• Title/Summary/Keyword: 영화영상 제작

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The Functions of Gyeongbuk Film Commission for Fostering Film Location Industries in Gyeongbuk (경북 영상로케이션산업 활성화방안 : 경북영상위원회를 중심으로)

  • Choi, Jeong-Su
    • Journal of the Economic Geographical Society of Korea
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    • v.10 no.2
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    • pp.116-136
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    • 2007
  • Recently, local government has adopted the film location as the strategies for regional development and has established local film commissions for facilitating the film location. The film locations in Gyeongbuk have been grown gradually since Taejo Wang Geon, TV series was filmed in KBS on-location set of Mungyeong, and the government of Gyeongbuk established the Geeongbuk film commission in 2006. However, the film locations in Gyeongbuk are confined to filming some products in Gyeongbuk, and there's few film-related firms in Gyeongbuk. Furthermore, the film industries in Gyeongbuk is consumption-led and the capability of film-related firms is still weak. Therefore, Gyoengbuk film commission should play the wide roles, making the film-friendly institutions, creating local atmosphere of collaboration, fostering film-induced tourism, and maturing local film culture, as well as the general roles of film commission, offering the film location services, database services and networking.

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Application of Technology Replication and Film Works - Focused on the Concept of Walter Benjamin - (기술 복제의 응용과 영화 작품 - 발터 벤야민의 개념을 중심으로 -)

  • Chen, Yi Wen;Choi, Won-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.241-242
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    • 2019
  • 발터 벤야민은 그의 저서인 '기계복제시대의 예술작품'에서 영화를 인쇄술, 사진술과 같은 기계복제의 예술품으로 묘사하였다. 분명 영화는 복제에 기반을 둔 예술이다. 나아가 21세기에는 컴퓨터 기술이 향상과 함께 컴퓨터그래픽에 대한 의존도는 더욱 높아졌다. 이러한 경향은 영화를 제7의 예술로 추동하는 '놀랄 만한' 효과와 그 영향을 약화시켰다. 바로 벤야민이 기계복제로 인해 우려했던 지점이기도 하다. 하지만 기술의 향성은 부정적 우려와 함께 영화제작의 효율성을 제고하고 있는 것도 사실이다. 이에 연구자는 기계복제에서 나아가 디지털까지 확장된 영화에 대해 연구하고자 한다.

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Reconstitution of Digital Multiplanar Images based on Cinerama System (시네라마 시스템 기반의 디지털 다면영상의 재구성)

  • Moon, Dae-Hyuk
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.439-445
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    • 2013
  • The development of digital image technology has realized high definition throughout the image industry including film and broadcasting. Such high definition images are used in various media and forms through convergence with innovative displays. The analog image production mode is combined with image content production using digital technology. The purpose of this research is to present a method to reconstitute high definition multiplanar images on the wider and bigger screen by applying the Cinerama system, one of the analog image systems in the past, to digital technology.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Fundamental Education on Film Style I : Focusing on Basic Viewing Education Utilizing Sound and Camera (영화의 양식에 관한 교육 사례 I : 사운드와 카메라를 활용한 감상 및 실습교육을 중심으로)

  • Kim, Gye-Joong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.195-203
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    • 2011
  • This case study is based on a fundamental class actually done in the film and video department in Sungkyul University. It aimed at suggesting supportive role for typical film production class in universities in Korea. The list of film styles mentioned in this text is selected from the actual ones for the class and it is focused on utilization of sound and camera. It is ultimately designed to guide students to actual making films. First of all, for example, with a humble camcoder, students are encouraged to record both image and his/her narration which is directly recorded into the built-in microphone. Also directional microphone could be used to experience various positions of 'point-of-hearing'. Regarding camera movements, only distinctive ones out of typical utilization are selected to be dealt with. The movements created by moving vehicle such as dolly or crane beyond the limit of human ability could bring up high imagination of students on movement, besides this could be also easily applied to them for using hand-held technique instead of vehicle. This attitude acquired through the course is important for gettig over the resistance they might have before actual experiencing machinary use in production.

