• Title/Summary/Keyword: Actors and audience

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The Effect of Smoking Scenes in Films on Audiences' Attitudes, Beliefs, and Behaviors on Smoking: A Systematic Review (영화의 흡연 장면이 관객의 흡연 태도, 신념, 행동에 미치는 영향: 체계적 문헌고찰)

  • Choi, Go-Eun;Cho, Hye-Lim;Yoon, Ji-Hye;Jung, Minsoo
    • Korean Journal of Health Education and Promotion
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    • v.30 no.5
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    • pp.1-13
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    • 2013
  • Objectives: While many studies have been conducted on whether smoking scenes in films actually affect audience members' smoking, a comprehensive conclusion has yet to be derived. This study systematically reviewed the effect of smoking scenes in films on audience members' attitudes, beliefs, and actions. Methods: We analyzed a total of 146 studies searched on PubMed and PsycINFO (41 qualitative studies, 72 cross-sectional studies, 20 longitudinal studies, and 13 experimental studies). Results: Whereas qualitative studies have only demonstrated that audience members tend to perceive smoking scenes in films not as negative information but as positive information, cross-sectional studies have reported a significant association between smoking scenes and smoking behavior notwithstanding the problems of classifying the groups studied and measuring the degree of exposure. Through follow-up observations, longitudinal studies have reported that such media exposure can serve as a predictor of future smoking. Finally, with exposure and confounding variables under control, experimental studies have confirmed that smoking scenes in films indeed affect audience members' attitudes, beliefs, and actions regarding smoking. Conclusions: Scenes of actors and actresses smoking can be imitated or learned through audience members' immersion and identification and reproduce positive images that may render smoking socially acceptable.

Contemporary Acting Characteristics (현대 연기 특성 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.707-715
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    • 2016
  • The most important role of actors is to transmit the thoughts and feelings to the audience or viewers. The expression methods of acting of each genre are clearly different. In order for the actors to act, crossing over the boundary of each genre such as movies, TV, dramas, musicals, they should understand the characteristics of each of the subdivided genres. If they understand the characteristics of the acting method different from one another and acquire the expression method to adapt to the spatial circumstances of each of the media, it becomes freer to act, crossing over the boundary of each of the genres. For the sake of this, actors must understand and acquire the characteristics of each of the genres. First of all, it is important to understand the difference between acting in the media and acting on the stage and to understand the characteristics of each of the genres.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Using the Hierarchical Linear Model to Forecast Movie Box-Office Performance: The Effect of Online Word of Mouth

  • Park, Jongmin;Chung, Yeojin;Cho, Yoonho
    • Asia pacific journal of information systems
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    • v.25 no.3
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    • pp.563-578
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    • 2015
  • Forecasting daily box-office performance is critical for planning the distribution of marketing resources, and by extension, maximizing profits. For certain movies, the number of viewers increases rapidly at the beginning of their theatrical run, and the increments slow down later. Other movies are not popular in the beginning, but the audience sizes grow rapidly afterward. Thus, the audience attendance of movies grow in different trajectories, which are influenced by various factors including marketing budget, distributors, directors, actors, and word of mouth. In this paper, we propose a method for predicting the daily performance trajectory of running movies based on the hierarchical linear model. More specifically, we focus on the effect of online word of mouth on the shape of the growth curves. We fitted the mean trajectory of the cumulative audience size as a cubic function of time, and allowed the intercept and slope to vary movie-to-movie. Moreover, we fitted the linear slope with a function of online word of mouth predictors to help determine the shape of the trajectories. Finally, we provide performance predictions for individual movies.

A Study on the Performance Factors of Cute Characters Center Around a Two-Headed Character (애니메이션 캐릭터의 귀여움 표현 요소 연구 : 이등신 캐릭터를 중심으로)

  • He, Shan;Park, Sung-Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.85-91
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    • 2020
  • Animation is a field of popular visual art that is established in human life, and the form of characters appearing is an important factor that is highly anticipated by the public. Designing animation characters according to aesthetic characteristics not only satisfies people's aesthetic needs but can also increase their artistic immersion in animation works. In addition, animation storytelling is delivered around characters and enhances the value of the work by encouraging more public to focus on it. In this paper, we tried to analyze the design elements of Minions characters to derive the reason why they are loved by the public. Among the morphological characteristics of bicepsin characters, a study was conducted on the fact that bicepsin characters visually express 'cute' through the study of infantile eating and color. The visual cuteness elements of a bisung character will soon be linked to the psychological satisfaction of the audience's work and will be a factor in the appreciation of the value of the work. By studying the elements of expression that represent isosin characters, I would like to discuss the factors that help the audience to immerse and get satisfaction with the characters. This will be used as an important factor for an animation character to have for the audience and will reveal its value. Second-class animation images belong to the art of small pieces, suitable for all the audience to enjoy. The two-size animated image has a strong appeal and entertainment, is a confusing visual attribute, can stimulate the audience's five senses. Compared with the actors in the movie, the visual form of the animation is more important.

