• Title/Summary/Keyword: Korean Movies

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A Study on the Characteristics of Interior Design in Korean Classic Films - Focus on the housing of the expressionism film, 'Hanyeo' in 1960's - (한국 고전영화를 통해 본 실내 공간 특성에 관한 연구 - 표현주의 영화 하녀에 나타난 1960년대 주택공간을 중심으로 -)

  • Lee, Chul-Jae
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.65-73
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    • 2012
  • Interior design generally falls behind to architecture in its concept of conservational value as interior designs are more to the simple style or trend. Therefore, This study aims how the society and the major events in the 1960's and individual and group desires are portrayed in movies through the eyes of movie directors, and further how the concept of spaces and the features of the spaces are displayed. First, This paper analyzes the movies in the 1960's, especially the expressionism and psychological zeitgeist in "The Housemaid" directed by Kim Ki-Young that can be logically analyzed, following the signs in the movie. Secondly, It analyzes the images captured the scenes that best describe the underlying theme of the movie, revealing the features of the different spaces for different scenes. Moreover, It analyzes the correlation of the change in value, desire, and space of the time in the 1960's to see the feature of the spaces in the 1960 are represented in the movie. In conclusion, the realistic expressionism movie of Kim Ki-young's 'Housemaid' showing the everyday life of a family against the background of industrial capitalism reveals the intimate desire of the time with the director's perspective on the history. With Mise-en-Sc$\grave{e}$ne, we can understand the space structure of the time, the view on space structure and further the effect of modernization project on urban residential area.

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An Empirical Study on the Impact of Blogs and Online News on the Success of Film : Focusing on Before and After Film Release (블로그와 온라인 뉴스가 영화흥행에 미치는 영향에 대한 실증연구 : 영화 개봉 전·후의 구전효과를 중심으로)

  • Lim, Hyunjeong;Yang, Hee-Dong;Baek, Hyunmi
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.157-171
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    • 2014
  • As electronic word of mouth plays an important role in purchase behavior among consumers, the number of studies on the impact of electronic word of mouth is rapidly increasing. Nevertheless, it is difficult to discover comparative studies on the mass media which had a great impact on consumer's purchase behavior before the impact of electronic word of mouth becomes greater versus the social media where electronic words of mouth are created and distributed. It is considered that it seems to be necessary to find an appropriate mutual supplement point between the media designed for a successful marketing by comparing and analyzing the existing mass media versus the social media, major media for electronic word of mouth. Therefore, this study aims to compare and analyze the impact of comments on movie revenue in the representative forms of mass media such as online news and social media blogs. In particular, this study also considers an appropriate media for promoting movies by period by comparing and analyzing the two media before and after film release. For analysis, this study collects the information on the number of comments on online news and blogs in 70 Korean movies released in 2011 and 2012 from five weeks before film release to eight weeks after film release on a daily basis via Naver. This study also collects the information on the movie revenue using the statistical data of movie industry from Korean Film Commission. As a result of empirical data analysis, it is found that the two media showed no difference in movie revenue before film release, but after film release, the impact of blogs was more significant than that of online news.

Research on Effectiveness of Policy to Ban Violent Animation (폭력성 애니메이션 금지 정책의 효과에 관한 연구)

  • Choi, Seong-Rak;Park, Kyoung-Lae;No, Woo-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.181-197
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    • 2008
  • Government set violence as one of the important criteria when it rates movies or TV programs for juveniles. The purpose of selling this criteria is to prohibit the violence in TV programs or movies from affecting the actual behavior of juveniles. However, it is still under discussion how much the violence in broadcasting media actually affects juvenile violence. Korea once carried out a social experiment on juvenile violence media. Back in 1970, violent animation was popular in Korea and Korean government completely banned televising violent animations from September 1980 in an effort to prevent juvenile violence. Investigating the effect of this policy on juvenile violence would draw some implications. The result shows that the policy to ban violent animation in September 1980 didn't have meaningful effect on the trend of juvenile violence. The implication from this paper is that there is no certain cause-and-effect relationship between violent animation and juvenile violence. Another implication is that In-depth discussion is needed if this governmen4 policy is violating the juvenile's right to choose public media.