Analysis of Future Growth in Korea Movie Industry (한국영화산업의 발전방향 분석)

  • Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.134-143
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    • 2008
  • The significance of the image content industry, as a flagship industry of the cultural content industry, is emerging globally as a high value-added trend. Since the movie industry has diverse related industries along with a positive spillover effect from cultural and economic perspectives, it ultimately strengthens national brands as well as national competitiveness. As a national strategy cultural content industry, the movie industry in each country around the world utilizes its own diverse self-protective systems. The Korean movie industry has emerged as a 10 million-strong movie-goer market; however, in reality, it is vulnerable to high film production costs and utility. The current domestic media market demands a new paradigm through the media industry as a whole; nonetheless, it is inherently limited to past film production and distribution channels. In this study, I seek to evaluate the status quo and propose a new direction for the Korea movie industry.

The Education Methodology for the Production of Stereoscopic 3D Image Contents -Focusing on University Education (3D 입체영상 콘텐츠 제작 교육 방법론 -대학교육을 중심으로)

  • Park, SungDae;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2045-2053
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    • 2016
  • Many research institutes have studied 3D stereoscopic images since the release of 3D stereoscopic film 'Avatar' in 2009. Universities have conducted research on and studied 3D stereoscopic image in various ways, and even university curriculums have adopted 3D stereoscopic image production courses. However, universities face many difficulties in purchasing expensive equipment including cameras and rigs for 3D stereoscopic image contents production training. This paper addresses the 3D stereoscopic image content production curriculum using software in university. A practical training course was carried out based on the theoretical contents and theories that must be dealt with in 3D stereoscopic image contents production curriculum. As a result, students could understand the principles of 3D stereoscopic image production and produce various 3D stereoscopic images using various software applications. In this parer, proper instructional methods for 3D stereoscopic image contents production in university are discussed through this production course.

A Study on the Environment of Storytelling Based on the History of Japanese Imperialism and Its Problems and Improvements - Around the Militia, Assassination, The Battleship Island, Anarchist from Colony, Dongju and Princess Deokhye - (일제강점기 역사 서사를 중심으로 한 스토리텔링의 환경과 그에 따른 문제점과 개선 방안 연구 - 밀정, 암살, 박열, 동주, 군함도 그리고 덕혜옹주 중심으로 -)

  • Jin, Seung-Hyeon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.1-9
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    • 2019
  • In this paper, it is predicted that the tendency of planning and genre films to produce high - quality films will continue, but it is necessary to have high value and meaningful films and solid storytelling. From the blockbuster warships to arts and low-budget films, the movie genre is centered around fiction and storytelling. However, in the case of Princess Deokhye, it is difficult to recognize any categories of entertainment or artistic due to the fact that it is highly visually and has a high historical status and low awareness. And the distortions of the facts have caused a lot of controversy. However, it seems that Dongju and Park are usually composed of individual - oriented narratives and can be freed from the artistic approach and historical facts in the material. In addition, historical facts should not be distorted or exaggerated. Through this study,

A Research on Development of Multi-Screen Image and Application to Ultra-High Definition Contents (멀티스크린의 발전과 초고화질 콘텐츠 응용에 대한 연구)

  • Moon, Dae-Hyuk
    • Journal of Industrial Convergence
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    • v.18 no.6
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    • pp.33-39
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    • 2020
  • The multi-screen image system could make the audiences appreciate contents without special devices by expansively composing the images played on a single screen to many facets suitable for the use, which could provide the great immersiveness to the audiences. Based on the recent interest in realistic images, it is produced as films through the multi-projection technology such as Screen X or Escape, and it is developed into the media that could deliver stories and information. Also, the size of display tends to gradually get larger while the image quality is improved to high definition. Thus, the development is accelerated in the form of Digital Signage that could play the high definition image contents by solidly composing many HD or UHD display screens. Moreover, through the convergence of digital technologies, it is developed into the higher value-added industry that could have two-way communication. This study aims to understand the developmental history of multi-screen image from 1950 to the present, technical analysis, and the production method, and then to research how to minimize the image degradation when playing the contents, in various platforms using the multi-screen image.

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.