• Title/Summary/Keyword: Film Language

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Analysis of artistic visual language expression of Asian authorism director - Focusing on the films of director Wang Gawi and Iwai Shunji (아시아 작가주의 감독의 예술적 영상언어표현 분석 - 왕가위 감독과 이와이?지 감독의 영화를 중심으로)

  • Lee, Tae-hoon;ZHANG, YIRAN
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.345-352
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    • 2021
  • Based on the exploration of the reasons why Shunji Iwai is called "Wong Kar-wai of Japan", this paper compared and studied the image style of two directors films, and explored the theoretical characteristics of their similarities and differences, so as to provide inspiration for the development of Chinese national films. This is the purpose of this paper. Through the search of literature, cultural background analysis of the two directors, film style comparison and film aesthetics comparative analysis and other research methods, this paper made a more in-depth theoretical research on the films of the two directors. It was found that the films of the two directors showed the characteristics of narrative abstraction and image beautification, but there were also some differences in the choice of narrative subjects. The research of this paper provided a new train of thought and starting point for us to study and explore the films of two directors, and pointed out a new direction for us to explore the trend of national films.

A Study on Costume Designer in Cinema (영화 의상 디자이너에 관한 연구)

  • Lee Hee-Hyun;Lee Yu-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.63-74
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    • 2005
  • The cinema costume designers carry out the creative works in a different way from the commercial fashion designers generating the new trends by season or year for a number of people. Costumes created by the cinema costume designers are for the people acting in the film screens such as heroes, heroines or extras. The cinema costume designers should not miss the overall flow of a cinema. Moreover, the prominent designers have to devise the costumes livening up every scene. Most cinemas with the prudent interests and attention on the costumes are favored by the public and gain the commercial success. In particular, the cinemas emphasize the visual effects such as setting, lighting and computer graphics and require the substantial budgets for preparing the costumes regardless of genres, while all other industrial fields will be the same. Such efforts are to deliver the meaning and aesthetics that the cinemas intend to show through the designs, colors and textures of costumes closed up in each scene. The costumes in cinemas are another linguistic system and have the symbolic form of compound and meaningful communication used by the directors. The costume design is required to produce the costumes that liven up the characteristics of heroes or heroines as well as to fit for the general artistic effects of films. Moreover, it has to express the characters in the films using the costumes suitable for the film genres. Cinema costumes are defined and refined, and the process can be angst-ridden. Each frame of film is a canvas and has its own proscenuium. Every garment worn in a theatrical production is a costume. Before an actor speaks, his wardrobe has already spoken for him. From the most obvious and flamboyant show clothing, to contemporary clothes using subtle design language, costume design plays an integral part in every film production. Costume design is a vital tool for storytelling. Costumes have always had enormous influence on world fashion. Costume designers are passionate storytellers, historians, social commentators, humorists, psychologists, trendsetters and magicians who can conjure glamour and codify icons. Costume designers are project managers who have to juggle ever-decreasing wardrobe budgets and battle the economic realities of film production. Costume designers are artists with pen and paper, form, fabric and the human figure.