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Resilience of Children Expressed in Films and Fictional Stories (영화와 동화에 나타난 소아의 외상적 사건과 탄력성)

  • Yoo, Hee-Jeong;Kim, Bongseog;Hwang, Jun-Won;Park, Chan Min;Hong, Minha;Bahn, Geon Ho
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.24 no.2
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    • pp.71-77
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    • 2013
  • Psychological resilience in children preventing them from being overwhelmed by traumatic events and nurture their healthy development is universal and powerful. Movies about fairy tales provide children with the notion of the existence of the power and various manifestations. Even though the traumatic event affects the development of the child, with a good supporting system and by providing healthy internal and external factors to reconstruct the event, the traumatized child may accept the event objectively, develop the healthier part of the ego, and even sublimate the traumatic events. As the children participate in movies or plays, several protectors can be devised. The child prepares the role under a "promise" of virtual reality, performs the role recognizing that the traumatic event is not real, and returns to real life as the role or play ends. When these protectors are provided, it is considered that resilience can function properly and the role does not have a negative influence on the development of a child.

Analysis on the Fashion style of Hallyu Stars & Design Development - Focused on generation born after 1980s Shanghai - (한류 스타의 패션 스타일 분석 및 디자인 개발 - 중국 상해 80후 세대를 중심으로 -)

  • O, Ji-Hye;Lee, In-Seong
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1090-1111
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    • 2010
  • Thanks to both developments in various media such as the internet and TV and China's economic growth, the fashion market in China has gain a lot of attention by global businesses as a newly-raised spending market. Fashion companies in Korea have entered into the china since the late 1990s. For them to get competitive edges, they have to differentiate their brand by creating new design based on the culture becoming mega-trend in fashion market. So in this research, I try to create fashion designs based on Hallyu Stars' fashion styles and images, who come on as a new culture code in China and other Asian. For this, I conducted theological consideration on what the Hallyu is, and looked into fashion styles in soft dramas which 5 Hallyu Stars started in and street fashion in Shanghai in China. Based on the outcomes of analysis, I figured out those star's fashion style and created products targeting young generation born after 1980s in China. The conclusion of this study is as follows. Firstly, the very definition of Hallyu which can be described as a phenomenon in which Korean movies, soap operas, and pop music have become immensely popular throughout Asia.has been expanding to signify the proliferation of Korean culture as a whole. Secondly, having selected the 5 female stars representing Hallyu, we were able to analyze and categorize their fashion styles on the basis of their music videos, movies, and soap-operas. Thirdly, In order to explore the level of influence of Hallyu fashion industry, we studied the street fashion of Shanghai The result was that we could observe both the slim and feminine cool casual style and the cute and affectionate pretty casual style simultaneously.

An Analysis of Incheon's Identity of Place through Movies (영화를 통한 인천의 장소 정체성 분석)

  • Ahn, Chong-Uk
    • Journal of the Korean association of regional geographers
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    • v.11 no.6
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    • pp.501-516
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    • 2005
  • Although Incheon metropolitan city is the third largest city in Korea, it is called 'the gateway to Seoul', 'the second city of port', and 'the satellite city'. The people in Incheon as well as other regions unconsciously recognize this city as 'border' and 'periphery' of Seoul through those expressions. These perceptions also develop a negative sense of place about Incheon. This study starts with analysis about marginal landscape images of Incheon in texts such as movies, stories, and geography textbooks. The represented text as movie has a gap between real space and it. Nevertheless, Its strong point is a making problems clear about recognition of reality. I will inquire the origin of senses of place about Incheon through analysis of represented texts. Moreover, I will present the notion of 'flight' that stands on the basis of Deleuze's Nomadism. Here, 'flight' means that the active subject continuously challenges and reforms the nature of periphery and dependency, the capital, and the economic subordination, and it will have to be new identity and direction of Incheon.

