• Title/Summary/Keyword: 영화적 공간

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An Analysis of Spactial Practice of Morden People appeared in the early 20th century film (20세기 초 영화에 나타난 근대인의 공간적 실천 분석 연구)

  • Lee, Young-Soo;Roh, Eun-Joo
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.124-134
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    • 2011
  • The space has been interpreted from various perspectives, such as hierarchical, cultural, economic, political factors, etc. So we can see the space as a social existence. Space is now being formed through the dialectical relations of these elements. From this point of view, this study started to research the spatial practice of morden people through the case in the early 20th century film. With the discourse of Henri Lefebvre and David Harvey, and Michel de Certeau's theory, this research tried to find the mechanisms of spatial practice. Also Benjamin is a philosopher who intervenes the relationship between modernity and cultural production and his way of reading cultural phenomena seems to serve as the useful methodology of cultural studies. Modern people were individual unawared of the era, awakened to the ego. They were wandering the room and the street, private and public places. They were city dwellers walking around, collecting goods, and living of everyday life. Spatial practice is a fixed activity and have continuity. spatial practice appeared in the early 20th century film is at the intersection of social practices and the practice of everyday life. Social practices are a fixed practice and continuous practice. The practices of everyday life are nomadic practice and amusable practice. Modern people accommodate and adapt to a given space of the city through fixed practice. They realizes the access and the distance from spaces through continuous practice. They select and approved the spaces through nomadic practice. And they possess exclusively and utilize the spaces through amusable practice. Through These research spatial practices, it could easily found similarities and differences between modern space on the early 20th century and contemporary space of 21st century. True modern is not the past but the present.

The Use and Needs of Activity Spaces Near Housing Environments of Single Elderly Men Households in Korea (남자노인 1인가구의 거주지 주변 활동공간 이용실태 및 요구 분석)

  • Pak, Sungsine;Lee, Minah;Shin, Younghwa;Park, Youngrye
    • Korean Journal of Family Social Work
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    • no.55
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    • pp.265-297
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    • 2017
  • This study aims to provide basic information about the policy and system improvements relevant to single elderly men, through an investigation concerning the use and needs of activity spaces near their housing environments. Eighteen single elderly men over 60-years-old living in Gunsan city of Jeonbuk province in Korea participated in in-depth interview, and the data were qualitatively analyzed. The results of the study are as follows: The social networks of the participants were focused on friends or colleagues, while mutual exchanges with their children were intermittently undertaken. Natural networks of the elderly were formed mainly in third places, such as parks, restaurants, or community facilities, and about a half of the elderly participants had no spatial needs, and the rest required spaces for meal services, the elderly living community, jobs, leisure/hobby activities, or facility improvements. The elements influencing use of activity spaces were access from the residence, health, social networks, and economic conditions. The results suggest the following: Exercise or leisure facilities supporting elderly mobility should be set up close to their residential environments. Senior facilities centered on systematic supports and shuttle buses circulating around the places that the elderly visit frequently should be considered. On the other hand, regular maintenance and education on residents' proper use of the facilities, and sufficient information and fee discounts for the general programs are needed so that the elderly could interact with the younger generation. From a public perspective, a rational system and policy based on understanding single elderly men's needs should be prepared for provision and management of the activity space.

A Study on UI of Space Culture Hand Carry Guide Contents (휴대용 공간문화 안내 콘텐츠 UI에 관한 연구)

  • Lee, Seongryeong;Choi, Seung-soo;Kim, Jinwook;Goh, Ildu
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.796-799
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    • 2008
  • The hand carry digital media appliances is going to use widely, because the machines became to be small size and light weight for easy carry. Also the demand of various contents was increased for small personal media player:PMP. Now a day PMP was used as a private leisure instruments and will be used as active digital tools like a space culture guiding tools. In this research we will study on the development of user interface for space culture guide contents. Especially we proposed checking tools to be used in test and development phase of UI design for small display appliances.

