• Title/Summary/Keyword: 영화 주인공

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A Becoming-Nonhuman Animal in the Neurological State of Exception: Black Swan and Birdman (신경학적 예외상태에서 비인간적 동물-되기: <블랙스완>과 <버드맨>)

  • Park, Jecheol
    • Cross-Cultural Studies
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    • v.50
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    • pp.1-29
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    • 2018
  • In the contemporary American cinematic landscape, there is a distinctive tendency to depict the disturbing ways in which characters with brain damages perceive, remember, and think about the world. Despite its attempts to examine the socio-political implications of these characters' subjectivities, the previous scholarship on this trend of film was limited in being either too pessimistically deterministic or too euphorically optimistic. Critically reading neuroscientific discourses on the brain-damaged subject from the perspective of Giorgio Agamben's critique of biopolitics, this paper explores how the contemporary American cinema of the impaired brain attempts to mediate the neurologically inexplicable affects of those subjects who are in the neurological state of exception and to express their experiences of a becoming-nonhuman. By closely reading Darren Aronofsky's Black Swan and Alejandro $Gonz{\acute{a}}lez$ $I{\tilde{n}}{\acute{a}}rritu^{\prime}s$ Birdman in this regard, I show how the two films, by employing different sets of cinematic free indirect techniques, express the neurologically impaired subject's affective experience of a becoming-nonhuman animal in different ways, and thereby to a more or less extent act as 'profaned' neuro-biopolitical apparatuses.

The Signification of Sisterhood and Testimony in Japanese Military 'Comfort Women' Films (일본군 '위안부' 영화의 자매애와 증언전수 가능성)

  • Kwon, Eunsun
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.414-421
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    • 2017
  • After the Korea-Japan comfort women's agreement, two films and were released with the audience's attention. Both films deal with the friendship of 'comfort women' girls. Unlike the existing 'comfort women' narratives, these two films are building a women's space based on a kind of sisterhood. The emergence of a new generation extends the story of personal friendship to the community level of sisterhood. In particular, suggests the possibility of a testimony that the 'comfort women' grandmother passes testimony to a new generation of women. In the cinematic present, it shows the possibility of feminist thinking of the 'comfort women' narrative. However, the representation of the colonial period does not deviate much from the existing patriarchal nationalistic viewpoint. It is typical that the 'comfort women' characters are still set with a pure and innocent girls of Chosun era.

Representation of Women in Early 1970's Korean Films : focusing on the relationship with social contexts (1970년대 초 한국영화의 여성 재현 : 사회적 콘텍스트와의 연관성을 중심으로)

Subject Matter in Lee Chang-Dong's Film (이창동 영화에 표현된 개인)

  • Chae, Heeju;Min, Kyungwon
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.122-129
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    • 2015
  • Director Lee Chang-dong's movies deal mainly with the matter of subject as a human individual. He attempts to show how the subject as a human individual is structured in society through the characters in the movies. It can be seen that a considerable part of this is connected to the matter of subject which is maintained by Michel Foucault, a modern French philosopher. Foucault contends that the subject has lost its identity in the huge structure of society and has become the object. The subject is alienated within the power. The subject is also divided into normality and abnormality in the social structure. Particularly, the movie directed by Lee Chang-dong shows an individual containing consideration toward self and Foucault also showed his attempts in his later years to newly interpret the subject in the context of consideration toward self. Through this thesis, I attempt to examine the matter of the subject that the film director Lee Chang-dong and Foucault have in common.

A Study on Burnout Aspects and Solutions in Movies: Focusing on and (영화에 나타난 번아웃 양상과 해결방식 연구: <꾸뻬씨의 행복여행>과 <잠깐만 회사 좀 관두고 올게>를 중심으로)

  • Kwon, Sang-Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.184-193
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    • 2022
  • 'Burnout', which has been frequently used recently, is one of the representative expressions representing the psychology of modern people living in fierce competition. In this paper, I approached and analyzed two films, 'Hector and the Search for Happiness' and 'To Each His Own' from the perspective of burnout, which are considered two of the most healing movies for office workers. The symptoms of burnout in the work were lethargy, irritability, anger, insomnia, depression, and suicidal thoughts. In the case of 'Hector and the Search for Happiness' the clash of values from repeated consulting work, and in the case of 'To Each His Own', work overload, performance pressure, and the absence of a community of colleagues were the causes. This burnout state is visually expressed through the dialogues and expressions of the characters, as well as looking down shots of various sizes, low lighting, and placing objects in front of the main character. This intuitively expressed the symptoms of burnout, which is difficult to diagnose. In particular, it was confirmed through the movie that one of the diagnostic criteria for burnout, such as hobbies, physical activity, and the presence or absence of a fellow community, helps to get out of burnout.

