• Title/Summary/Keyword: 영화시나리오

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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.

A Study on Time-Composition in Motiongraphics (모션그래픽스의 시간구성에 관한 연구)

  • 서계숙
    • Archives of design research
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    • v.16 no.3
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    • pp.263-272
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    • 2003
  • Motiongraphics is not short film and has a special communication method characteristic of design. As graphic design needs space-composition, motiongraphics requires time-composition. In the 1920's, artists belonged Bauhaus in Germany tried to realize time-composition in the plans for abstract animation. At that time the russian film director Eisenstein experimented with moving image composit on, creating new meanings through the montage of heterogeneous images. In the digital era of today, motiongraphics is composed of such various elements as moving image, photo, illustration, typography, etc. The editing in montage film is one-dimensional. Meanwhile, motiongraphics of these days consists of a lot of layers, composing various elements by editing. Motiongraphics needs time structure and visual rhythm as well as scenario or storyboard for time composition. The principle of time composition in motiongraphics ist similar to that of musical composition. If we compare the time composition of abstract animation or montage film with the melody in a solo, time composition for motiongraphicf is like a symphony. Various composing elements are developed under different tempos at the same time.

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AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.85-95
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    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

A Review of Regional Climate Change in East-Asia and the Korean Peninsula Based on Global and Regional Climate Modeling Researches (전구 및 지역기후 모델 결과에 근거한 동아시아 및 한반도 지역기후 변화 전망 연구 소개 및 고찰)

  • Hong, Song You;Kwon, Won Tae;Chung, Il Ung;Baek, Hee Jeong;Byun, Young Hwa;Cha, Dong Hyun
    • Journal of Climate Change Research
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    • v.2 no.4
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    • pp.269-281
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    • 2011
  • In this review, numerical model results from global and regional climate models are introduced to regional detailed climate changes over East Asia and Korea. In particular, regional climate change scenarios in this region, which are created by several research groups in Korea based on Special Report on Emissions Scenarios (SRES) of IPCC 4th assessment report are introduced and characteristics of the scenarios are investigated. Despite slight differences in intensity, all scenarios reveal prominent warming over the Korean peninsula in future climate. Changes in precipitation amount vary with given scenarios and periods, but the frequency and intensity of heavy precipitation generally tend to increase in all scenarios. South Korea except for mountainous regions is expected to change into subtropical climate in future, which accompanies distinct changes in ecosystems and seasons.

Analysis of Gesture Features on Character Expression of (캐릭터 성격표현에 의한 제스처 특징 분석 : 영화 <아바타>의 '나비족' 캐릭터를 중심으로)

  • Lee, Young-Sook;Choi, Eun-Jin
    • Cartoon and Animation Studies
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    • s.24
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    • pp.155-172
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    • 2011
  • The purpose of this study is to analyze the gesture features on the personalities of Navi characters in . In order to analyze the personality type of characters, the study applied the classification of Enneagram based on script of . The character features are classified according to character types, then the metaphorical character of the expression is obtained through gesture analysis in . Thus, it is possible to set up characters that fit its personalities in Contents of digital image. Also this study suggests creation of attractive characters and expression methods with gesture based personality.

A Design of Book Search program based on the Semantic Web (시맨틱 웹 기반의 도서검색 프로그램 설계)