Trans-boundary Characteristics of the Post-dramatic Play as a Cultural Content (문화콘텐츠로서 포스트드라마 연극의 탈경계적 성격)

  • Song, Eun-A
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.157-164
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    • 2019
  • If a drama play is interested in recreating the play text on stage, the post-drama play aims at a drama that has been liberated from the play text. In this process, the boundaries created by drama theater are dismantled. Actors and audiences, fiction and reality, theater and non-theater, works and events, language and non-language are the names of typical boundaries. The demolition of these boundaries is an opportunity to restore the festival character of ancient Greek theater, which was forgotten by drama theater. This has led to the dismantling of language-centric and play-centricism, which has dominated the play since Aristotle, and has led to a new play. If language-centered, play-centricism has brought about the crisis of drama, the post-dramatic play dismisses them and finds ways to communicate with the audience as new cultural content. The method is found above all in the restoration of dramaturgy. This is because the post-drama plays are more dependent on theatricality than literature. The demilitarized nature of post-dramatic play with enhanced theatricality will be a stepping stone to popularization, and this shows the possibility of post-dramatic play as cultural contents.

A Study on the Reality of Interactive Documentary : Focusing on (인터렉티브 다큐멘터리의 리얼리티에 관한 연구 : <마리보시위>를 중심으로)

  • Shi, Yu;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.332-343
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    • 2021
  • This study shows that reality in interactive documentaries can be distinguished between narrative reality and visual reality, which can be defined as a feature of reality-based interactive documentaries. This study reveals the visual reality in that all audiences who visually watched "The Maribor Uprisings" were immersed in the movie presented by the producer, and thus sympathized with the problems of non-violent protests and social conflicts through two-way communication between the audience and the actors. This study also confirms that epic reality in that it can selectively participate in the narrative of movies through questions about democracy in action. Besides, this study finds that the reality expressed in the interactive documentary deepens the audience's 'immersion', showing that the direction of the narrative can be determined by reflecting the opinions of the audience on an event or narrative of the movie. In this process, the audience was found to have the characteristics of being able to recognize and rediscover events in the movie as if they were close to them.

Comparative Analysis of Facial Animation Production by Digital Actors - Keyframe Animation and Mobile Capture Animation

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.176-182
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    • 2024
  • Looking at the recent game market, classic games released in the past are being re-released with high-quality visuals, and users are generally satisfied. It can be said that the realization of realistic digital actors, which was not possible in the past, is now becoming a reality. Epic Games launched the MetaHuman Creator website in September 2021, allowing anyone to easily create realistic human characters. Since then, the number of animations created using MetaHumans has been increasing. As the characters become more realistic, the movement and expression animations expected by the audience must also be convincingly realized. Until recently, traditional methods were the primary approach for producing realistic character animations. For facial animation, Epic Games introduced an improved method on the Live Link app in 2023, which provides the highest quality among mobile-based techniques. In this context, this paper compares the results of animation produced using both keyframe facial capture and mobile-based capture. After creating an emotional expression animation with four sentences, the results were compared using Unreal Engine. While the facial capture method is more natural and easier to use, the precise and exaggerated expressions possible with the keyframe method cannot be overlooked, suggesting that a hybrid approach using both methods will likely continue for the foreseeable future.

A Research on the Scenography of the Musical 『All Shook Up』 - Focusing on the Design Construction Process and Performance Application Cases - (뮤지컬 『All Shook Up』의 연출적 시노그래피 연구 - 디자인 구축 과정과 공연 적용 사례를 중심으로 -)

  • Park, Geun-Hyung;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.175-187
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    • 2020
  • The purpose of this study is to discuss the elements and meanings of the performative scenography which has been revealed through the new directorial interpretation and deconstruction process of the musical 『All Shook Up』. The performative scenography characteristics after postmodernism aim to create individual active perceptions and various social meanings through audience's voluntary and particular emergence. To this end, the theoretical foundation of scenography was examined by periods in advance. Based on this, I attempted to establish performative scenography for synthesized scenic and media design through the reconstruction process for the 『All Shook Up Travelers』. As a result, I set up visual narrative based world of 『All Shook Up Travelers』 which was produced by text-based intense images for a direct medium in order to expand actors' inner narrative and established unique performative scenography of its own: 1. enhancing the adapted one's narratives for the actors' and audience's co-existence and detachment, 2. delivering its own independent meanings which have double meanings, 3. encouraging audience's critical and active perception experiences through collage and montage of media.

Content Analysis of Smoking Scenes in Korean Box-Office Hits in 2000-2013 (영화 속 흡연 장면에 대한 탐색적 연구: 2000-2013년에 국내에서 개봉된 흥행영화에 대한 내용분석)

  • Jung, Minsoo
    • Korean Journal of Health Education and Promotion
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    • v.31 no.2
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    • pp.27-40
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    • 2014
  • Objectives: While cinema is regarded in the contemporary popular leisure activities, the presentation smoking scenes in films has not been fully studied. We investigated Korean box-office hit movies by using content analysis. Methods: We sampled fifty-one hit films played in Korean cinemas during the period 2000-2013. Here, a hit film is defined as a movie viewed by at least 5,000,000 audiences. Results: We found that 78.1% of the Korean hit films contained smoking scenes, whereas only 15.6% of the American hit films were so. Films with the more frequent number of smoking scenes could be lined up in the order of crime, thriller, and action genres (p<.05). Smoking actors were leading roles, hence attractive characters appealing to the audience. Moreover, the smoking rate of female characters in the films was determined to be 3.66 times greater than the actual smoking rate of females in reality. Conclusions: Smoking scenes are likely to affect the audiences' cognitive priming and/or social learning with respect to smoking. Therefore, it would be necessary to set a restriction standard to the frequency of smoking scenes to appear Korean films, and to consider it as an important factor in the assigning a screening grade to such films.