• Title/Summary/Keyword: 영화연기

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Directional effects of close-up shot in Development of Narrative - Focusing on Animation - (내러티브 전개에서의 클로즈업 쇼트의 연출 효과 - 애니메이션을 중심으로-)

  • Lee, Tae-Gu
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.53-60
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    • 2014
  • Even if shots in frames may be variable in both movies and animations, close-up reveals the significance of the subject in the focus. Because directors and animators take the place the actor as character in animation while performance of actor plays an important role in the close-up in the movies, it is significant to understand the close-up in the animation. In the present study we investigate the dramatic effect of close-up in the animation narrative in animations for theaters. Among the various dramatic effects of the close-up, the natural flow of the narrative and the induction of immersing in emotion are focused. Descriptive close-up is analyzed as a dramatic effect of inducing the natural flow of the narrative. Psychological close-up is analyzed as the induction of immersing emotion by effective delivery of internal mental state of a character. By analyzing symbolic close-up as the induction of immersing in the play by producing a dramatic effect, we expect that the close-up contribute to the advance of animation narrative structure.

Fluid Simulations in Academy Awarded Movies (아카데미상 영화에서 유체 시뮬레이션 기술)

  • Kim, Myung-Gyu;Oh, Seung-Taik;Choi, Byoung-Tae
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.19-30
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    • 2008
  • Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.

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A Study on Effective Adjustment of the Curriculum in Film and Film Related Major in Korean Colleges (국내 대학의 영화 및 영화 관련학과 교과과정 효율화를 위한 연구)

  • Lee, Chan-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.11
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    • pp.3514-3523
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    • 2009
  • Before 1990's, Korea had only few colleges that had film and film related majors. As Korean film industry started its marvelous improvement in both commercial and artistic phase, many colleges were interested in this new academic field. They hurried up to launch this new and profitable major; as a result, Korea now has more than hundred colleges and universities that has film related majors. Each college enumerates numbers of academic courses that may look reasonable; they have almost every course a fine film school should provide such as film theory, production, and performance in film. Lots of film schools offer lots of film courses; and they look alike. One unique thing in film major is its vast sub fields and categories. After you decide to study film, you have to select what specific field in film you want to study. Studying film theory and film production can be as different as majoring physics and physical education. The problem Korean colleges are dealing with is that there are too much film schools, and moreover those colleges have similar curriculums that just look like a department store that sells everything. One suggestion is specializing its curriculum in which the school can take advantages using their special conditions. San Francisco Art Institute is one of United States well known private film schools, but many people remember this school as a specialized film school in experimental film. San Francisco where this school is located has had many liberal and experimental artists as the city has been supporting and offering them an environment they can concentrate their work. Naturally, the school has world famous faculty members in experimental film, and students who want to study and make experimental film come to this school from all over the world because they know this school would be the best to study experimental film. There are many film schools in metro Los Angeles area; since its location near Hollywood, no wonder these schools concentrate on film producing and film production. They take advantage of their geographical location to hire film industry professional and to focus on commercial feature film productions. What we can do now to adjust the curriculum in film and film related major in Korean colleges is to adapt new standards in this changed film industry. One school can emphasize digital production while another school focuses on digital intermediate process. But if one school tries to both fields or all fields of film major just like we have done so far, the school could not take care of all the equipment and the faculty that the fields would need. Korean film schools should devide the field in film major and concentrate what they selected. Selection and concentration can be and should be applied in Korean film schools.

An Exploratory Study on the Critics's Reviews Reported in the Press : Focusing on the Relationship Between Opinion Quality of Film Reviews and Box Office Performance (언론에 보도된 전문가 영화 리뷰에 관한 연구 : 영화 리뷰의 품질과 흥행성과의 관계를 중심으로)

  • Lee, Pu-Reum;Park, Seung-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.1-13
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    • 2019
  • This study tried to explore the contents of film critics' reviews reported in the press. Based on fifty nine Korean movies with over 100,000 audience in 2017, this study collected 1113 reviews from fifty five movies with the exception of four without reviews. This study focused on the correlation between film's overall quality and four evaluation items such as directing, acting, story, and the visual. Examining the difference in the report timing of the review, the length of the review, and the intensity of the opinion, this study also analyzed the relationship between the internal aspects of reviews and box office performance. According to the results, the valence of critics' reviews was generally positive. Looking at the difference of reporting time, this valence was higher in the week before release than in the release week of film. The evaluation items of reviews were highly covered both before movie release and in the opening week. These were significantly declined in the second week of release. In the relationship between the number of reviews by each movie and box office performance, a positive correlation was found.

Effect of Charade Techniques on a Character's Personality Development : Focusing on the Movie "April Story" (셔레이드 기법이 인물의 성격구축 결정에 미치는 영향 : 영화 "4월 이야기"를 중심으로)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.127-141
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    • 2012
  • With the help of information technology for a film, characteris both the composition of the story and one of the most important elements that lead the story. Character has a close relationship with personality description, and the character's age, background, education, and occupation help decide his or her personality. Charades are important in that by describing a character's psychology using charade techniques, it gives a stronger impression than by describing with merely lines or narration. When a man's thought changes, their behavior changes; when a behavior is repeated, it becomes habit; when a habit is repeated, it becomes nature. The nature is the person's personality, otherwise called character. Therefore, charade techniques describe a character's psychology well, and consequently, it has maintained its importance. Because human nature and in-depth psychological description have a connection with a character's personality development, I would like to discuss the topic through this research. By using Director Shunji Iwai's "April Story" as the text, the effects of charade techniques on a character's personality development in film will be analyzed by seeking and presenting the methodology shown within the work through charade-acting techniques used by the characters for the development of character's personality.