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기호학적 분석을 통한 영상애니메이션 연구

  • Lee Jong-Han
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.85-98
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    • 2005
  • About the phenomenon of being imaged of everything, the scholars of the humanities who had studied on the simple reason structure in a text have been in a big agony how accept it. Especially, semiologists have studied about this for a long time and the points at issues of Saussure, Peirce as well as Umbeto Eco are more outstanding. Being based upon his philosophic interesting from medieval esthetics to modern semiotics, Eco was very concerned about the field of general esthetics and poputar arts like television and cartoons. He connected the mutual open-relations between 'signifier' and 'signified' debated in Semiotics with the open and vague modern arts and regarding it as a deviation from the custom, intensively studied the film-media. Saussure is a representative figure of semiotics and explained Sign and the character of semiotics as the division into two parts such as signifier/ signified, form/ substance, langue/ parole, synchrony/ diachrony. The triadic semiotics (the theory that Sign is composed of the triadic structure like sign, referent and interpretant) of Peirce put the new item- 'interpretant' in sign and referent to connect them and open the possibility to introduce time in to the Sign. In this paper, I try to analyze a cartoon film in the semiotic structure with the systemic, reasonable and logical approach and analysis as as possible. While the images shown through a film were depended on the romantic and impressional judge in the past, due to semiotics, it' s quite possible to correlate the procedure of symbolization to social coherence so that we analyze the incredible power of images to suck audiences with the systemetic Sign. I accept all ot film-images including a cartoon film as not the simple esthetic arts but a social custom and system, want to serve as a aid to properly understand world and humanbeings and prevent the film-image from being mystic. A cartoon and a cartoon film which were begun with the link of a text and an illustration give shape to all of images such as materials, places and even thoughts with a cartoon icon existed in only a cartoon. A cartoon and a cartoon film simply and exquistely conceptualize the complex and vague attribute of an organic creature and extend them infinetly beyond language. However, it can be exploited as a mysticism to temptate the general public and a faking material. In addition to that, it can distort our world-knowledge engaging a political power and the massive power of mass media. In this paper, being based on semiotics to approach a cartoon film in a scientific and organic system, I conclude that a non-linguistic cartoon expression is entangled with the manifold signs and implies the supplementary meanings just like a regular linguistic expression. It remarks that the iconic images of a cartoon film are composed of the social codes and can be analyzed on grounds of a linguistic system.

Automatic Camera Control Based Avatar Behavior in Virtual Environment

  • Jung, Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.55-62
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    • 1998
  • This paper presents a method of controlling camera to present virtual space to participating users meaningfully. The users interact with each other by means of dialogue and behavior. Users behave through their avatars. So our problem comes down to controlling the camera to capture the avatars effectively depending on how they interact with each other. The problem is solved by specifying camera control rules based on cinematography developed by film producers. A formal language is designed to encode cinematography rules for virtual environments where people can participate in the story and can influence its flow. The rule has been used in a 3D chatting system we have developed.

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Text Mining and Sentiment Analysis for Predicting Box Office Success

  • Kim, Yoosin;Kang, Mingon;Jeong, Seung Ryul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.8
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    • pp.4090-4102
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    • 2018
  • After emerging online communications, text mining and sentiment analysis has been frequently applied into analyzing electronic word-of-mouth. This study aims to develop a domain-specific lexicon of sentiment analysis to predict box office success in Korea film market and validate the feasibility of the lexicon. Natural language processing, a machine learning algorithm, and a lexicon-based sentiment classification method are employed. To create a movie domain sentiment lexicon, 233,631 reviews of 147 movies with popularity ratings is collected by a XML crawling package in R program. We accomplished 81.69% accuracy in sentiment classification by the Korean sentiment dictionary including 706 negative words and 617 positive words. The result showed a stronger positive relationship with box office success and consumers' sentiment as well as a significant positive effect in the linear regression for the predicting model. In addition, it reveals emotion in the user-generated content can be a more accurate clue to predict business success.

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

The Critical Thinking Education for Development of Creativity in Engineering Students: Focusing on Critical Writing about the Film "Bowling for Columbine" (공학도의 창의성 계발을 위한 비판적 사고 교육: 영화 《볼링 포 콜럼바인》에 대한 비판적 글쓰기를 중심으로)

  • Ham, Jong-ho
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.46-52
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    • 2021
  • The purpose of this study is to clarify that critical writing can be a positive stimulus factor for the cultivation of critical thinking through actual cases of writing education targeting engineering students in universities. Critical writing education is a very important way to develop critical thinking necessary for acquiring scientific knowledge, sharing social values, creativity and cultivating new production capacity. Especially, when critical writing education is performed with materials that maintain critical view of social reality such as the movie "Bowling for Columbine", it is characterized by the fact that it is naturally combined with the dimension of engineering ethics faced by engineers from the analysis and judgment of social reality. This is an example of the fact that critical thinking education for engineering students does not necessarily meet their major areas.

