• Title/Summary/Keyword: Korean Cinema

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A Study on the Evacuation Planning in the Multiplex Cinema (멀티플렉스 영화관의 피난계획에 관한 연구)

  • So Eun-Tark;Song Byung-Ha
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.147-155
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    • 2005
  • As multiplex theaters are increasing rapidly in number, concerns over the evacuation process in case of fire emergency are also increasing. The study investigates the users' awareness and recognition of evacuation route by the method of questionnaire, and analyzes the users' behavior in choosing the route by the simulation program called Simulex. Among others, findings indicate a vast majority of the users are unaware of the proper route in the emergency, yet anticipate to evacuate by it, instead of the entry/exit route that they are familiar with. This aspect, however, can be useful to provide the proper route of evacuation for the users, if an appropriate information is given that the entry/exit route is also used as an emergency egress. The simulation shows heavy congestion at the closer evacuation route from the exit, and distinctly less traffic at the farther means of egress. Based on this natural phenomenon, it is suggested that the emergency stair should be nearby and aligned with the exit from auditorium. Although the present building regulation only requires a minimum dimension at each route, there is a need to widen the passageway that is likely to be recognized easily and subsequently overcrowded in case of fire emergency.

A Study on the Visual Effect of the Viewing -Window based on Psychology -focused on residential environment- (전망창의 시각효과에 대한 심리학적 고찰- 주거공간을 중심으로)

  • 함정도
    • Korean Institute of Interior Design Journal
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    • no.8
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    • pp.58-64
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    • 1996
  • People live in an environment which affects the human b by way of ‘Affordance’ .. And the interaction between h human and the surrounding environment arises ‘the sense of place' through adoptation. Considering the human emo¬t tional and psychological needs, besides the functionalones, for the design of environment gives ‘the place’ the h humanized atmosphere. Then the viewing-window, re¬f fleeting the dweller’s sensibility and aesthetic aspect, be¬c comes an important design element for the human interi¬o or atmosphere. G Generally, the view has the character of the Panorama a and sometimes of the Picture. And the viewing - window t transfigures the visual effects by ways of ‘Framing’, at t taching the ’Screen’ and ‘Successive development' of the views through openings on the wall. Hence this study w was developed from the aesthethic view-points of archi t tecture, cinema, picture and photography etc., and the c conclusions are as follows. T The ‘Frame’ limits the boundary of the view into a p particular area, while the ‘Screen’ changes the clear view t to an obscure one. And the wall-openings located with i intervals show the fragments of the outer view in a suc¬c cessive way. And these techniques applied to the viewing window make the viewer have the associated meanings d derived from the ‘Guided Projection'. So, the associative p psychology of the viewer complements the partiality, ob¬s scurity and brokenness of the view into a complete one, a and finally the view comes to be an aesthetic one to the v vIewer.

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Digital shortshort Moving-Image for DMB (DMB 전용 콘텐츠로서의 디지털 초단편 영상)

  • Bae, Sang-Joon
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.401-413
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    • 2007
  • The birth of a new mobile medium of communication In 2005, the DMB (Digital Multimedia Broadcasting), was celebrated for the mobile and asynchronous personal medium. But now, the most film- & video-channels of this epoch-making medium of communication combine with the rebroadcasting of long play film for cinema oder TV series. The purpose of this study is thus to point out the disharmony between new mobile medium and the old, recycled contents and to propose as an alternative content the digital shortshort moving images.

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

Media Production Environment Using Metadata based on Advanced Authoring Format (Advanced Authoring Format기반에서 메타데이터를 활용한 영상제작환경)

  • Mok, Seon-Ah;Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.13 no.2
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    • pp.274-282
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    • 2008
  • In this paper, we propose from media production environment using meta-data based on advanced authoring format(AAF). The media production system becomes digitalized since the image degradation and data storage should be minimized. For transmitting various contents without loss of meta-data. Editing decision list(EDL)is used in the current broadcasting and cinema environment, which results in inefficient performance. We compared the proposed AAF with the existing EDL cut, and tested successful transmission of the metadata. Based on the experimental results, the proposed AAF contains more video information than EDL.

A Study on the simulation of Stage Costume applying CAD System (CAD System을 활용한 무대의상 시뮬레이션에 관한 연구 (Utilizing DC Suite program))

  • Park, Youshin;Choi, Youngro
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.145-156
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    • 2013
  • The purpose of this study is to demonstrate the stage costumes realized by digital clothing ; how realistic and accurate representation of empirical testing and in the consultation process for the production stage costumes, determine whether digital clothing has value that can be substituted for the stage costume. This study researched the stage costume manufacture, Isabel's costume of the musical 'Christmas Carol', process by using the 3-D clothing simulation technology : DC Suite. The results of this study is as following. They share many similarities between the stage costumes and digital clothing. It is possible that digital clothing takes a role as a substitute for stage costumes in the production process of the clothing samples. The clothing production system, including stage costumes, by digital clothing costs and lead time can be saved by innovative. Also the result can be saved without restriction, and this system can exert its effect in a very efficient way to incorporation of foreign producers and production system.

