• Title/Summary/Keyword: Experience of Audience

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A study on the socio-cultural images of the cuban female reflected in the film Retrato de Teresa (<테레사의 초상>에 투영된 쿠바 여성의 사회문화적 이미지 연구)

  • PARK, Chong-Wook
    • Cross-Cultural Studies
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    • v.23
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    • pp.101-126
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    • 2011
  • The principal purpose of this study is to analyse and critique how precisely the representation of women in the film Retrato de Teresa reconstructs the socio-cultural image of the female in the late seventies of Cuban society. The film of Pastor Vega is obviously an outstanding challenge on the new subject of 'women's liberation' against machismo in the context of the Cuban society. Teresa, the female character, as a socio-cultural image of the Cuban society don't focuses on the declarative and iconic images of the women's role as a revolutionary heroin that had appeared frequently in the films of the sixties, but she struggles for getting more realistic and pragmatic values such as women's emancipation to take rights in daily life. Therefore, the declaration of the emancipation of Teresa against machismo of her husband $Ram{\acute{o}}n$ has the special and symbolic meanings of social role and function of the film in the process of Cuban cultural revolution. The film concentrates on inducing the audience to make new perspectives such as women and gender issues in the daily experience of Cuban society where the machista ideologies and practices characteristic of a patriarchal society. Conclusively the female image of this film does not represent a national heroin, but reflects the women's desire, hope, and dreams in the society. Teresa makes the audience think of representations of the true meanings of the revolution in daily life, the machista ideologies in the patriarchal society, and the women's role and fuction in the Cuban society.

Performance Analysis of Ostermeier's Hamlet (공연분석: 오스터마이어의 <햄릿> (프랑스 2008, 한국 2010))

  • Lee, Insoon
    • Journal of Korean Theatre Studies Association
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    • no.52
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    • pp.229-270
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    • 2014
  • Ostermeier's Hamlet has no particular contemporary reinterpretation. Alternately devoting to show retrospect in illusion and existence through revenging actions. However, Shakespeare's metaphorical and implicative language is dissipated and the style of the play is not an illusive space-time, but a tragic theatrical production that uses rough language to express the depth of the story. The Perfomance of Hamlet is a sensuous jumble up of a diverse range of mass media. The double roles that the actors carry out give an affect of isolation between the audience and the play itself showing both empathy and liberty. Ostermeier's Hamlet distinctively shows a post-modern performance through the prominent elements of dirt, the use of mixed genre, theatric emphasis, making an image and the fulfillment of acting. Nonetheless, Ostermeier's performance stays off the point on the breakup strategy of the post-modern drama without suspending the narrative of Shakespeare's Hamlet. Besides aiming to show a performance centered by the imagery of physical expression, his performance shows New Realism in the 1960's, showing everyday life. Ostermeier thinks, that theatre helps give contemporary people an accurate reality check in the constant unstable periods of time. Therefore, Hamlet shows post-modern physical expression and outspoken dramaturgy using the effects of mass media in New Realism without breaking up realistic narration. With being the aberration of the Castle Helsingor, the main character Hamlet, expresses lunacy and can be considered as metaphor for young adults whom are broken down and isolated from the economic system. He is a substitute for those who experience agony, anger, torment, etc. and other suppressed emotions in everyday life. With the method of direction in the portrayal of Hamlet show signs of succession in the abundant popularization of the classics by communicating with the audience by following the trend of modern mass media and audio-visual perception; emphasizing the point of the philosophical topic 'life and death,' 'life and theatre,' and 'illusion and reality.'

Deriving required functions and developing a working prototype of EPG on digital TV (디지털 TV EPG 사용자 요구 기능 도출 및 워킹 프로토타잎 개발)

  • Park, Ji-Su;Lee, U-Hun;Ryu, Dong-Seok
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.55-80
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    • 2004
  • Multichannel on digital TV not only gave opportunities to the TV audience to view a wide range of programs. but also made it difficult for them to search for the program which they plan to view among over 1000 programs broadcasted on more than 100 channels. In this paper the functions of EPG (Electronic Program Guides) required by the users on digital TV were derived from the systematic analysis of multichannel viewing situations. In the situation analysis the situations where they viewed programs on more than 100 channels were generated systematically and the viewing processes in those situations were analyzed to identify user needs and derive the required functions of EPG. We surveyed the viewing behavior of the audience who subscribed to a digital satellite broadcast. SkyPerfecTV. in Tokyo. Japan. The purpose of the survey was to verify the validity of the functions derived from the situation analysis and to identify hidden user needs which were difficult to in the situation analysis. The functions were implemented on a working prototype of EPG based on a digital TV simulator which broadcasts 500 programs on 100 channels and can be controlled by three working prototypes of personal remote controllers. The working prototype will be used in Participatory Design to make it possible for the users to experience and verify the usefulness of the required functions of EPG and also find problems in user interface design of EPG

Analysis of Visual Characteristic of Directing For Dramatic Narrative -Focusing on Composition Technique of (극적 내러티브의 시각적 연출 특성 연구 -<도가니>의 구도기법을 중심으로-)

  • Ahn, Byung-Taek
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.68-79
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    • 2012
  • In film various techniques interact organically in order to bring a story to life and, by doing so, influence the audience's perception. The techniques composing the form of a film are part of a format-system and therefore have to be well adjusted to the content of the film to trigger an intended effect. It is then that these techniques boost the intensity of the audience's emotional experience. The subject of analysis in this study of aesthetic composition, which is part of the concept of visual narrative, is the movie "Silence", which depicts a disturbing story based on real events. The goal of this study is the analysis of composition techniques used to support the film's narrative structure, where elaborate frame-composition and techniques are applied with great efficiency. Another goal is also to illustrate the meaning of film-format and its importance. Looking deeper into the question of how meaning and emotions, which are inherent in a film, finally manifest themselves on screen through a single shot, where the cinematographer's ideas and aesthetic vision come together and also the question of how a narrative structure in the context of a film works- these questions are the essence of this study.