  • Choi, Jun-nyeong;Lee, Ji-hun;Jung, In-jung;Yu, Don-hui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.130-131
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    • 2014
  • 시맨틱 웹은 1998년 웹의 창시자인 Tim Berners Lee가 제안을 한 웹 기술로써 인간의 언어를 이해하고 인간과 쉽게 의사소통이 가능한 네트워크를 말한다. 즉 컴퓨터 스스로 웹에 연결된 정보의 의미를 인식하고 사용자가 필요로 하는 정보를 검색하며 검색된 정보에서 지식을 유추할 수 있는 기능을 제공하는 지능형 웹 환경이다. 이런 시맨틱 웹 개념을 적용한 사례로는 네이버 시맨틱 웹 영화검색 이있다. 본 논문에서는 네이버 시맨틱 웹 영화검색 시스템을 벤치마킹한 도서검색 서비스 설계를 제안하고자 한다. 본 도서검색 서비스는 온톨로지 개념을 적용하여 도서와 관련된 검색 카테고리를 설정하며, 간단한 시나리오는 다음과 같다. 한 권의 책을 검색하면 해당 책과 연관된 첫 번째 카테고리로 출판사, 제작한 년도, 저자, 장르, 관련 검색 도서 등의 데이터들이 상단에 제시된다. 제시된 카테고리에서 임의의 항목을 선택하면 그 하단 공백에 선택된 항목과 연관된 카테고리에 해당하는 항목들이 제시된다. 예를 들어, 출판사를 선택한다면 해당 출판사에서 출간된 도서들이 하단 공백에 열거가 되고 상단 두 번째 카테고리에 원작국가, 저자 관련 책, 수상정보, 공동 집필자, 책을 원작으로 확장된 컨텐츠 등 또 다른 카테고리가 우측으로 생성이 되며 선택을 할 수 있게 된다. 본 논문에서 제안하는 시맨틱 웹 기반 도서검색 서비스는 사용자가 검색하고자 하는 정보를 보다 효율적이고 사용자 중심에서 제공할 수 있다고 사료된다.

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Expression of Good and Evil in Animation Film from a Perspective of Dionysian : Focusing on , a 3D Animation Film (디오니소스적 관점에서 본 애니메이션 영화의 선악 표현 : 3D 애니메이션 <빅 히어로>를 중심으로)

  • An, Se-Ung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.31-55
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    • 2015
  • The purpose of this study is to pay attention to the expression of good and evil which has Been significantly developed out of the existing dichotomous good and evil in animation films and to identify for them. Even though 3D animation films provides us with a sense of realistic existence due to surprising technical powers, the stories contained in such films tend to remain in the limit of family films. However, recently, some films have been presented beyond such limit with a scenario that makes people introspect their inner side. Among them, this study considered the expression of good and evil of , which extended the meaning of didactic morality into the dimension of 'Philosophy of Dionysian yes', as significant for research purpose. More specifically, this study looked at and discussed this film in more details in the aspect of focusing on the value of good and evil for eliminating the boundary of the existing perspective and pursuing positive overcoming. The frame of the concept for discussion used the philosophical statements of Kant and Hegel as well as Nietzsche who explained the meaning of good and evil with Dionysian view. As to the method of research, this study attempted to understand the theoretically related concepts and discuss the meaning, along with the presentation of examples, by inputting such meaning into the expression of good and evil presented in the film. This study has the implication in identifying that an animation film, as a virtual world, plays a role of opening a new prospect for conversion of thought in our real world and expecting a future progress.

Narrative Structure Analysis of Marvel Cinematic Universe(MCU) Movies Through 'Save the Cat' Paradigm with Focus on Iron Man Character ('세이브더캣' 패러다임을 활용한 마블시네마틱유니버스(MCU) 영화 서사 구조 분석: 아이언맨 캐릭터를 중심으로)

  • Cho, Hee-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.75-89
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    • 2020
  • As Marvel Cinematic Universe (MCU) Phase 3 concluded in 2019, it is time to systematically analyze the phenomenal storytelling of the franchise. In order to identify the structure of the continuous stories focusing on 'Iron Man', the central character of MCU Phase 1-3, this study used the "Save the Cat (STC)" paradigm as the tool for narrative analysis. The eight films with 1,066 minute-run time in total was analyzed based on the 15-beat STC paradigm by adjusting the distance ratio between each beat of its prototype originally based on standard films of 110 minute-run time. The results reveal that all 15 beats of the combined texts were fairly properly discovered in the positions suggested by the adjusted STC paradigm. Moreover, through the investigation, the vast text was able to be analyzed in a more comprehensive manner in the process of reconfirming the meaning of the dramatic reversals corresponding to each beat against the entire narrative. As expected, the STC paradigm proved to be a meaningful signpost for plot drives even for such a vast text. Therefore, it is believed that application of this paradigm would help not only analyze but also design other serialized franchises as well. Prior to that, however, it would be necessary to further examine the combined texts for other major characters in MCU or other franchises designed in a similar form to MCU movies through the same paradigm to verify effectiveness of such application.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.385-390
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    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.