Animating Human-like Figures Using Dynamics Simulation (동역학 시뮬레이션을 이용한 인간형 관절체 애니메이션)

  • Park, Min-Je;Kim, Soo-Hwan;Jeong, Il-Kwon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1075-1080
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    • 2006
  • 본 연구에서는 영화나 게임 등에서 사용되는 인간형 관절체의 움직임을 만들어내기 위하여 동역학 시뮬레이션을 이용하는 방법을 제안한다. 동역학을 이용하여 동작을 생성하는 방법은 실제 배우가 연기하기 힘들어서 동작 포착을 활용할 수 없는 경우, 키프레임 방식에 비해 보다 사실적이고 효과적으로 동작을 만들어 내는 장점이 있다. 하지만 시간이 많이 소요되고 결과 동작을 예측하거나 제어하기 힘들기 때문에 지금까지 활용도가 낮았다. 본 연구에서 제안하는 방법은 복잡한 최적화나 컨트롤러 모델링과정 없이 동작 포착 데이터를 이용한 비례 미분 제어기를 통해서 포착된 동작과 유사한 패턴을 가지는 관절 제어기를 만들어낸다. 특히, 내부 관절 제어기뿐만 아니라 최상위 관절에 작용하는 가장제어기를 생성하여 포착된 동작의 관절 궤적을 보다 효과적으로 흉내 낼 수 있게 한다. 생성된 제어기의 매개변수를 조정함으로써 여러 가지 효과를 만들어 낼 수 있으며, 동시에 다양한 동작 패턴도 적용 가능하다. 마지막으로 제어기를 통해 시뮬레이션 되는 동작과 원래 동작 포착된 결과를 혼합하거나 보간함으로써 최종 동작을 생성한다.

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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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Development of Particle System Library for High Quality Special Effects (고품질 특수효과를 위한 입자 시스템 라이브러리 개발)

  • Baek Gi-Yeob;Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.568-571
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    • 2005
  • This research results can be used in games or animation application programs that need special effects and can be used as education software in undergraduate or graduate courses. If we use this results effectively in application programs, we can expect no small ripple effect on growing entertainment industry because special effects enhance audience's interest in games, films, and amusements.

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A Comparative Study on the Symbolic Meaning of Chinese's Peking Opera and Japan's Noh Applied in Animation Characters (애니메이션 캐릭터에 차용된 중국 경극과 일본 노극 가면의 상징성 비교연구)

  • Zhe, Han;Cho, Seung-Woo;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.57-58
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    • 2017
  • 중국 경극에서 얼굴에 다양한 분장을 하는 것을 검보라 하며, 극 중에서는 다양한 상징성을 갖는다. 검보는 민족적 특색을 내재하며, 극중 캐릭터를 위한 "영혼의 화면"이라 불린다. 반면, 일본 노극은 가면을 쓰고 연기하는 독특한 고전 가무극으로 히타멘(直面, 가면을 쓰지 않음)과 가면을 쓰는 공연으로 나뉘며, '유현(幽玄)의 예술" 이라고 불린다. 이러한 경극의 검보와 노극의 가면은 애니메이션에 캐릭터에 차용되며, 극의 서사와 상징성을 드러내는 매개 역할을 하고 있다. 이에, 본 연구에서는 경극의 검보와 노극의 가면이 연출된 애니메이션 영화를 중심으로 사례 비교연구를 진행하고자 한다.

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The use of game media as the therapeutic sentimentalism and the therapeutic expressionism (감상주의적 치료와 표현주의적 치료로서의 게임 미디어의 활용)

  • Yi, Yun-Ho;Lee, Myoun-Jae;Kim, Young-Eun
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.784-787
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    • 2010
  • 상담심리학적으로 미디어 치료에는 매체를 보고 듣고 느끼며 자아를 성장시켜 가는 감상주의적 치료와 매체를 직접 만들어가면서 자신의 감정과 생각을 매체에 투사하는 표현주의적 치료가 있다. 감상주의적 치료 예로는 사진보기, 영화, 미술관람, 책읽기 등이 있는데 내담자 스스로의 해석력이나 해석방법에 따라 심리학적 영향력의 유무가 결정되어서 이해력과 집중력이 부족한 내담자에게는 상담결과의 정확성이라는 한계가 있다. 표현주의적 치료 예로는 춤, 노래, 미술창작활동, 모래놀이, 연기활동, 영상제작 등이 있으며 이는 무의식의 발산을 가능케 하고 적극적 자기의사 표현하는 등의 장점이 있지만 창작활동의 특성상 개별 작업의 형태가 많고 제작기반 획득 등의 한계가 있다. 본 논문에서는 이 두 한계를 극복하기 위하여 표현주의적인 치료와 감상주의적 치료가 동시에 가능한 게임 미디어를 이용한 치료 가능성을 제안한다. 이를 위하여 이 치료에 적합한 게임의 구성요소와 게임의 시각 요소를 기술한다.

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