• 제목/요약/키워드: 영화적 공간

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A Study on Utilization Method of Spaces on the University Libraries (대학도서관 공간활용 방안 연구)

  • Chung, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.43 no.3
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    • pp.333-352
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    • 2012
  • Building a new library and remodeling an existing library for the multi-cultural space is a recent trend of the university libraries. That is, the spaces for using the digital and multimedia equipments, the rooms for reading and studying, the spaces for the cultural activities such as watching movies and holding an exhibition, and the spaces for the communication and refreshment are increasing in the libraries. However, this movement of securing and providing the new spaces is not closely connected with the off-line services and happens without the consideration of how to change the librarian's role and position. Therefore, the university libraries need to plan and provide the multi-learning space rather than the multi-cultural space considering the university library is an academic organization. Additionally, understanding the purpose of the university libraries, user's need, utilization method of books and considering the librarian's roles and placement are necessary in planning and providing the space of the libraries.

A Study on the Value and Long-term Development of 『Chungbuk International Martial Arts and Action Film Festival』 (『충북국제무예액션영화제』의 가치와 장기적 발전방안에 관한 연구)

  • Kim, Kyung-Sik;Kwak, Sang-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.303-311
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    • 2019
  • is a film festival in conjunction with that shows about 50 works from 25 countries. It has become the only martial arts action film festival going on in Korea, with 32 feature films and 24 short films for a total of six days during the event from August 30 to September 6. has the slogan 'Muye, change the history of movies!' Through the movie, it sheds light on the value of life pursued by the martial arts spirit around Samjae, the core value of martial arts, and explores the aesthetic value of the most beautiful gesture that humans can make through the movement of martial arts centered on the space of dots, good and cotton. And through this film festival, I saw the potential to grow into a festival with the world. With this film festival, the identity of is established as a sustainable film festival, not as a single film festival, and image of martial arts action movies, which are part of genre movies, through the certainty of this image, differentiates itself from domestic and international film festivals, and does not stay in Northeast Asia or in Southeast Asia. Then, let's study the value of the future through the results of this film festival. In addition, we will study ways to increase the probability of growth as the best cultural and arts festival held along with the world's only international martial arts competition.

Digital Image Aesthetics of Iwai Shunji : Focused on (이와이 �지(Iwai Shunji)의 디지털 영상미학 : <라스트 레터(Last Letter)>를 중심으로)

  • Kim, Do-Hyeong;Oh, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.157-169
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    • 2020
  • Entering the 21st century, the production environment and system of film art were very rapidly implemented from analog to digital. In such a process, the development and change of imaging technology have had a profound effect on the expressive modalities of visual aesthetics. However, in-depth discussions on how the existing analog aesthetic has been implemented into the digital environment are somewhat insufficient. In this study, Iwai Shunji's latest film , which continues to carry out remarkable creative activities across the analog and digital ages, specifically examines what 'Iwai aesthetics' he has pursued since the analog era is revealing in the digital age. Methodically, Iwai Shunji's transition from analog to digital age was examined and his digital film was approached and analyzed from three aesthetic perspectives : 'Light', 'Composition', and 'Space and Point of View'.

지리정보시스템을 이용한 시화지역의 토공량 분석

  • 송무영;하정은;송영화;김윤종
    • Proceedings of the Korean Society for Rock Mechanics Conference
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    • 1995.03a
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    • pp.202-212
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    • 1995
  • 지리정보시스템은 1980년 이후에 자연자원 관리뿐만 아니라 환경관리를 비롯하여 현재에는 지하시설물 관리 및 도시정보 관리 등을 위한 수단으로써 여러 분야에서 필수적으로 활용되고 있는데 그러한 예로 한국의 사회기반 시설물 GIS 구축방안(이태식 외, 1994), GIS를 이용한 통신선로 시설관리(최지선, 1994), GIS를 이용한 하천공간 데이타베이스 구축에 관한 연구(이태식 외, 1994), 금강유역 토양 유실 분석을 위한 GIS 응용연구(김윤종 외, 1994)등 있다. (중략)

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한국산 다시마과 (Laminariaceae, Phaeophyta) 3종의 배우체의 생장에 미치는 광주기의 영향

