• Title/Summary/Keyword: Korean Cinema

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A case on building reuse of slaughterhouse (용도쇠퇴 도축장건물의 기능전환 재활용 사례 연구)

  • Yoon, Hye-Kyoung;Lee, Yeun-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.63-66
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    • 2008
  • In urban planning and architecture, there has been emerging paradigm of regeneration, taking place of demolishing first, and new development next principle. Retrofit and remodeling, thereby, became important. The purpose of the research in to examine a reused space with new function. The target space was the former slaughterhouse in the ailing district of the Bologna City with ever increasing vandalism and fear caused by empty buildings, which was regenerated into a culturally affluent area, such as cultural facilities including cinema, gallery, art school cluster along with elderly club and child care center nearby. Through this regeneration, more affluent life opportunity was provided for citizens and local residents. This case study shows how old the building and interior space have been transformed to accommodate contemporary needs, while preserving historical features.

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A Study on Development of Smartphone Mobile Application for Word-of-Mouth Marketing in Low-Budget Independent Film (저예산 독립영화의 구전 마케팅을 위한 스마트폰 모바일 애플리케이션 모델 개발 연구)

  • Kim, Hye-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.4
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    • pp.1525-1531
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    • 2012
  • This study has been developed to make a marketing tool for word-of-mouth marketing for "Low-Budget Movie". By developing an application program of Low-Budget Movie for 20millions of Smart-Phone user, it can find out the best environment of service, function, etc. Hereby, it could contribute the progress of Korean film industry with this marketing tool of Low-Budget movie. For the research, conjoint analysis has been done through conjoint survey and general survey.

A study on distinctions and successful elements of flash animation: Focused on distinctions of existing animation (플래시 애니메이션의 차별성 및 성공 요인에 관한 연구 - 기존 애니메이션과의 차별성을 중심으로)

  • Hong, Mi-Hee
    • Cartoon and Animation Studies
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    • s.6
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    • pp.172-190
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    • 2002
  • Flash animation occupied public attention since . It started to by payed attention through the internet first, and it spread into the off line. Flash animation becomes one of animation genre, as it tooks the place at the international animation festival. Also, as it is produced for tv, and the cinema, it has an infinite of possibilities. In this point, we have to notice that the domestic flash animation is the most successful in the world. Therefore, this paper will show accomplishment point and distinction of flash animation. Chapter 1, 2, will talk about basic outline and practical use of flash. Chapter 3 will look at a growth industry and process of flash animation, focused on Mashmaro, Zolaman, and Woobyboy. Chapter 4, will discuss about accomplishment point and distinction of flash animation compare with existing animation. Also it will conclude with a reflection on recommendations for further improvement.

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A Study on needs of Software Development for Korean Image Restoration through Cases of Classical Film Restoration (고전영화복원 사례를 통한 한국형영상복원 소프트웨어 개발 필요성에 관한 연구)

  • Kim, Cheeyong;Han, Myung-Hee;Kim, Jong-Chan
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1528-1536
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    • 2014
  • Although the process about korea image restoration contents program development and liberalization have cultural and artistic worth, it is not possible to restore technically or cost enormous expense. In the study, it suggest the needs of korea image restoration contents program development through image restoration case. It is revitalize that the study in digital image restoration technical prepare the ground for passing high-qualities cultural legacy by restoring classical film. We think the development of korea image restoration software will strengthen the basis to the new creation industry of high value-added in the global cultural prosperity industry.

Material Handling System Improvement Analysis Applying Simulation Technique (시뮬레이션 기법(技法)을 이용한 물류(物流) 시스템 개선(改善)에 관한 연구(硏究))

  • Shin, Hyeon-Pio;Park, Sung-Yeon;Lee, Hwa-Ki
    • IE interfaces
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    • v.5 no.1
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    • pp.35-46
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    • 1992
  • This paper deals with analysis of material handling system efficiency of a heat-exchanger manufacturing line. This line is a typical flow shop type assembly line which consists of 10 steps of assembly stations. Each station have one or two workers who assemble and move components for the job, and no special transporters for component's movement. Therfore, all the workers are involoved in unnecessary moving activities which decrease overall production efficiencies of the line. To improve productivities, production outputs and worker's job performances for this assembly line, the several alternatives are considered such as installing new conveyor lines and automatic guided vehicle(AGV) system. Analyzing economic feasibilities and responses of the system alternatives, an experimental simulation model is built suing SIMAN Ver. 3. 5 simulation language with CINEMA package for animation of the process flow. Through this animation process a vivid picturial analysis could performed on the process flow.

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Using Kano's Theory of Attractive Quality to Better Understand Customer Experiences with E-Services

  • Fundin, Anders;Nilsson, Lars
    • International Journal of Quality Innovation
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    • v.4 no.2
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    • pp.32-49
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    • 2003
  • The interest in on-line services has increased during the last couple of years and there are now several models developed to better understand how customers evaluate e-service quality. In this empirical study we combine the use of the theories of attractive quality and technology readiness so as to explain customer experiences of e-services. A survey was conducted with 188 students at three universities in Sweden, asking how they assess an e-service that enables one to reserve and buy cinema tickets on-line. The main contribution of the study is its provision of evidence on how to interpret and improve customer satisfaction when designing e-services. Our belief is that an organization can gain a clearer grasp of how customer satisfaction is created with an e-service by taking into account customers' experiences with new technology.

Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • Journal of Advanced Information Technology and Convergence
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    • v.9 no.2
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    • pp.41-54
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    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

VENGEANCE, VIOLENCE, VAMPIRES: Dark Humour in the Films of Park Chan-wook

  • Hughes, Jessica
    • Cross-Cultural Studies
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    • v.28
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    • pp.17-36
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    • 2012
  • This essay places the South Korean film Thirst (2009) within Park Chan-wook's oeuvre as a filmmaker notorious for graphic depictions of violence and revenge. Park's use of dark humour in his films, which is emphasized in Thirst perhaps more than ever, allows for a more self-aware depiction of violence, where both the viewer and the protagonist are awakened to the futility of revenge. This ultimately paints his characters as fascinatingly crazy - simultaneously heroes, villains, and victims. Film theorist Wes D. Gehring's three themes of dark humour ('man as beast,' 'the absurdity of the world,' and 'the omnipresence of death') become most obvious in Park's most recent film, which pays closer attention to character development through narrative detail. Rather than portraying the characters as sentimental, dark humour depicts their misfortunes in an alternative way, allowing for consideration of such taboo subjects as religion, adultery, and death/suicide. These issues are further tackled through Thirst's portrayal of its vampire protagonist, which ultimately de-mystifies the traditional vampire figure. While this character has more often been associated with romance, exoticism and the mystical powers of the supernatural, Thirst takes relatively little from the demons of Nosferatu (Murnau, 1922) and various other Dracula adaptations, nor the romantic figures of Interview with the Vampire (Jordan, 1994), and Twilight (Hardwicke, 2008). Instead, it is part of a much smaller group of contemporary vampire films, which are rather informed by a postmodern reconfiguration of the monster. Thus, this paper examines Thirst as an important contribution to the global and hybrid nature of those films in which postmodern vampires are sympathetic and de-mystified, exhibiting symptoms stemming from a natural illness or misfortune. Park's undertaking of a vampire film allows for a complex balance between narrative and visuals through his focus on the Western implications of this myth within Korean cinema. This combination of international references and traditional Korean culture marks it as highly conscious of New Korean Cinema's focus on globalization. With Thirst, Park successfully unites familiar images of the vampire hunting and feeding, with more stylistically distinct, grotesque images of violence and revenge. In this sense, dark humour highlights the less charming aspects of the vampire struggling to survive, most effective in scenes depicting the protagonist feeding from his friend's IV in the hospital, and sitting in the sunlight, slowly turning to ash, in the final minutes of the film. The international appeal of Park's style, combining conventions of the horror/thriller genre with his own mixture of dark humour and non-linear narrative, is epitomized in Thirst, which underscores South Korea's growing global interest with its overt international framework. Furthermore, he portrayal of the vampire as a sympathetic figure allows for a shift away from the conventional focus on myth and the exotic, toward a renewed construction of the vampire in terms of its contribution to generic hybridization and cultural adaptation.

A study for varieties of image design-With the credits of cinema in 1990s- (영상 디자인의 다양성에 관한 연구-1990년대 국내외 영화 크레딧을 중심으로-)

  • 김인철
    • Archives of design research
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    • v.20
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    • pp.253-262
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    • 1997
  • The era of film has begun as a few media critics had anticipated already. The interestings of visual designers has asked to being with images in the processing and changing of varied image culture are different from the era of print media. It is reason to being with images that are generalizing of video culture. Now the film of images that made from popular advertisings and goods influenced by films has come. At first to being with image to visual designers need to understand films and to join making films. In films, visual designers make strengthen in part of credit titles. Credit titles are elements in films with the form of text to help understanding in the beginning and closing part of films. Credit title design has begun first by American visual designer Saul Bass as p pioneer position and have made to be varied film credit technics of computer. The advanced of technics have to think aspects of meaning of titles in the film of '007' movie series through 60s &70s. In 80s more technics have developed to being varied credits to films. And after all, in 90s there are films with almost varied titles. In Korean films ars less varied than that of Amenrican's and of French, in this study I hope to develope more varied Korean credit titles in near future.

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The Political Fandom of Korean and the Acceptance of the Film : ,(2013) vs.,(2014) (한국인의 정치적 팬덤 정서와 영화의 수용 : <변호인>,(2013)과 <국제시장>,(2014)을 중심으로)

  • Choi, Bae Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.289-304
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    • 2018
  • The fandom phenomenon of political emotion originated from ideological conflicts between the conservative and the progressive amplifies social conflicts in South Korea in interpreting and accepting films as culture media. The purpose of this paper is to examine why the structure of political consciousness in South Korea is fandomized, what is the acceptance of cinema at the center of the controversy of political ideology, and what is the desirable attitude of film reception. I conducted a discourse analysis that closely examined the debates and articles on the internet regarding ,(2013) and ,(2014) which were controversial in terms of conservatism and progressivism. As a result, First, while Korean society has not constituted a consensus on modern and contemporary history, it has easily led the acceptance of cinema to the controversy surrounding the political ideology. Second, the failure of constructing consensual memories of modern and contemporary history has made the conservative and the progressive not acknowledge the other's achievements. Third, film interpretation and meaning production are ultimately the roles of the audience, and on interpretation, diversity should be respected but conformity would be rejected. Film acceptance and interpretation should focus on rational awareness of social reality and would reflect on the social ideal objectively.