• Title/Summary/Keyword: 영화 테크놀로지

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영화와 디지털- 디지털, 스크린 점령하다

  • Jang, Byeong-Won
    • Digital Contents
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    • no.9 s.136
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    • pp.48-53
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    • 2004
  • 영화가‘인간의 창조력이 일군 대중 예술 장르’라는 금언은 이제 옛말이 됐다. 21세기에 영화는 점점 첨단 테크놀로지의 경연장이돼 가고 있다. 오늘날 영화에 쓰이는 CG(컴퓨터그래픽)는 순수 기술력으로 도달할 수 있는 스펙터클의 지평을 무한히 확장하고 있다. 영화 이미지가 주는 시각적 쾌락은 기발한 인간 상상력의 실현, 거대한 규모의 스펙터클, 표현의 한계에 도전하는 실험들로 채워진다. 디지털 테크놀로지의 발전은 영화제작자들에게 더이상 자기 검열로 상상력을 제한하는 일 따위는 않아도 된다는 자신감을 심어줬다.

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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.

Variation of the Cinema and Techniques of the Expression in the Digital Technology (디지털 테크놀로지와 영화 표현기법의 변화)

  • Jeon, Pyoung-Kuk;Kim, Hyeung-Doo
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.205-214
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    • 2009
  • There has been a change in the production of the movie and techniques of the expression in the digital technology which has been used universally since 2000. As the focus of the production system of the movie has moved from the production procedure centering around filming to the procedure centering around editing used by the digital tools. The flows and boundaries of the production system which is consist of pre-production, production and post-production are getting indistinct. In the point of view of aesthetics and technology, this kind of change expands the creativity and originality for the screenwriters and provides the reality and vitality which haven't been found in previous films for the audience. It also elevates the quality of the movie. However, this ‘illusionary spectacle' has a vulnerable point that shows the aura and details of the movie soundly for the audience.

디지털게임의 환상성

  • Lee, Jeong-Yeop
    • Digital Contents
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    • no.12 s.151
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    • pp.64-70
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    • 2005
  • 디지털 테크놀로지의 발달에 따라 디지털게임은 지속적으로 그표현의 가능성을 넓혀왔다. 현실에서촬영할 수없는 많은 장면들이 디지털모핑(morphing)을 통해 영화의 환상적인 장면들을 대체하고 있는 경우만 보더라도 디지털기술은 이미지를 통해 표현할 수있는 한계를 극복하고 있는것이다. 불과 20년전만 하더라도 디지털게임은 현실세계에서 통용 되는 놀이들을 컴퓨터의 연산과 간단한 그래픽을 통해 상징적으로 재현한 수준에 머물렀지만, 최근 들어서는 소설이나 영화보다 더욱 방대한 데이터베이스를 갖춘 가상공간의 세계를 만들어 가고 있다.

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Narrative Structure and Signification of the Mobile Whole Aspect Movie -Focused on and - (모바일 전용 영화의 내러티브 구조와 의미구성 - 모바일 전용 영화 와 <건달과 달걀>을 중심으로)

  • Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.94-102
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    • 2008
  • The development of digital technology constructs meaning through the narrative by digitalized story. Including mobile whole aspect movie, visual contents have the narrative structure and signification based on the digital technology. This study planned to explore the possibility that mobile movie can expand the classical narrative structure and bring up the method of signification. For this purpose, this paper proved the process to cohere narrative through redundancy and a double across of space-time structure according to the principle of causality in mobile movies such as and . According to the findings, mobile movies appeared to construct a consolidated structure through cohesion of meaning and to move the space-time doubly across at a subjective point of view of the characters for continuity of story. Such a result means the narrative structure and the method of signification of mobile movie are modifying or expanding the unique formation of classical films in accordance with mobile devices as digital media.

The Spatial-storytelling of Cinema in Digital Age (디지털 시대 영화의 공간 스토리텔링 연구)

  • Kim, Young-Ju
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.521-526
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    • 2008
  • The cinema of the digital age remediates digital media not only its technology but also its storytelling, image and even its way of thinking. This paper examines the spatial storytelling of cinema in digital age. In order to analyze the remediation aspects, this research applies and reconstructs the concepts of 'spatial stories' of Michel de Ceteau.

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Proposal for new type of poster, interactive motion poster (새로운 형식의 포스터, 인터랙티브 모션포스터에 대한 제안)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1679-1688
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    • 2018
  • The development of digital technology has not only led to the development of expressive technology, but also to change in the process of production, expression media, production formats and methods, and communication with the audience. In one form, motion poster using LCD display instead of paper poster was introduced. This not only suggests the generation of posters with sound and movement on the ground, but also the possibility of expansion using the features of a platform called LCD displays. As part of this extension, this paper focuses on the "interactions" element and suggests a new interactive motion poster.

Research on Use of Character Animation by Robert Zermeckis and James Cameron (로버트 저메키스와 제임스 카메론의 캐릭터 애니메이션 이용)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.157-171
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    • 2011
  • James Cameron's Avatar was a stunning success for digital characters. Digital animation character creation was not suddenly enabled by visual technology, rather it was a result of numerous attempts of combining animation and live action film with the help of technology advancement. Two pioneers in this field are James Cameron and Robert Zemeckis. Although continuous interest and research in visual technology existed, the two directors differed in how they viewed the use of technology. The difference is demonstrated in their two recent movies which will be covered in details. How these two directors differed in their approach remains a topic of study for us who continuously are exposed on advance visual technology and our reaction to the changing nature of the industry.

Robert Zemeckis's Realistic Animation and Audience Acceptance (로버트 저메키스의 사실적인 애니메이션과 관객의 수용성)

  • Lee, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.142-150
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    • 2012
  • The development of technology in traditional media is affecting a variety of ways. In particular, the influence of digital images, the animation turned to a realistic 3D animation. With the release of realistic 3D animation , Robert Zemeckis received much attention but the audience did not like the animation of this style gradually. Robert Zemeckis gave up 3D animation after that drew attention for having a huge production budget while failing at a record-setting proportion in the American box-office. A digital actor in realistic 3D animation looks like real but the audience know that it is not real and they know that realistic 3D animations and live-action movies are different. So the audience will experience an emotional conflict like confusion, hesitation. The visual completion in realistic 3D animation is due to the development of technology and technology must develop to connect the audience acceptance and movie.