• Title/Summary/Keyword: 영화연기

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Matching Analysis between Actress Son Ye-jin's Core Persona and Audience Responses to Her Starring Works (배우 손예진의 코어 페르소나와 주연 작품에 대한 수용자 반응과의 정합성 분석)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.93-106
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    • 2019
  • Persona is an actor's external ego constructed by playing various roles, and his/her another self-portrait in the eyes of the audience. This study was conducted to analyze persona identity containing core persona(CP) and to gain implications for the growth strategy of the actress Son Ye-jin called "melo queen" by verifying consistency between the CP and audience responses to her starring works of the past. According to the related theories and models, the persona was firstly set as image, visuality, personality and consistency, and it was used to extract and sort descriptive texts about Son related news articles in the last 5 years of the six major Korean newspapers using the content analysis method. After that, we analyzed the number of viewers of her movies and the audience share of her dramas by genre. As a result, Son's persona components were found to have a proportion for 54.2% images (34.0% for melo and romance images, 20.2% for non-melo and romance images), 25.6% for visibility, 13.8% for consistency, and 6.4% for personality. Her CP was derived from a melo and romance image. Comparing this with the audience reaction, the melo romance genre dominated and showed consistency in the drama, but in the case of the film, the non-melo romance was dominant and did not match each other. The results were attributed to a wide gap between dramas and movies in terms of key viewers, box office factors, degree of genre hybridity and experimentality. Therefore, Son should actively use her CP in the drama and challenge the various roles in order to expand her persona spectrum in the film.

The Mediality of Live Cinema Theatre -Katie Mitchell's Stage Constructs- (라이브 시네마 연극의 매체성 연구 -케이티 미첼(Katie Mitchell)의 프로덕션 체계 분석을 중심으로-)

  • Baik, Youngju
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.27-40
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    • 2015
  • Live cinema theatre is the latest installment of multimedia show where the filming of the performance of dramatic texts becomes the live stage event. Here, the actors perform before the camera and all the audio-visual effects are produced and constructed live. Mediated through the camera and projection screen, the stage image becomes a real-time production situation where all the scenes are put together right in front of a live audience. The very concept of live cinema as dramatic theatre has been developed by English stage director Katie Mitchell who attempts to present the stage as a cohesive representation system; this is more than a provisional experimentation where the ever-changing notion of in-betweenness is constantly tested. It is rather a predetermined operational system where the relationship between cinema and theatre is governed by the logic of synchrony, therefore maintain their own individual institutional reality. Here, the presence of camera has an effect not only on the organization of stage but also an affect on how human body exists within the situation.

The Direction of Physical Training for Actor in Post-Drama Era, "Empty" (포스트드라마 시대에 따른 배우의 몸 훈련의 방향성,'비우기(empty)')

  • Ra, Kyung-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.77-90
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    • 2020
  • Today, the transition to the era of "post-drama" brought a change in the position of text, which was considered the center of the play, and the expansion of the role of actors. After entering the post-drama era, the actor no longer transforms himself into "delivering" the fixed meaning of text, but "producing" the valid meaning of "now, here" meeting the audience. In other words, actors in the post-drama era have expanded their roles as "performers" who can become the subject of narratives themselves and create various theatrical languages. Despite the expansion of the actor's role, verbal-centered actor training through text, which still forms the basis of acting education, does not satisfy the newly changing contemporary theatricality and creates a gap between education and the field. Therefore, the researcher argued that non-verbal-centered acting education needs to be discussed, and highlighted the actors' physical training on the "empty" side. The researchers first compare and analyze the characteristics of modern theater people's training methods from an "empty" perspective. Based on this, researchers about the meaning and direction of the training "empty". Furthermore, the study concludes with an emphasis on the direction of acting education in the post-drama era, which is free from language that can respond to stimuli and interact freely.

The Characteristics of Hybrid Visual Direction of Musical Animation Film -Focusing on - (뮤지컬 애니메이션 영화의 혼성적 영상연출 특성 -<겨울왕국, 2013>을 중심으로-)

  • Lee, Hae-Ra;Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.50-60
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    • 2015
  • The animation film , which became a worldwide sensation with its theme song 'Let it go', did not only rank first in the U.S. box office - it was also the greatest box office hit in the history of Disney animation. Why did , recreated into a musical animation, become a worldwide success and what were the characteristics of its materialized hybrid visual direction technique? In order to look into this, firstly, literature on musicals and animations were studied, and secondly, analysis standards were drawn for musical characteristics of musicals and direction techniques of animations. Thirdly, analyzation and investigation will be conducted on hybrid visual direction techniques based on the research above with as the example. Through this study, it's known that realizes its musical features such as 'exaggerated acting,' 'delivering the meaning of circumstances', 'dramatic expression of emotion' and etc. through animated characters and that its background music is aided by 'narrative features' through its musical composition. Besides, its snow effect through animated VFX composing scenes along with its musical characteristics realizes hybrid image direction. It can be said that image directing effects of musical animations through hybrid grafting and the characteristics of image aesthetics generate public demands worldwide.

A Study on Visual Mise-en-Scene of VR Animation (VR 애니메이션 의 시각적 미장센 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.407-413
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    • 2017
  • Mis-en-Scene is a direction method of image aesthetics for constructing screen and space. Mis-en-Scene is important factor not only in plays and movies, but also in animations, and it is a strong method to induce audience to immerse in the works and to continue the immersion. This study examined animation's Mis-en-Scene based on theories of Mis-en-Scene in movies, how Mis-en-Scene is directed and expressed in virtual spaces, and what factors and characteristics induce audience to immerse in the works and continue the immersion through analysis on visual Mis-en-Scene factors of a specific case, VR animation . It was found that as visual Mis-en-Scene factors, character and props, background, unique quality and friendliness of character, natural movement and acting, symbolism and utilization, and variety and consistency of background induce and sustain immersion. It is thought that this study would helpful for related areas based on the findings which suggest that there is a need for differentiated measure and method to catch audience's eyes and sustain immersion utilizing characteristics of vidual Mis-en-Scene factors in VR animation in the future.

