• Title/Summary/Keyword: International Film Festival

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Woman, Grand-mother, and Representation of Aging (여성, 할머니 그리고 나이듦의 재현)

  • Byun, Jai-Ran
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.108-118
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    • 2012
  • In Korean society entered into an aging society, seeing aging women's lives, the lives of older women through women's eyes means, in a sense, calling the older female audience as the subject. On International Women's Film Festival in Seoul (2006), and now in South Korea opened with the title (2002) through the respective movies understanding 'aging' and the way represented older women will be discussed. shows grandma Marta's a pleasant commotion drew with the villagers, family and friends until openig Lingerie Shop brought in her own sewing skills. challenges social prejudices regarding dementia and the brutality, and reflect the meaning of the 'the provision of care for the elderly' in a circle around bond of the mother-in-law and daughter-in-law There is difference of the producig region of made in Switzerland and made in Japan. Nevertheless, women's solidarity and alone 'late blooming flowers, cut back, even if the theme of encapsulate life through a person as a new subject to buy back more than once on the community have to be made is significant hope.

A Study on the Pop-Up Library Model for the Citizen's Right to Know in Information-Constrained Situations (정보제약 상황에서 시민의 알 권리를 위한 팝업도서관 모델에 관한 연구)

  • Shin, Ji-Eun;Bae, Kyung-Jae
    • Journal of the Korean Society for information Management
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    • v.32 no.1
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    • pp.205-225
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    • 2015
  • The purpose of this study is to propose a management plan of the pop-up library model that is developed as part of the outreach library service recently. Especially this study focused the method for meeting the citizen's right to know by providing various information of the pop-up library in social fields such as a national disasters. The survey and In-depth interview (a volunteer of Sewol ferry disaster and a participant of 2013 Busan International Film Festival) were done for this research. As the results of the investigation, the lack of communication and information between members in constrained situations were pointed pointed out as important problems. With these findings, this study suggested the pop-up library model management plan in information-constrained situations.

A Study on Narrative by the Control of the Time: Focused on the Analysis of the Trailer for Dead Island (시간의 조정을 통한 내러티브 연구 : <데드 아일랜드> 예고편 분석을 중심으로)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.40
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    • pp.397-421
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    • 2015
  • Aristotle's Poetics is the earliest work of dramaturgy. It explains some of the most important narrative notions, for example, Mimesis, Katharsis, Mythos(Plot), Ethos(Character), Anagnorisis and Peripeteia. etc. Aristotle considered the plot which is the arrangement of events, as the most important element of drama. This paper presents an example of a plot configuration as an alternative to the traditional narration used since Aristotle. Dead Island, developed by Techland and published by Deep Silver, is one of the most successful action role-playing survival zombie video games. Its trailer, the Winner of Gold Prize for Internet Film at Cannes Lions International Festival of Creativity in 2011. Since the purpose of the trailer is to attract the audiences/gamers to the film/game, it has generally a similer narrative method from its own works. But Dead Island trailer is different. We treat this trailer as an short animation. It could be a new example of the non-linear narrative by the control of the time for example, temporal arrangement, direction and speed. We analyse all shots of Dead Island's trailer with Poetics' rules and with $G{\acute{e}}rard$ Genette's some narrative notions for example temporal order and duration. Furthermore we look for how to maximize the audiences' curiosity by the adjustment of the time, combined with its shocking images.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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