• Title/Summary/Keyword: 영화교육

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세계의 인쇄인: 돈보스코성인 - 모든 견습공들의 아버지이자 인쇄사 제본사 열어 청소년 교육시킨 -돈보스코(요한 보스코) Don Bosco, Giovanni

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.10 no.8
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    • pp.118-119
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    • 2011
  • 돈보스코는 이탈리아 출신의 로마 가톨릭 신부였다. 살레시오 수도회를 창설하고 평생을 어린이와 청소년 교육에 헌신하였다. 1929년 교황 비오 11세가 복자로 시복하였고, 1934년 4월 1일에 비오 11세에 의해 성인으로 선포되었다. 청소년들을 위해서 헌신한 그의 생애는 이탈리아 영화<돈 보스코>로 만들어지기도 할 정도로 많은 사람들의 존경을 받고 있다.

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Family and Society Revealed from the Film (영화 <기생충>을 통해 본 가족과 사회)

  • Yook, Jung-Hak
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.37-48
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    • 2020
  • The film handles some happenings based on the story that a poor family sponges off a rich family. Junho Bong, a film director, has won the Palme d'Or in Cannes Film Festival and received a Academy Award for best picture, best original screen play, best international film and best director. The film has accomplished the cinematic achievements, but it seems that the implications the film aims to show might not be seriously appreciated to the public. The film has an unusual synopsis, which demonstrates that a deprived family is parasitic to a wealthy family. The storyline specifies how great the gap between the rich and the poor in Korea is. Accordingly, this article investigates some implications of the house, family, and society in the film .Consequently, three families (Kitaek's house, Park's luxury house, and maid's hidden basement) explicitly reveal distinctive social hierarchy. The common features found in two families are like this: the lower classes are willing to help one another but have no conscience and morality. The social implications in the film are closely associated with the class system based on the gap between the rich and the poor, the symbols of stone, and tragic ending. From the ending of the film, it is expected that the extreme social imbalance precedes the gap between the wealthy and the poor.

A Study of The Vitalizing Effects of Smartphone Film Production on International Exchange : Focusing on Smartphone Film Workshop of Korean-Vietnamese (스마트폰 영화제작을 통한 국제 교류 활성화 연구 : 한국-베트남 영화제 스마트폰 영화 워크숍을 중심으로)

  • Sung, Si-Hup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.1-12
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    • 2019
  • Based on the capabilities of smartphone cameras which have developed rapidly in recent decades, coupled with and the global market penetration rate, it will study the possibility of various international exchanges through smartphone filmmaking. This aims to achieve a civilian-oriented cultural exchange, instead of simply providing capital-oriented exchanges and film production education. The Smartphone Film Workshop was held as an auxiliary event of the Korea-Vietnam Film Festival, which ran from November 17 to 22, 2017. The three-day workshop, which took place within the festival period, drew attention for its international collaboration project between Korean film directors and Vietnamese film students. The researcher conducted practical-based research while participating as a mentor at this workshop. A step-by-step approach to the entire process of production and post-production was administered, including workshop team composition, scenario, and pre-production in Korea such as shooting equipment, schedule, completion of local works, and screening. Through an analysis of exchange cases at international workshops, we will use trial and error as ways to improve and consider the results of cultural exchanges and the effects of future expectations. Taking this empirical case study into account, we anticipate more active international exchanges through the smartphone workshops.

The Implications of the Animation Wall-E on Early Childhood Education (만화영화 <월-이(Wall-E)>가 유아교육에 주는 함의)

  • Kang, Shin Young;Cho, Eun Lae
    • Korean Journal of Childcare and Education
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    • v.8 no.1
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    • pp.85-107
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    • 2012
  • The movie WALL-E shows the Earth which has been overrun with garbage and devoid of plant and animal life, and humans who try to restore the ecosystem. The aim of this study is to find the implications of children's education with a detailed analysis of the movie's theme. The analysis method is the interpretive analysis model that is one of the qualitative methods of data analysis based on the concept of Wolcott. First, the Earth is an abandoned planet covered in trash: the Axiom is a haven for morbidly obese and indolent people. The main area of the earth's destruction, and the captain's cabin is the place to find a clue to awakening and change. Second, with the lapse of time, the Axiom becomes a ship allowing their return to earth. The Earth, recognized as their homeland, turns in to the land of hope when people return. Third, the cleaning robot Wall-E, as a main agent of change, has changed humans as well as itself. The results showed that we found nature-friendly development, destruction of nature, the criticism of modern civilization, the sanctity of life, ecological consciousness, coexistence, symbiosis and a win-win principle in our research.

콘텐츠연재 / '원소스 멀티유스'의 극대화로 콘텐츠에 활력을..

  • Im, Eun-Mo
    • Digital Contents
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    • no.12 s.91
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    • pp.40-45
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    • 2000
  • 반도체 기술의 발전에 따라 하루가 다르게 디지털 콘텐츠 시장이 변화하고 있다. 여기에 발맞추어 우리 소비자 니즈도 무지개의 빨주노초파남보처럼 다양하게 요구되고 있어 변화하지 않음이 이상할 정도이다. 그래서 다양한 목소리를 내고 있는 60억 지구촌 소비자를 위해 진수성찬을 준비하면서 지난 호에는 7대 메뉴가운데 방송, 영화, 게임 등 빨주노만으로 성찬을 만들었다. 이번호에서는 남은 초파남보로는 인터넷, 위성교육, 모바일 콘텐츠, 그리고 인터넷 광고 등으로 마저 잔치상을 준비할까 한다.