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The Collision Avoidance with Interaction Technique between Objects in Virtual Space (가상공간상의 객체 간 상호작용기법을 이용한 충돌 회피)

  • Ryu, NamHoon;Ban, KyeongJin;Oh, KyeongSug;Song, SeungHeon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.19-23
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    • 2008
  • The development of computer graphics techniques came after development of various entertainment industry such as movies, game and so on, and techniques that make diverse objects in virtual space and control the action of objects are growing rapidly. Especially objects(characters) play an important role in encouraging virtual space at computer animation field. If lots of objects are animated in virtual space, undesired matters of fixed topography or collision between objects etc occur. In order to solve this problem, we need control techniques in detail. This paper presents and implements collision evasion with submarine topography in a virtual aquarium and control technique about collision evasion with other objects.

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From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

From Frankenstein to Torture Porn -Monstrous Technology and the Horror Film (프랑켄슈타인에서 고문 포르노까지 -괴물화하는 테크놀로지와 호러영화)

  • Chung, Young-Kwon
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.243-277
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    • 2020
  • This paper examines a social and cultural history of horror films through the keyword "technology", focusing on The Spark of Fear: Technology, Society and the Horror Film (2015) written by Brian N. Duchaney. Science fiction film is closely connected with technology in film genres. On the other hand, horror films have been explained in terms of nature/supernatural. In this regard, The Spark of Fear, which accounts for horror film history as (re)actions to the development of technology, is remarkable. Early horror films which were produced under the influence of gothic novels reflected the fear of technology that had been caused by industrial capitalism. For example, in the film Frankenstein (1931), an angry crowd of people lynch the "monster", the creature of technology. This is the action which is aroused by the fear of technology. Furthermore, this mob behavior is suggestive of an uprising of people who have been alienated by industrial capitalism during the Great Depression. In science fiction horror films, which appeared in the post-war boom, the "other" that manifests as aliens is the entity that destroys the value of prosperity during post-war America. While this prosperity is closely related to the life of the middle class in accordance with the suburbanization, the people live conformist lives under the mantle of technologies such as the TV, refrigerator, etc. In the age of the Vietnam War, horror films demonize children, the counter-culture generation against a backdrop of the house that is the place of isolation and confinement. In this place, horror arises from the absolute absence of technology. While media such as videos, internet, and smartphones have reinforced interconnectedness with the outside world since the 1980s, it became another outside influence that we cannot control. "Found-footage" and "torture porn" which were rife in post-9/11 horror films show that the technologies of voyeurism/surveillance and exposure/exhibitionism are near to saturation. In this way, The Spark of Fear provides an opportune insight into the present day in which the expectation and fear of the progress of technology are increasingly becoming inseparable from our daily lives.

Research of Aesthetic Distance on the Cinematization of Novel (영화 <우리들의 일그러진 영웅>에 나타난 원작소설과의 미적 거리 연구)

  • Kim, Jong-Wan
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.151-159
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    • 2012
  • The purpose of this thesis is to figure out the mechanism that how can be shown the aesthetic distances of novel in the film. At discussion of the view point, novel can be told by two factors which are 'who is teller' and 'who is watcher' but in the film, novel's narration is divided into visual point and auditive point. And I will consider the phenomenon on the part of this difference. Next, I will argue about difference between novel and film from the Park Jongwon's aesthetic distances which interpreted Lee Munyeol's work. This thesis is going to observe that how the film adapted three types of view point and how that related the subject of the original novel. For this thesis, I tried to track 'the distances' between figure and identity, and reader and author. Also I did approach that how can be accepted the problem of 'aesthetic distance according to identity' based on this novel in the film and novel's text by reader. This study make a proposal or analysis to the differences between novels and films in terms of narrative point of view. Although it is shown by dividing into each chapter in novel and on connectivity in film, this paper finds out that both film and novel are shown the subject of reader's difference of the view point about 'author and director's identity'.

