology were addressed in the movies, and one of the movies based on a true story was popular. Accordingly, external size of the film industry has been gradually expanding. Korean public movies have a firm position in the film market, and a diversity of discussion is made as the movies spontaneously get attention. Also, the influence of social media and media which recognized far-reaching powers of public films causes a political and social change, but it also provokes ideology controversy. Objectivity of this study is first to discuss factors and initiating causes that Korean movies have firmly settled as public movies since late 1990s. Secondly, this study considers relation among media, social media. and Korean public film that aroused more arguments on politics, society, and history in 2000s. The powerful influence of films on society not only leads political change but also affects awareness change of audience and the role of social media.

The Definition of a Catastrophe as Trauma by Visual Media and the Resultant Problems: A Critical Analysis of the "Antimimetic Theory" (시각 미디어에 의한 대재앙적 사건의 트라우마 규정과 그에 따른 문제들 - "반모방 이론"에 대한 비평적인 분석을 통해서)

  • Seoh, Gil-Wan
    • Cross-Cultural Studies
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    • v.43
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    • pp.265-288
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    • 2016
  • This essay begins by discussing the issue of the definition of a catastrophe as a trauma by visual media and the problems that result. We assume a concrete approach towards these problems by examining the process through which 9/11 was defined as a "national trauma" in the exclusion of images of bodies falling from towers, which were some of the most shocking images in the media coverage of 9/11. The choice to exclude images of falling men from American visual media representations of 9/11 goes hand in hand with the tendencies of a contemporary trauma theory. This essay assumes that the representations in the U.S visual media depend on "antimimetic theory," one of the leading contemporary trauma theories, in order to validate its logic, and examines the limitations and problems of the theory. This work aims to examine the issue of the definition of a catastrophe as trauma by visual media on the basis on the "antimimetic theory" and the danger that results. Because the antimimetic theory, which the visual media in the United States uses to define 9/11 as trauma, emphasizes literal and unmediated representation of an external event, it lacks an understanding of the human aspects of the event. There is no way to intervene in the construction and interpretation of the trauma. As a result, the theory discourages active attempts to find a solution to the problems of the people directly connected with the event. Thus, it provides an opening for manipulative intervention of an external power. This essay attempts to provide a critical analysis of the "antimimetic theory" in order to help people who witness catastrophic events through various types of visual media, and to seek an alternative means of experiencing and responding to the trauma, that does not stem from the perspective of specific media outlets or external powers.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Fuzzy Relevance-based Transcoding for Differentiated Streaming Media Service in the Proxy System (프록시 시스템에서 차별화된 스트리밍 미디어 서비스를 위한 퍼지 적합도 기반 트랜스 코딩)

  • Lee, Chong-Deuk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2785-2792
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    • 2011
  • Such problems as delay, congestion, and crosstalk in the proxy system degrade not only QoS (Quality of Service) but responsiveness and reliability of the streaming media service. To solve this problem this paper proposed a FRTP (Fuzzy Relevance-based Transcoding Proxy) mechanism. The proposed FRTP mechanism analyzes fuzzy similarity for partitioned segment versions of media objects to create a FRTG (Fuzzy Relevance-based Transcoding Graph). Created FRTG determines the transcoding for partitioned media object segment versions. Determined transcoding improves DSR (Delay Saving Ratios), CHPR (Cache Hit Precision Ratio), and CHRR (Cache Hit Recall Ratio). The proposed mechanism is simulated to evaluate such performance parameters as DSR, CHPR, and CHRR. Simulation results shows that the proposed mechanism outperforms in DSR, CHPR and CHRR compared with the other existing mechanisms.

Design of Service Signaling Structure based on MMT for Terrestrial UHD Broadcasting Systems in Heterogeneous Network (이기종망 환경에서의 지상파 UHD 방송을 위한 MMT 기반 서비스 시그널링 구조 설계)

  • Seo, Minjae;Paik, Jong-Ho
    • Journal of Satellite, Information and Communications
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    • v.10 no.2
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    • pp.54-59
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    • 2015
  • UHD(Ultra High Definition) Broadcasting is the focus of attention recent days. However, current broadcasting system faces with difficulty of bandwidth, encoding and so on. To solve this problem, MMT was suggested as the one of solutions. MMT is designed to be based on IP network and it has characteristics that can deliver multimedia through many networks at the same time. UHD Media service can be available with the current broadcasting system that divides media data into hierarchical data based on MMT. To provide this service, information about heterogeneous network should be delivered and signalling should be given to perceive it. For UHD media data service, the information about data from heterogeneous networks should be transported for providing presentation information and service for the receiver models. The present MMT signalling has not much information about heterogeneous services with hierarchical media data. In this paper, we suggest the design of service signaling structure based on MMT for UHD broadcasting systems.

A New Approach to Communication Method in Forest Science and Media Type Effects: An Application of Elaboration Likelihood Model (새로운 산림커뮤니케이션 접근방법의 모색과 미디어별 효과 차이: 정교화 가능성 모델의 적용)

  • Hong, Sung-Kwon;Park, Mi Sun;Kim, Jae Hyun;Lee, Sang-Woo
    • Journal of Korean Society of Forest Science
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    • v.96 no.4
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    • pp.377-386
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    • 2007
  • This study testes an application possibility of the Elaboration Likelihood Model broadly used in communication science into forest science and examines the communication effects according to the media types. To examine the effectiveness of this model, the study sets involvement, the need for cognition, and the need for effect as motivation variable and prior knowledge as an ability variable. Most variables appear to be significant in the regression analysis and results of the study verify the possibility of the application of the Elaboration Likelihood Model in forest science. To measure the media effects, a simulation is also carried out using three media including television, newspaper, and the Internet. According to ANOVA analysis, television is more persuasive than newspaper, and there is no difference between television and the Internet in terms of persuasiveness. Regarding recall, television and the Internet are more effective than newspaper. Finally, the present study suggests effective and efficient forest communication policies based on the results.

A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

A Study on Realistic Sound Reproduction for UHDTV (UHDTV를 위한 실감 오디오 재현 기술)

  • Jang, Daeyoung;Seo, Jeongil;Lee, Yong Ju;Yoo, Jae-Hyoun;Park, Taejin;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.68-81
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    • 2015
  • Owing to the latest development of component and media processing technologies, UHDTV as a successor of the HDTV is expected that this will be coming soon realization. Accordingly, an audio technology that provides a 5.1-channel surround sound in home should be contemplating on what services should be provided with the advent of UHDTV era. In fact, however, the market of 5.1-channel audio is struggling, due to the difficulty of installation and maintenance of the multi speakers in a home. Meanwhile, the movie sound market for a long time been used in 5.1 and 7.1-channel sound formats, have changed as Dolby ATMOS, IOSONO, AURO3D etc. are launched one after another with the introduction of hybrid audio technologies that include the ceiling and object-based sounds. This very object-based audio technology is assured to be introduced in the home theater and broadcast audio market, and this change in audio technology is expected to be a breath of pioneering technological advances and market growth from the channel-based audio market that lacks flexibility. In this paper, we will investigate a suitable realistic audio solution for UHDTV, and introduce hybrid audio technologies, which is expected to be an audio technology for UHDTV, and we will describe the hybrid audio content format and reproduction methods in a home and consider the future prospects of realistic audio.

Analysis of the Problem of College Entrance System in Webtoon : in , (웹툰에서 재현하는 입시문제 : <공부하기 좋은 날>, <입시명문사립 정글고등학교>를 중심으로)