• Title/Summary/Keyword: 영화영상 제작

Search Result 267, Processing Time 0.023 seconds

Study of Spatial Characteristics with Polyphony Film -Focused on the Movie Rashomon- (폴리포니 필름으로 본 공간적 특성 연구 -영화 <라쇼몽>을 중심으로-)

  • Park, Ki-ung;Kim, Byeongsoo
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.155-162
    • /
    • 2019
  • The characters' voices in the movie, Rashomon mean the absence of memories created by self-consciousness in order to avoid the crisis. The varying statements of the characters and the three spaces: the space of Nakanimon (th e ruins), the representation space as polyphony (the forest), the egoistic space of truth (the guardian), show the social ills of doubtfulness and mistrust among the Japanese at that time due to the defeat from the war. This matches with the polyphony theory of Mr. Bakhtin, a Russian cultural critic. The key concept of polyphony theory is that the voices that do not accord each other are not harmonized but each voice builds their own world and participates in the novel without being influenced by the creator. This study's aim is to discuss two aspects; Bakhtin's polypony theory allows polyphony film s to function as cinematic composition and spatial characteristics of polyphony films in the movie, Rashomon.

A study on the camera working of 3D animation based on applied media aesthetic approach - Based on the Herbert Gettl's theory - (영상미학적 접근의 3D 애니메이션 카메라 워킹 연구 - 허버트 제틀의 이론을 중심으로 -)

  • Joo, Kwang-Myung;Oh, Byung-Keun
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.209-218
    • /
    • 2005
  • Consciously or not, producers have to make many aesthetic choices in creative process of video production. If there are general acceptable aesthetic principles to make right choice it would be guideline of aesthetic decision to somewhat reduce mistakes and errors in the process. This paper proposes a theoretical approach on establishing the media aesthetic principle of 3D animation camera working, which is the most suitable for animation production context. We describe the Herbert Zettl's applied media aesthetics related directly to the camera, which is about the two-Dimensional field focusing on aspect radio and forces within the screen, three-dimensional field focusing on depth, volume, and four-dimensional field focusing on time and motion. In order to have theoretical approach we made an analysis on comparing a camera working of movie with 3D computer animation's one, and reconstructed these basic principles to be suited for the 3D animation production. When applied media aesthetics of the traditional camera working are applied to the 3D animation production, it could be an efficient guideline for it. Futhermore, if we develop the research for the relationship with various visual languages with the basis of these principles, the theory of creative picture composition method for the 3D animation production will be logically and systematically established.

  • PDF

Construction Schemes of Cyber low System in Art Image Contents (예술영상컨텐츠 사이버 유통시스템 구축 방안)

  • 최종호;고덕영
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.25 no.12B
    • /
    • pp.2120-2130
    • /
    • 2000
  • 최근 들어 예술 영상컨텐츠 유통시스템의 구축이 영상컨텐츠 산업에서 매우 중요한 이슈로 등장하고 있다. 선진 외국에서는 예술감성 기반 영상컨텐츠의 유통에 관련된 사업을 이미 애니메이션, 게임, 캐릭터, 광고, 방송, 영화, 비디오 등의 분야에서 진행하고 있다. 국내에서는 관련된 연구가 거의 없는 실정이며, 본 논문에서 사이버 코리우드의 실현에 관련된 정책방안 제시를 목적으로 예술감성 기반 영상컨텐츠의 유통시스템 구축에 관련된 연구를 수행하였다. 연구결과는 예술감성 기반 영상컨텐츠의 제작·처리·편집·배급·유통에 관련된 기술의 국내 고유모델 개발, 수입 절감, 한국형 예술영상컨텐츠의 개발, 가상스튜디오 구축, 예술영상산업의 발전 등에 크게 기여할 것으로 판단된다.

  • PDF

Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.359-383
    • /
    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

A Study on the value and importance of Dancefilm: Focusing on the Wim Vandekeybus's Blush (댄스필름의 역사와 영상기법에 대한 연구 : 빔 반데키부스(Wim Vandekeybus)의 <블러쉬(Blush)>를 중심으로)

  • PARK, Youjung
    • Trans-
    • /
    • v.1
    • /
    • pp.45-66
    • /
    • 2016
  • The study uses the image technique of the movie (analysis) since there are limited analyses and data of the dance film's (cinematic) grammar. The films are limited to the Wim Vandekeybus's Blush. From the analysis of the one film, films are directed using basic movie grammars. Although the films are of the same genre, it differs from the method of using image techniques as well as the director's personal art preference. The cinematic grammars enhance the effect of the movement and it emphasizes the objectives to deliver the audience true meaning of the films. Dance film is not a simple word combination of dance and film to record new type of art; dance is used for the movie's artistic and aesthetic enhancement. To find out dance is the language and important expressive tool of the dance film, at the same time cinematic grammar enhances effect of dance and objective of the film, the study uses image technique analysis. These are the results of dance film analysis by using image techniques. Firstly, Dance film can transcend time and space. Secondly, The creative director could emphasize some part that the audience should focus on to clearly deliver the intention of the choreographer. Lastly, To popularize the dance genre. If the dance film produces with more diversified stories than the resent, it will be a part of a cultural industry and could create profits. Dance film might lose the sense of realism, which is the main characteristic of the stage art; however it could feel the beauty of the film through the mise en scene.