  • 박은정;이순정;강경화;이동훈;송영화;최한길;김영식;남기완
    • Proceedings of the Korean Society of Fisheries Technology Conference
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    • 2001.05a
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    • pp.495-496
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    • 2001
  • 저서 해조류의 수직분포에 대한 광의 영향은 주로 유효 광에 대한 종간의 상이한 반응의 결과에 의한다. 특히 조하대의 Kelp군집의 형성은 배우체나 어린 포자체와 같은 부착단계에 있어서의 서식처의 광조건에 의해 중요하게 영향을 받는다(Luning, 1981; Drew, 1983). 이것은 광이 이들의 광합성의 에너지원으로써, 광량, 광질, 광주기의 변화가 조류의 생장을 시ㆍ공간적으로 제한하고 있기 때문이다. (중략)

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Practical Reading of Gilles Deleuze on Frame from Filmmaking Perspective (들뢰즈의 프레임: 영화제작 관점에서 읽기)

  • Kim, Jung-Ho;Kim, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.527-548
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    • 2019
  • For Deleuze, the frame is a closed system with numerous subsets of information. the frame can be defined by mathematics and physics. it is a geometric system of equilibrium and harmony with variables or coordinates. like paintings, Linear perspective represents a three-dimensional depth in a two-dimensional plane through vanishing points, horizontal lines in the frame. Linear perspective makes it possible to assume the infinity towards the vanishing point and the infinity towards the outside of the frame, the opposite of the vanishing point. Not only figures and lines in the drawing paper, but also the space between the figures and lines in the drawing paper was recognized. that is space, the 3rd dimension. with the centripetal force and centrifugal force of the frame, frame follow the physical rules of power and movement. de framing is against the dominant linear perspective and central tendency of the frame. The film contains four-dimensional time while reproducing three-dimensional space in two dimensions. It may be that the outside of the frame, or outside the field of view, contains thought, the fifth dimension.

A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)- (영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.419-424
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    • 2018
  • Match cut is the montage technique that is widely used in the image media. This technique is versatile to generate the receivers a variety of meanings. In this article, the match cut shorts applied in the movie, Bram Stoker's Dracula, were analyzed based on the meanings occurred between the shorts. In addition, the analysis methods were based on the philosophical issues of Gilles Deleuze which had been analyzed focusing on the generation competency. Also, Francis Bacon's paintings, 'painting' (1946) and 'self-portrait' (1969) demonstrating similar meanings were compared to assist understanding. Upon the analyses of these two media, the meanings of 'becoming' that had the feature of nomadism between the shorts and occurred in the process of combined generation were analyzed. Therefore, match cut occurred in the image media was found to function to the receivers in a variety of ways and the degree of its utilization was not limited upon this analysis.

Painting, a direction expression study on time and space in the visual media - Focusing on Gilles Deleuze theory- (회화, 영상미디어에 나타난 시·공간 연출표현 연구 - 질 들뢰즈 이론 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.441-446
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    • 2017
  • As mentioned on the paper, this study does not tackle the issue of contention about different media mix. It rather analyzes the capability and intensity of new media created through the correlation of different media, and researches the intermediality relationship among media to create new type of fine quality media. Along with the development of digital technology, the intermediality relationship among painting, video media such as movie and animation has become active. Also, as the study examined, the mix of 'painting and movie', 'movie, animation, game' has blurred the boundary, and formed a mutual inevitable relationship. Thus, this study examined the transfer of media and correlation based on intermediality relationship insisted by Rajewski and Deleuze's theory. Deleuze's theory explains the relationship of being which analyzed the variation of media. As for the intermediality relationship of media, the study examined process of media combining and converting based on 3 types of category of Rajewski, "media combination, media conversion, intermedial relationship matching".

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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A study on direction expression of time and space in film and - Focusing on Gilles Deleuze theory and intermediality theory-

  • Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.48
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    • pp.141-172
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    • 2017
  • The film (2000) and (2016) are based on different time slips from each other. However, these two films have many common elements that make one illusion-based illusion. In the common elements, the main characters (being and thing) are traversed at different times and directed as a cyclical one. Also, among these, the movement link of the time and space has a commonality that it becomes possible through a medium ( - radio, you, there - pill). As a result, a series of scenes expressed in showed that the scene of produced in 2000 was greatly circulated. The reason why two movies have similar structure is that the basic framework of video media based on time slip is similar. Therefore, the purpose of this study is not to analyze the problem of quoting and borrowing of two films as mentioned in the paper. To add up, the material of video media is manifold which is a dynamic object of potential which is unlimited and opened, and by rearranging one media it can be created by escaping from one territory. Also, it is a study of analysis to contribute to producer or researcher as a time slip video creation reference connecting times based on the manifold arrangement from two films.