Narrative Structure and Ludonarrative Dissonance in the Video Game, "Red Dead Redemption 2" (<레드 데드 리뎀션 2>의 서사 형식과 서사 부조화)

  • Chun, Bum-Sue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.59-72
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    • 2020
  • Video games have become a powerful tool to tell a complex story realistically thanks to modern technology. Rockstar Games' Red Dead Redemption 2 (2018), is a video game title that touts cinematic qualities such as superb acting by the voice actors and jaw-dropping cinematography as well as a rich narrative following the protagonist, Arthur Morgan's quest for redemption. Using Aristotle's Poetics and Robert Mckee's Aristotelian theory on storytelling, this study highlights Arthur's gradual change from a ruthless gunman to an altruistic hero, from which it derives the theme of redemption, and his super-objective to protect those he cares about. Then, it also explains a variety of possibilities in the narrative of the game determined by the opened-ended game mechanics, particularly the "honor" system, which reflects Arthur's moral choices on the narrative presentation with different sets of dialogue and endings. However, the study ultimately argues Red Dead Redemption 2 to be incohesive in its storytelling due to "ludonarrative dissonance," a concept coined by Clint Hocking, which indicates a conflict between the narrative and game mechanics of a video game. It's mainly because the game's various narrative choices bring changes to neither the theme nor Arthur's super-objective. Furthermore, the double-standard of evaluation in the "honor" system, and its numeric ranking system of honor also lend themselves to ludonarrative dissonance even further. After all, the study ultimately claims ludonarrative dissonance in Red Dead Redemption essentially disrupts the game's narrative unity, which is Aristotle's one of most emphasized upon traits of any story and signifies the game's instability as a storytelling medium.

The case study on interview mise-en-scène of documentary film (다큐멘터리 <노무현입니다> - 인터뷰 미쟝센 사례 연구)

  • Lee, Changjae;Sim, Jihyun
    • Trans-
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    • v.7
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    • pp.81-101
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    • 2019
  • Interviews are so important and meaningful that it is the heart of the documentary. In narrative film, it is focused as the story discourse, whereas documentary is strong in disclosure, which consists of narration and interview. In a TV documentary, interviews use conventional shots repeatedly, whereas in a documentary film that targets a relatively large screen, the interviewer's Mise-en-scene should consider the aesthetic depth. , which released in 2017 and used the audience for the third time in documentary film history, tries to make 40% of the volume of the main volume equal to the same angle. In a TV documentary, it is not uncommon for an interview cut to exceed 30 seconds, and if it exceeds 1 minute, immersion is significantly lowered, so the a mount and compression of the interview disclosure is important for both the director and the audience. In the case of the interview sequence of , it was the key to communicate the sub-plot with a relatively focused with long discourse, which is at least 8 minutes and 30 seconds to a maximum of 11 minutes, in a way that allows the audience to communicate. Furthermore, it was produced after the death of the protagonist Roh Moo Hyun, with the limitation that the voice of the protagonist was excluded, and the voice of Roh Moo Hyun was indirectly reproduced through the surrounding characters. In this study, it covers the meaning and scope of interviews in the production of documentary, and the aesthetic applications of the Mise-en-scene.

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An Analysis of A Comparison of Digital Movie Remake with Original Animation (영화 <블러드> 분석 : 애니메이션과 디지털 영화 버전의 비교)

  • Lee, Youn-H.
    • Cartoon and Animation Studies
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    • s.22
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    • pp.17-30
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    • 2011
  • This paper analyzes Blood: the Last Vampire (2009) in comparison with the original Blood: the Last Vampire (2000). This digital movie, released in 2009, faithfully re-presents the visual of the original animation using more budget and more developed technology. Though these two movies share very similar visual style, they have slightly different modes of expression that can be easily detected in their opening scenes. The original Blood chooses to tell its story in more indirect way. Some shots are intentionally vague and forcefully separated by black credit screen, leaving audience guessing exactly what happened. The remake version of Blood provides faster, more diverse, and more sophisticated images. It also uses invisible and slick editing, leaving no room to guess. These differences comes mainly from the difference of media. However, since the differences between two movies lie mainly in their narratives, we can ascribe the box office slump of the digital movie version of Blood: the Last Vampire to its narrative flaws. The heroin's inner conflicts were not convincing enough, supporting roles were not probable enough, and the whole story was not unique enough. As a result, the new Blood: the Last Vampire became another bad example that shows the importance of narrative in films.

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A Style Study on the Iranian Vampire Film (이란-뱀파이어 영화 <밤을 걷는 뱀파이어 소녀> 스타일 연구)

A Study on the Costume and Color Image of the Movie - Focusing on Main Actresses' Costumes - (영화의 복식과 색채 이미지 연구 - 여자주인공 복식을 중심으로 -)

  • Hong, Jin-Hee;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.12 no.2
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    • pp.12-27
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    • 2008
  • The purpose of this study is to study main characters' (Roxie Hart, Velma Kelly) costumes and color images in the movie "Chicago". First, regarding the costumes and color images in characters, Roxie's straight silhouette slip in skin tone reflected her frailty and monotonous routines in reality. On the other hand, a white beaded dress showed her fame-hungry and self-absorption in fantasy. Also, a low waistline blue dress and a see-through black dress with a white collar were to disguise her guilt and draw sympathy to win a suitcase. Black and contrasting colors of red and blue body-suit style dresses expressed Velma's sensual attraction, aggressiveness, and desperation. Second, these images were reinforced by color images in the backgrounds in the film. On the scene of Velma's 'cell block tango', black and red showed her strong character. Contrasting colors of the red and blue expressed Velma's desire and despair in her act of 'the desperation'. As for images of black color on Roxie's stages, they represented her self-absorption and frustration of failing to attract public attention. On the ending of duet performance of Roxie and Velma, the yellow of the background expressed success and joy in life.