Two Types of Post-human in Recent Korean SF Films : Focusing on (2021), (2021) (최근 한국영화 속 포스트-휴먼의 두 가지 양상: <승리호>(2021), <서복>(2021)을 중심으로)

  • Yoo, Jae-eung;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.379-384
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    • 2022
  • The year 2021 is a monumental year for the history of Korean cinema that inferiority of the sci-fi genre, by the appearance of two sci-fi blockbuster films- produced by Netflix and produced by TVing-at the same time. Coincidentally, both of movies are sci-fi films which appear post-human such as robot and clone. As can be seen in 『Frankenstein』 story, the progenitor of science fictions, the mankind have imagined beings similar to humen or post-human who are another human being for a long time. deals with the unusual subject matter of a space scavenger and a space janitor, and the main character is a robot that very familiar with human. is the story of a man who lives for a limited life protects and accompanies a clone named Seobok who was created as a test subject. This film deals with the philosophical themes like death and eternal life through the existential concerns of two characters. use Korean Shinpa -Korean specific senimental code-sentiment on narrative, and has the character of a road movie set in Korea's geographical space.

New Implementation and Test Methodology for Single Lens Stereoscopic 3D Camera System (새로운 단일렌즈 양안식 입체영상 카메라의 구현과 테스트 방법)

  • Park, Sangil;Yoo, Sunggeun;Lee, Youngwha
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.569-577
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    • 2014
  • From the year 2009, 3D Stereoscopic movies and TV have been spotlighted after the huge success of a movie called "AVATAR". Moreover, most of 3D movies & contents are created by mixing real-life shots & virtual animated pictures, such as "Robocop 3", "Transformer 4" as shown in 2014. However, the stereoscopic 3D video film shooting with a traditional stereoscopic rig camera system, takes much more time to set the rig system and adjust the system setting for proper film making which necessarily resulting in bigger cost. In fact, these problems have depreciated the success of Avatar as decreasing demand for 3D stereoscopic video shooting. In this paper, inherent problems of traditional stereoscopic rig camera system are analyzed, and as a solution for the problems, a novel implementations of single-lens optical stereoscopic 3D camera system is suggested. The new system can be implemented to a technology for separating two lights when even those lights passing through in the same optical axis. The system has advantages of adjusting the setting and taking video compared with traditional stereoscopic 3D rig systems. Furthermore, this system can acquire comfortable 3D stereoscopic video because of the good characteristics of geometrical errors. This paper will be discussed the single-lens stereoscopic 3D camera system using rolling shutters, it will be tested geometrical errors of this system. Lastly, other types of single lens stereoscopic 3D camera system are discussed to develop the promising future of this system.

(<디지털 미디어 환경에서의 모션그래픽의기본적 요소에 대한 연구>)

  • Jang, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.370-376
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    • 2006
  • 산업 전반에 걸친 활발한 디지털로의 진전은 영상산업의 전통적인 방법을 변화시키며 새로운 형태로 발전하고 있다. 이러한 영상산업의 발전 중에서도 모션그래픽(Motion graphic)의 활용도와 중요성은 비약적으로 발전하고 있다. 컴퓨터 그래픽은 그 짧은 기간의 역사에도 불구하고 다른 예술분야의 특성을 차용하여 예술의 한 장르로 빠르게 진화하고 있다. 특히 빠른 시간 발전하는 국내의 미디어 환경 속에서 모션그래픽은 전통적인 디자인 영역과 새로운 영역의 디자인에서도 모두 관심을 모으는 부분일 것이다. 짧은 시간 동안 모션그래픽은 영화, 광고, 뮤직비디오, TV, web 등의 모든 분야에서 활용되는 매체로 성장하였다. 그러나 이러한 장르로서의 모션그래픽이 등장한 시점은 얼마 되지 않았으며, 디자이너들이 이러한 영상에 자유로운 기법이나 실험성을 가지게 된 것도 극히 최근의 일이다. 이에 본 논문의 목적은 이러한 발전하는 디지털기반의 영상 제작 환경에서 영상의 한 요소로써의 모션 그래픽의 기본적 요소를 고찰함으로, 이 개념을 정립하려고 한다. 그 요소로는 공간, 모션 그래픽의 객체들의 시간개념과 움직임, 색체와 사운드를 규정하고, 이를 여러 디지털적인 환경에서 규정한다.

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