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성공적인 콘텐츠비즈니스를 위한 전략 및 기획 방향

  • 전충헌
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.60-71
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    • 2002
  • 필자는 콘텐츠비즈니스를 인간의 근원적 욕구와 니즈에 대한 해갈을 주는 핵심전략 가치로서의 콘텐트를 영화, 게임, 애니메이션, 방송, 교육, 캐릭터, 출판만화, 모바일등의 형태로 미디어믹스 기획개발상품머천다이징 서비스하고 라이센싱함으로서 재화를 취득하는 제반 거래 및 커뮤니케이션 활동이며 무한경쟁시장인 글로벌시장을 목표시장으로 한다. 라고 정의한 바 있다. (중략)

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애니메이션 전문 펀드‘시급’

  • Choe, Don-Il
    • Digital Contents
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    • no.6 s.157
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    • pp.98-100
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    • 2006
  • 국내 영화 산업 성장의 밑거름이 됐던 스크린쿼터제가 146일에서 73일로 축소됐다. FTA라는 거대한 파도를 결국 넘지 못한 것. 그러나 이러한 변화는 이제 시작에 불과하다. 향후에는 방송∙통신∙의료∙교육 등무수한 분야에서 FTA로 인한 변화의 바람이 거세게 일 것으로 전망되고 있다. 애니메이션분야도 예외는 아니다. 이제 갓 해외에서 인정받기 시작한 국내 애니메이션 산업활성화를 위해서라도 정부와 관련기업및 단체들이 이에 대한 대비책을 마련해야 할 때다.

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The Effect of Self-leadership Program for Nursing Students on Empowerment, Self-directed Learning, and Happiness (간호대학생을 위한 셀프리더십 프로그램이 임파워먼트, 자기주도적 학습능력, 행복감에 미치는 효과)

  • Park, Jung Ha
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.61-67
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    • 2019
  • The purpose of this study is to apply self-leadership program using films to nursing students and to confirm the effects of self-leadership, empowerment, self-directed learning and happiness. The study participants were 60 nursing students, the data was collected from March 7, to June 13, 2017. The data was analyzed by frequency, percentage, mean, standard deviation, and paired t-test using SPSS WIN 24.0 computer program. The self-leadership program consisted of 13 sessions, and 14 films were used for self-management, self-training, and self-branding. The self-leadership of nursing students was significantly increased after education(t=-4.38, p<.001). In details, behavior-focused strategies, natural-reward strategies, and constructive thought pattern strategies were all significant. Empowerment also increased significantly after education(t=-5.83, p<.001), and personal skills, collective recognition, and self-determination were all significant. Self-directed learning were high after education(t=-3.31, p=.002), and learning plans and learning practices were significant. In addition, the happiness of nursing college students was significantly higher after education(t=-4.49, p<.001). As a result of this study, self-leadership program using movies can improve self-leadership, empowerment, self-directed learning and happiness of nursing students and It will be possible to apply as educational intervention in the future.

Discussing Metaverse Ethics with a Movie on Metaverse, 'Ready Player One' (메타버스를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.665-675
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    • 2022
  • After the COVID-19 pandemic, there has been growing interests in metaverse technology and social use of virtual reality platforms in non-face-to-face environments, but social issues and ethical concerns raised by metaverse have not been sufficiently discussed. In this paper, we discuss the social functions of the metaverse by examining the movie 'Ready Player One', and investigate the ethical problems that may arise in various implementation of metaverse. We identify the potential ethical problems that could occur in the context of metaverse including identity fragmentation, metaverse violence and crime, and mismanagement of personal information. We also propose some promising approaches to tackle these ethical problems ranging over descriptive ethics, normative ethics, and analytical (meta) ethics.

Content Analysis of Smoking Scenes in Korean Box-Office Hits in 2000-2013 (영화 속 흡연 장면에 대한 탐색적 연구: 2000-2013년에 국내에서 개봉된 흥행영화에 대한 내용분석)

  • Jung, Minsoo
    • Korean Journal of Health Education and Promotion
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    • v.31 no.2
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    • pp.27-40
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    • 2014
  • Objectives: While cinema is regarded in the contemporary popular leisure activities, the presentation smoking scenes in films has not been fully studied. We investigated Korean box-office hit movies by using content analysis. Methods: We sampled fifty-one hit films played in Korean cinemas during the period 2000-2013. Here, a hit film is defined as a movie viewed by at least 5,000,000 audiences. Results: We found that 78.1% of the Korean hit films contained smoking scenes, whereas only 15.6% of the American hit films were so. Films with the more frequent number of smoking scenes could be lined up in the order of crime, thriller, and action genres (p<.05). Smoking actors were leading roles, hence attractive characters appealing to the audience. Moreover, the smoking rate of female characters in the films was determined to be 3.66 times greater than the actual smoking rate of females in reality. Conclusions: Smoking scenes are likely to affect the audiences' cognitive priming and/or social learning with respect to smoking. Therefore, it would be necessary to set a restriction standard to the frequency of smoking scenes to appear Korean films, and to consider it as an important factor in the assigning a screening grade to such films.