A Study of Experimental Image Direction for Short Animation Movies -focusing in short film and (단편애니메이션의 실험적 영상연출 연구 -<탱고>와 <페스트 필름>을 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.36
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    • pp.375-391
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    • 2014
  • Animation movie is a non-photorealistic animated art that consists of formative language forming a frame based on a story and cuts describing frames that form the cuts. Therefore, in expressing an image, artistic expression methods and devices for a formative space are should be provided in a frame while cuts have the images between frames faithfully. Short animation movie is produced by various image experiments with unique image expressions rather than narration for expressing subjective discourse of a writer. Therefore, image style that forms unique images and various image directions are important factors. This study compared the experimental image directions of and , both of which showed a production method of film manipulation. First, while uses pixilation that produces images obtained from live images through painting and many optical disclosure process on a cell mat, was made with diverse collage techniques such as tearing, cutting, pasting, and folding hundreds of scenes from action movies. Second, expresses non-causal relationship of characters by their repetitive behaviors and circulatory image structure through a fixed camera angle, resisting typical scene transition. On the other hand, has an advancing structure that progresses antagonistic relationship of characters through diverse camera angles and scene transition of unique images. Third, in terms of editing, uses a long-take short cut technique in which the whole image consists of one short cut, though it seems to be many scenes with the appearance of various characters. On the other hand, maximizes visual fun and commitment by image reconstruction with hundreds of various short cuts. That is, both works have common features of an experimental work that shows expansion of animated image expressions through film manipulation that is different form general animation productions. On top of that, delivers routine life of diverse human beings without clear narration through image of conceptualized spaces. expresses it in a new image space through image reconstruction with collage technique and speedy progress, setting a binary opposition structure.

An Semiotic analysis on Spirited Away (애니메이션(센과 치히로의 행방불명)에 대한 기호학적분석)

  • Lee Yun-Hui
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.99-112
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    • 2005
  • Christian Metz, the precursor of cine-semiology, considered cinema as a language in the sense that it is a set of messages grounded in a given matter of expression, and a signifying practice characterized by specific codifications. According to Metz, film forms a structured network produced by the interweaving of cinematic codes, within which cinematic subcodes represent specific usages of the particular code. For Metz, cinematic language is a totality of cinematic codes and subcodes, and history of the cinema is the trace of the competition, incorporations and exclusions of the subcodes. He also suggested a filmic text is not just a list of codes in effect, but a process of constant displacement and deformation of codes. Following Metz' textual analysis methodology, I investigated the formal configuration of Hayao Miyazaki‘s animation, Spirited Away. It is interesting to trace the interweaving of cinematic codes in Spirited Away, i.e. codes of lighting, color, movement, and auteurism, across the animation. I focused on the first scene at the bridge to Yubaba's bathhouse, analyzing each cinematic code and its subcode applied. The first bridge scene is carefully constructed to stand out the confrontation of Chihiro (with Haku) and the bathhouse. The bathhouse is not just a building, it represents the powerful witch, Yubaba, yet to appear on the scene, and functions as an antipode to Chihiro. In each shot, every subcode within the codes of framing, direction, angle, color, lighting and movement is used to maximize the contrast between the dominant bathhouse and the feeble 10-year-old girl. In Spirited Away, the subcodes within each cinematic ode are constantly competing and displacing each other to augment the antithesis between the characters and develop the narrative. As Metz's argument that film constitutes a quasi-linguistic practice as a pluricodic medium, Spirited Away communicates with the spectators with the combination and displacement of these cinematic codes and subcodes.

Utilization of UCC for English Role-playing of Preschoolers (미취학 아동의 영어 역할연기를 위한 UCC 활용의 효과)

  • Eo, Il-Seon;Cho, Sung-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.409-417
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    • 2019
  • Recently, English education of educational institutions is gradually invigorated as the importance of English education for preschooler is increasing. Role-play, in particular, is known as an effective way to learn English for children because it promotes children's interest in language and naturally encounters English-speaking culture. Therefore, in this paper, we tried to find out how to effectively use UCC in role-playing for English education for preschoolers. First of all, questionnaires for pre and post-test were conducted for preschoolers. The results are analyzed by SPSS to find out children's understanding of UCC, interest in English, interest in role-playing, and interest in acting. As a result of the analysis, most children knew UCC well and showed strong interest in watching and producing UCC. Also, the more interested in English and role-playing, the more they wanted to show more advanced English and acting through the feedback of the contents they produced. Therefore, even in preschool children's English education, the development of language and acting can be shown by producing UCC through role-playing under the teacher's control and receiving feedback on it. The results of this study are expected to be effectively used when planning English education through role-playing in daycare centers or kindergartens.