Cinematic Representation based on Triple Mimesis of Paul Ricoeur (폴 리쾨르의 미메시스 이론으로 본 영화적 재현방식 고찰)

  • Kim, Soo-Ryun
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.146-156
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    • 2012
  • Film was invented by human's desire to copy the real world, starting in the late 19th century. Since the birth of cinema, It was given mission to replay of the real world. On the other hand, cinema was regarded as a fictitious art form. Although the invention of film brought about experience of replaying of the real world it has been reproduced reality with creative story. And it also has been represent reality with sense of reality. Cinema's way of reproduction implied conflicting concept of mimesis. Triple Mimesis of Paul Ricoeur was an idea expanded into an analytical concept from that simple concept of mimesis. The purpose of this study was to examine the prefiguration of shown behavior in Columbine High School massacre based on Triple Mimesis of Paul Ricoeur. It also was to examine a form of representation on cinema which is 'Elephant' and studied how the form of representation on Elephant could interpret by audience. It could be define the relationship between reality and reproduction through this esthetic study. This paper attempted to build the method communication between the originator and audience with a whole analytic process of time and story on the cinematic representation.

Measurement of Emotional Transition Using Physiological Signals of Audiences (관객의 생체신호 분석을 통한 감성 변화)

  • Kim, Wan-Suk;Ham, Jun-Seok;Sohn, Choong-Yeon;Yun, Jae-Sun;Lim, Chan;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.168-176
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    • 2010
  • Audience observing visual media with care experience lots of emotional transition according to characteristics of media. Enjoy, sadness, surprising, etc, a variety of emotional state of audiences is often arranged by James Russell's 'A circumplex model of affect' utilized on psychology. Especially, in various emotions, 'Uncanny' mentioned by Sigmund Freud is represented a sharp medium existing in a crack of clearly emotional conception. Uncanny phenomenon is an emotional state of changing from unpleasant to pleasant on an audience observing visual media is been aware of immoral media generally, therefore, because this is a positive state on a social taboo, we need to analyze with a scientific analysis clearly. Therefore, this study will organize James Russell's 'A circumplex model of affect' and uncanny phenomenon, will be progressed to establish a hypothesis about a state of uncanny on audiences observing visual media and analyze results of the physiological signals experiment based on ECG(Electronic Cardiogram), GSR(Galvanic Skin Response) signals with distribution, distance, and moving time in a circumplex model of affect.

BTS from "N.O" to "ON" and BEyond: Innovation in Effective Mental Health Messaging and Modelling

  • Blady, Sharon
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.117-149
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    • 2021
  • Over seven years, BTS have organically embedded consistent mental health messaging and modelling of various mental health modalities, representing innovation within mental health discourse, within and outside the pop and K-pop culture and fandom. Their personal and artistic journeys have resulted in songs, imagery, and relationship dynamics within the group and within and between their fans ARMY, that organically model behaviours associated with mental health therapeutic modalities and normalize the discussion of mental health and well-being. This practice is vitally important in the effort to end stigma and encourage mental health well-being and recovery. BTS's authenticity establishes empathy with their audience ARMY and increases their ability to deliver these messages effectively. This includes fostering the creation of a peer support community within the group that extends to their fanbase ARMY, and from which fan-created mental health programs have emerged. BTS's innovation will be explored by examining content creation throughout their career, illustrating their consistent and organic messaging, culminating in overt and conscious mental health content in their latest album BE, which was released three weeks after the initial paper was presented, and provides proof of concept.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Hayao Miyazaki's Animation Storytelling: Aesthetics of Confrontation and Coexistence Represented in the Mythical Space (미야자키 하야오의 애니메이션 스토리텔링: 신화적 공간에 나타나는 대립과 공존 의 미학)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.649-657
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    • 2017
  • Hayao Miyazaki provides pleasure which go beyond the barrier of culture and language through realizing pan-cultural and mythical space which can communicate with the audience through unique, aesthetic expression. In his animation storytelling, diverse tangible and intangible symbolic elements based on the traditional culture inherent to Japan are actively utilized, and he provides the audience with the aesthetic pleasure of arbitrary interpretation and contemplation by composing the system of connotative signification through such symbols. In this process, he creates the value of the system of meaning which clearly conveys the mythical message of connotative meaning of the work through the aesthetic form based on the universal experience of confrontation and coexistence. It can be said that this is the communicative value of animation storytelling pursued by Hayao.

Digital Media Convergence and Interactivity in Film Narrative (디지털 미디어 융합과 영화 내러티브의 인터랙티비티)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.114-122
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    • 2015
  • This study has a main purpose on discussing the issue how the construction of film narrative will be changed by audience's desire to intervene into film narrative through the active participation, out of watching a film passively in movie theater. Compared with the collective theatergoing experience in big screen was defined as the past cinematic identity, the absolute value of movie theater fragmented increasingly in the era of media diversification facing with digital media convergence. As this situation can be compared with "the author's death" Roland Barthes predicted on the mono-media of the book, thus, we are to take the time to discuss the new emerging 'movies'. The most important thing in this discussion is the aspect of the transformation of narrative in the future screening. Especially, while 3 act structure and configuration evoking a catharsis in film narrative are elements defining aspect of the past narrative, then, the future narrative in film will change to the structure interacting with audience actively. This paper had a discussion how could be possible the aucience interaction in only movie valuing the passive experientiality uniquely in screening over the other media through investigating the attempts of interactive cinema so far and the possibility of future.