Large Size and High Resolution Organic Light Emitting Diodes Based on the In-Ga-Zn-O Thin Film Transistors with a Coplanar Structure

  • Hong Jae Shin
    • Korean Journal of Materials Research
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    • v.33 no.12
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    • pp.511-516
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    • 2023
  • Amorphous In-Ga-Zn-O (a-IGZO) thin film transistors (TFTs) with a coplanar structure were fabricated to investigate the feasibility of their potential application in large size organic light emitting diodes (OLEDs). Drain currents, used as functions of the gate voltages for the TFTs, showed the output currents had slight differences in the saturation region, just as the output currents of the etch stopper TFTs did. The maximum difference in the threshold voltages of the In-Ga-Zn-O (a-IGZO) TFTs was as small as approximately 0.57 V. After the application of a positive bias voltage stress for 50,000 s, the values of the threshold voltage of the coplanar structure TFTs were only slightly shifted, by 0.18 V, indicative of their stability. The coplanar structure TFTs were embedded in OLEDs and exhibited a maximum luminance as large as 500 nits, and their color gamut satisfied 99 % of the digital cinema initiatives, confirming their suitability for large size and high resolution OLEDs. Further, the image density of large-size OLEDs embedded with the coplanar structure TFTs was significantly enhanced compared with OLEDs embedded with conventional TFTs.

Current Status of the Film Development Fund and Plan for Securing Finances (영화발전기금의 현황과 재원조성 방안)

  • Kim, Hyun-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.550-557
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    • 2019
  • The Film Development Fund was established in 2007 to improve the quality of film arts and promote the Korean film and video industry. As a key resource operated by the Korean Film Council, the film development fund provides various projects including support for the promotion of Korean film creation and production, funding in video-specialized investment associations, export and international exchanges of Korean films, and production of small-scale or short films. This study aims to propose ways to reinvent the film development fund, which is in danger of being depleted. Based on such purpose this study examined the status and problems of the current film development fund and reviewed previous literatures and related discussions. Furthermore, the policies of similar overseas organizations for film promotion including French National Film/Video Center (Centre National du Cinema et de l'image $anim{\acute{e}}e$, CNC) and the British Film Institute (BFI) were reviewed to draw a multi-faceted way to replenish the source of revenue for Korean film development fund.

A Study on the Development of Korean Film Technology in the Era of the 4th Industrial Revolution (4 산업혁명 시대의 한국영화기술 발전방안에 관한 연구)

  • Lim, Gyoo Gun;Kim, Mu Jeong;Yu, Dengsheng
    • Journal of Information Technology Services
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    • v.18 no.3
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    • pp.37-51
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    • 2019
  • This study aims to establish the direction of development of Korean cinematography technology in the era of the 4th Industrial Revolution and present future development plan. First, in order to diagnose the current status, supporting policies of various countries and film technology research trends were analyzed. Each country is expanding the support for film technology including tax credits. Through the analysis of patents and research papers, recent issues have shown that Virtual Reality, HMD, Artificial Intelligence, and Big Data are applied to film technology. Next, the survey results of Korean film technology level for filmmakers were 70% for production, 47.5% for distribution, and 60.3% for screening comparing to the level of the leading country. The gap was caused by the lack of funds for research and development and insufficient government support policies. In addition, interviews with film makers revealed the need to support filmmaking that combines technologies such as localized film technology, artificial intelligence, and deep learning. Finally, it is suggested that technology sharing platform should be developed in the future through the discussions of technology, science and academic experts', and technology development should be carried out in the field. As a result, film technology R&D should be promoted in order to develop technologies specific to movies. Advanced technology foundation for the growth of film technology should be developed to systematically equip the infrastructures such as education and human resources. In addition, technology development that links standardization should be carried out. In this study, we propose the development of Korean film technology to prepare for the 4th Industrial Revolution, and it is expected that the 2022 film technology power nation will be realized.

A Study on Representation of Shaman and Gut in Korean Ocult Films - Focused on , , (한국 오컬트 영화 속 무당과 굿의 재현 양상 연구 -<검은 사제들>(2015), <곡성>(2016), <장산범>(2017)을 중심으로)

  • Yoo, Jae-eung;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.496-501
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    • 2021
  • The representation of shamanism or shaman in Korean cinema has changed according to eras. Since the 2000s, shamanism and shaman appear more frequently than before as the main subjects and characters in movies. The full-scale exploration of shamans usually takes places in documentary works, such as <'Mudang'>(2002), (2006) and (2011). Shamans are summoned in more various appearences in feature films. In this article, we will compare and analyze the representations of shamanism and shaman in recent Korean occult genre films. (2015), (2016), and (2017) are works that utilize new subjects and visual effect styles that were difficult to see in Korean horror films before. In these three films, the meaning of shaman and gut shows distinct differences from each others. Through the analysis of these films, we would like to explore the characteristics and possibilities of Korean occult films.