Particle System Editor for Special Effects in Game and Virtual Reality (게임 및 가상현실에서의 특수효과를 위한 입자 시스템 에디터)

  • 김응곤;송승헌
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.429-433
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    • 2004
  • In games and films, the most highlighted fields in entertainment industry, those special effects such as flame, explosion, smoke, liquid, snow, rain and dust are generated through the particle system. Special effects can be expressed realistically by the particle system API that is a graphic library of high level in game and virtual reality. When developers apply the particle system API in applications, they must exchange parameters repeatedly and compile source codes until special efforts that they want are expressed, and It takes much time until the minute control that have relations between each parameters. This paper develops a particle system API usable in on-line game and real-time virtual reality and presents particle system editor that can see and create special effect easily through attributes adjustment such as position, velocity, color, transparency, size, age, the secondary position, the second velocity etc.

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How to Use EVT Figures for Actor Voice Training I (배우 음성 훈련을 위한 EVT 구조연습 활용방안 I)

  • Lee, Young-Su
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.136-148
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    • 2021
  • In this study, the theoretical principle and structural practice of Estill Voice Training model that enables independent control of voice organs in the actor's acting art using voice as a medium of artistic expression. Its purpose is to explore the positive utility that can be applied to operation. The research on the speech science methodology that controls the differences in speech output due to the principle of the generation organ is a reality that has not been actively introduced in Korea compared to the existing actor's speech training that encompasses both the mind and the body. Voice can guarantee the accuracy and stability of operation when an understanding of our body is preceded based on anatomical physiology as well as contribute to the characterization of the character's phonetic character an element of character creation. Considering the training model through proprioception in actor voice training has practical value and alternative significance that the actor can be sought as a principle and practical methodology in the process of generating a series of target sounds.

How to Use EVT Figures for Actor Voice Training II (배우 음성 훈련을 위한 EVT 구조연습 활용방안 II)

  • Lee, Young-Su
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.647-664
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    • 2022
  • This study explores the possibility that the figure of the Estill Voice Training model, which is based on speech science, can contribute to the expansion of vocal expertise in the acting art where an actor creates a character. The purpose of this study is to examine the usage plan. The training model through the fluidity and structural functionality of the voice production organ is differentiated from the existing voice training that focuses only on the results of sound due to its ambiguous abstraction. Developing the voluntary coordination ability of the occipital region and vocal tract, such as False Vocal Folds, Cricoid Cartilage, Velum, AES, and Anchoring, has scientific efficiency that makes it easier to produce artistic target sounds, and it is a technical skill that can creatively overcome the functional limitations faced by actors. It can be used as a methodology. The Estill model Figure, which is a principle training for harmony and coordination between the elements of voice production, has a practical value that can be used as an alternative training model for the voice education of actors in Korea, where images and abstractions are the mainstream.

Political Economy of Global Market: Debate on Cultural Imperialism Thesis and Its Critical Acceptance of Cultural Imperialism (문화시장 개방의 정치경제학: 문화제국주의 논쟁과 비판적 수용)

  • Yim, Dong-Uk
    • Korean journal of communication and information
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    • v.35
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    • pp.114-146
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    • 2006
  • Now, Korea-U.S.A Free Trade Agreement talk is underway in Korea. In FTA talks, the issues on audio-visual sector including screen quota, opening of broadcasting and telecommunication to the U.S.A. are becoming a hot potato. Globalization has been speed up by mass media and telecommunications. Cultures are no longer bounded by specific place but, through the migration of persons and the electronic flows of information, ideas and images, transgress established boundaries. So issues and debates have to be focused on global culture and cultural imperialism. Some would argue global culture is the consequences of capitalist world-system, so dominance by the center should be criticized and vanished. Some would say that global culture would help recipient society's people with cultural diversify and improvement. The issues on culture and communication, particularly at international level call for our attention in light of cultural identity, homogenization and diversity. Although I criticize the cultural imperialism thesis, I suggest critical acceptance of cultural imperialism. That is the observation of complexity between internal and external dynamics. The process of cultural imperialism is not simple and unitary. It rather involves the various forces of internal dynamics along with external forces.

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Research on 3D software characteristics suitable for university (대학 3D애니메이션 교육에 적합한 소프트웨어 특성 연구:Autodesk사의 Maya와 3ds Max를 중심으로)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.16
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    • pp.223-243
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    • 2009
  • Computer graphic where the most useful and effective production methods are used for animation or films has expanded into actors' performance beyond object expression, background expression and special effect. Unlike 2D drawing software focusing on user's sense, 3D mainly depends on hardware performance and software functions. Therefore, for 3D users, learning 3D functions is directly related to new expression, and quick learning and effective representation are keys to productivity growth in animation industry. In line with industrial needs, basic 3D animation software training is provided in school. Unfortunately, however, many problems such as lack of professional instructors, time allocation and education environment prevent various 3D animation software from being taught. Moreover, functional use does not live up to industrial rapid trends. In order to improve effects of software functional education in restricted education fields, this research aims to find out what functions of 3D animation software are used in industries, what are those function used for, and how schools provide 3D animation software training.

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