  • PDF

Toward Successful Adaptation from Games to Films (게임 원작의 성공적인 각색)

  • Park, Soo-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.3-14
    • /
    • 2011
  • Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.

The Study on Digital Cinema's Utility as a Film Production Tool and Influence for Korea Film Industry (디지털 시네마의 영화제작 도구로써 효용성과 한국영화산업에 대한 영향 연구)

  • Park, Chur-Woong
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.128-137
    • /
    • 2007
  • Digital cinema industry in Korea is developing very fast. It makes the structure of Korea film industry being changed with outstanding D.I process, reduction of production cost, the convenience of distribution & screening and easy transferring to other platforms. The main reason of this fast development is due to Korea film industry monopoly structure by a few companies. In addition, Huge Korea mobile communication companies are pushing Digital cinema industry to go faster with their own net work and platforms. However, Korea digital cinema industry still has problems like standardization in releasing, the lake of data in post-production and overuse in production. It is the time that we have to think about best way for the healthy development of Korea digital cinema industry more than the fast development of it.

Research on the Image Projection of Platform Screen X (스크린 X 영상 투영 방식의 특징 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.15 no.12
    • /
    • pp.503-508
    • /
    • 2017
  • Screen X is one of the Premium Large-Format platforms. Screen X projects images and video along the side wall of the theatre that go in synch with the front main screen. It's a different way of immersing the audience. This technique demands film-makers taking the two new "screens" into account when making movies. Screen X is the most obvious feature of viewing content with a range of 270 degrees. Viewers can view the experience of viewing experiences beyond the frame of screen screens by allowing viewers to experience the experience beyond the frame of screen screens, which means screen X can immerse the audiences without 3D glasses. Based on the results of this study, studies of content specifications and how they fit in the screen X are studied, and goals for maximizing the visual effects of the visual effects are studied. Looking forward to future research paper researchers and industry professionals who will benefit from future research papers.

A Study on Non-Face-to-Face General English Courses for International Students: Reading Movie Scripts Aloud (유학생 대상의 비대면 교양 영어 수업 방안: 영화 대본 소리 내어 읽기를 중심으로)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.267-272
    • /
    • 2021
  • This study's purpose is to investigate the effects of reading movie scripts aloud in non-face-to-face general English courses on international students' English ability in the COVID-19 era. A general English class was delivered once a week for 15 weeks to 47 international students at a Seoul-based university. The animated movie Tangled and its script were used as learning materials. Biweekly, students had to watch video lectures using the university's learning management system(LMS) and read scripts aloud through Zoom. In the video lectures, the teacher went over specific vocabulary and interpreted the movie scripts in easy Korean. For the second activity through Zoom, international students read the movie script aloud individually and in groups. The post-test revealed significant improvements in both reading and writing, as compared to the pre-test. Through the study's survey, participants exhibited positive attitudes in affective domains(understanding, satisfaction, interest, and recommendation).

Study on the Present Status of Computer Graphics Market in Korean Cinema -Focus on - (한국영화 컴퓨터그래픽산업 현황에 대한 연구 -영화 <중천>을 중심으로-)

  • Kim, Jeong-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.10
    • /
    • pp.130-139
    • /
    • 2009
  • Most of the movies currently being created are used by CG. As for movie of today, the location of visual effect from film business rose highly with CG introductions to do not ask a style. The CG gets attention recently, and expand a market at rapid pace, the biggest reason are development of software and computer hardware. Advancement of computer technology and technique discharge numerous VFX artists therefore visual effect are possible to deliver with low-budget feature and commercial films more common. As for CG fields Hollywood in United States has most advancement of the computer techniques that create a lot of visual effect artists. However CG techniques of Korea also developed absurdly, because movie market of Korea is getting bigger. Korean CG technology get catching up at the CG techniques of Hollywood every year, however goal of this research in order to study is current address and future possibility of development of Korean CG. The CG example which from the movie was already screened that in the depth. Through movie of existing and knows a different partial authorization, tries to observe the possibility of development of future Korean CG fields.