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The actual condition and improvement of audiovisual translation through analysis of subtitle in Netflix and YouTube: focusing on Korean translation. (Netflix와 Youtube 플랫폼 내의 영화 자막오역 분석을 통한 영상번역 실태와 개선점: 한국어 번역본을 중심으로.)

  • Oh, Kyunghan;Noh, Younghee
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.25-35
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    • 2021
  • We are able to watch international multimedia anytime and anywhere, if we have the devices to connect Internet. Netflix and Youtube are the most massive and the most visited streaming platforms in the world. So If audiences are not familiar with the exotic culture such as behaviors, contexts, sarcasm, history and the current issues, It would happen a consequence that they entirely have to rely on subtitles in order to get inform. This research hereby aims to compare Korean transcriptions of the same movies streamed by the two selected platforms(Netflix and Youtube). As a result, good translation is that translators should use appropriate omissions and detailed explanations in limited time and space so that audience can concentrate on the vedio. If translators study the work in depth and spend enough time working on it, the quality of translation will definitely increase. Finally, this study contributed to the revitalization of the video translation market, which is still in the past, through the misinterpretation of videos produced at a low unit price and with minimal time without guidelines for video translation.

A Study on the Features for Filming and Directing of the Digital Stereoscopic Animation Films (디지털 3차원입체 애니메이션의 촬영과 연출 특성에 관한 연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.15
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    • pp.237-249
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    • 2009
  • Interest in and study on 3 dimensional pictures has been continued since visual media showing moving images was invented. From simple anaglyph wearing glasses to hologram making perfect 3 dimensional objects by recording phase data of reflected light, as well as amplitude and wave, speed and scope of technical development are quicker and wider, respectively. However, despite such development of technology, there is still lack of study on aesthetical, industrial and contents developing area, except for technology of 3 dimensional images. Unlike the interest in 3 dimensional images, even a theoretical frame for the approach to theoretical areas of 3 dimensional images has not been established. Especially, few experiment and study on directing aesthetics have been conducted, with exception of areas in entertainment documentaries for 3 dimensional feeling or some latest 3D animations. As a result, this study will try to find alternatives to directing aesthetics of realistic 3 dimensional movies to be developed in future by studying directing grammar and aesthetics of digital 3 dimensional movies and finding and analyzing difference between 3 dimensional images and 2 dimensional images drawn on the plane.

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The Climax Expression Analysis Based on the Shot-list Data of Movies (영화의 쇼트리스트 데이터를 기반한 클라이맥스 표현 분석)

  • Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.965-976
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    • 2016
  • Recently studies about audio-visual immersion are being carried out due to development of digital video but studies analysing quantitatively the content or climax of video has not carried out. The paper is analysed quantitatively by using shot size, camera angle, camera direction and camera position, objective & subjective which is general component of video expression. We can see the climax effects in the video destroying the principles because there is a rule when they use the component. This thesis analyses shot-list based on video expression in existing movies therefore it can analyse quantitatively several method commonly used in order to make the climax. These suggesting method that can find the part of climax based on analysis of shot-list can be used when you search the specific part of video like long movie or when you search the genre of the movie or when you index the genre. Also it can be very effective in various information services companies offering climax movie which is searched.

Analysis on Annual Film Distribution Portfolio of Hollywood Animation (할리우드 애니메이션의 포트폴리오 분석: 제작비를 중심으로)

  • Park, Seung-Hyun;Song, Hyun-Joo
    • Cartoon and Animation Studies
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    • s.40
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    • pp.287-314
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    • 2015
  • This study tries to analyze the portfolio of production budget related to Hollywood animation movies released during the five years between 2010 and 2014, in order to investigate how blockbuster strategy made the box office performance. The analysis shows that this animation genre invested more than one thousand million dollars as the average budget for each film. It increased threefold in the box office result. In the production of Hollywood animation genre, 72.2% of its whole production money was found to use for movies investing more than one thousand million dollars. It is to show how the production of animation aimed for profit-making via blockbuster strategy recognized as the most successful portfolio strategy in the recent Hollywood film industry.