• Title/Summary/Keyword: Movie

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The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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Science teachers and Secondary students' Perception of Pseudoscience (사이비과학에 대한 과학교사와 중등학생의 인식조사)

  • Kang, Kyunglee
    • Journal of Science Education
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    • v.37 no.1
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    • pp.87-116
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    • 2013
  • The purpose of this study was to investigate science teachers and secondary students' perception of pseudoscience. Subjects were 491 secondary students and 65 science teachers who enrolled in secondary schools located in Korea. The instrument of this study was a questionnaire which consisted of 33 items on 7 domains: fortune and fate, parapsychology, spiritual beings, alternative medicine, UFO and mystery, creationism, and introduction of the pseudoscience concepts in science education. The results suggested that it is necessary to develop science education programs focused on the pseudoscience for secondary students and science teachers. Media such as television, movie, and books should provide a well-organised scientific programs.

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Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

A Study on Revaluation of copy theory in Representational Gaps Extinction of CGI (CGI(Computer-Generated Imagery)의 재현적 간극 소멸에서 보여지는 모사이론의 재평가에 관한 연구)

  • Chung, Kue-Hyung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.103-128
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    • 2012
  • Study about existence of illusion which human beings feel from imitated image based reality have been continuing by copy theory and conventionalism for a long time. Traditional copy theory which had controlled representation theory from plato have explained illusion by similarity of image and representation objects. According to copy theory, image is natural sign unlike language but the late in the 20th century, conventionalism from N, Goodman insists they are not any special similarity between image and representation objects. They insist image and conventional sign just as language. These opposit theory rearranged conventionalism by the entrance on the cognitive science. The copy theory couldn't explain the problem of representational gap between reality and duplication, but photo media makes new paradigm about theory of the illusion. The problem of representational gap was disappeared by CGI images on the base of digital media. We are exposed exquisite duplication for a example, movie, advertisement, printings. Sometimes duplications are more real than the original works. Digital is a non-material object by 0 and 1. Specially real lighting skill and mechanism are copied perfectly by photon mapping skills and the duplications are produced more real than the original works. By disappearance of representational gap, we need new theory model for explaining of digital illusion and copy theory can be the key.

A Study on Korean Lip-Sync for Animation Characters - Based on Lip-Sync Technique in English-Speaking Animations (애니메이션 캐릭터의 한국어 립싱크 연구 : 영어권 애니메이션의 립싱크 기법을 기반으로)

  • Kim, Tak-Hoon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.97-114
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    • 2008
  • This study aims to study mouth shapes suitable to the shapes of Korean consonants and vowels for Korean animations by analyzing the process of English-speaking animation lip-sync based on pre-recording in the United States. A research was conducted to help character animators understand the concept of Korean lip-sync which is done after recording and to introduce minimum, basic mouth shapes required for Korean expressions which can be applied to various characters. In the introduction, this study mentioned the necessity of Korean lip-sync in local animations and introduced the research methods of Korean lip-sync data based on English lip-sync data by laking an American production as an example. In the main subject, this study demonstrated the characteristics and roles of 8 basic mouth shapes required for English pronunciation expressions, left out mouth shapes that are required for English expressions but not for Korean expressions, and in contrast, added mouth shapes required for Korean expressions but not for English expressions. Based on these results, this study made a diagram for the mouth shapes of Korean expressions by laking various examples and made a research on how mouth shapes vary when they are used as consonants, vowels and batchim. In audition, the case study proposed a method to transfer lines to the exposure sheet and a method to arrange mouth shapes according to lip-sync for practical animation production. However, lines from a Korean movie were inevitably used as an example because there has not been any precedents in Korea about animation production with systematic Korean lip-sync data.

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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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A Study on Space Design and Space Uses of Community Based Small Public Libraries - Focused on the Cases of Ann Arbor District Library in the United States - (소규모 지역 공공도서관의 공간 구성과 이용 특성 연구 - 미국 앤아버 공공도서관 브랜치의 사례조사를 중심으로 -)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.217-225
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    • 2010
  • Today's public libraries in communities are on the processes of changes to integrate information and communication technology into traditional library system in order to support current users' demands for the new digital era. The purpose of this study is to examine the changing characters on space design and space uses of community based public libraries by conducting case studies of three branch libraries which were built after 2004 in Ann Arbor, Michigan in the United States. As the conclusion of this research, the findings of the case studies are utilized as basic data for planning and design guidelines for public libraries as community resources. The study summarizes the characteristics of space design and space uses in public libraries as follow; first, the floor plans of small-scale public libraries are open visually as well as spatially. The space organization of the libraries is arranged by potential noise levels, as placing noisy spaces near the entrance halls and quiet spaces at the back. Main book shelves are located in the middle of the library buildings, while seats are arranged along the window sides. By placing various kinds of furniture in open reading areas, library users can select different types of seats and tables for their comforts. Second. the survey of observation also finds that a large number of users often use library computers and personal computers to connect the internet at the libraries. These personal computer users who are new user group in community based libraries preferred to sit in casual study areas and individual tables with one or two seats only. Third, the libraries, in addition, develop and provide various programs and events for people in communities. Especially, the programs for children, the elderly and new comers from the abroad are well prepared, thus provide opportunities for them to visit the libraries in regular bases. The survey finds that family entertainment and leisure activities are the important parts of the program as well as renting music CD and movie DVD are also important reasons for people to come. Thus, the libraries prepare high quality children's space and CD shelves near the entrance hall.

Social Roles of Child Sexual Crime Faction Films: Text Mining Analysis of Audiences' Emotional Reactions (아동·청소년 대상 성범죄 팩션영화의 사회적 역할 탐색: 텍스트 마이닝 기법을 활용한 수용자 감정반응 분석)

  • Kim, Ho-Kyung;Kwon, Ki-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.662-672
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    • 2017
  • Child sexual crimes have increased, but there has been no effective plan to combat this. Films reporting problems, amplify the attentions and propose countermeasures, which leads to changes. The current study examined the audiences' reactions to child sexual crime faction films using text-mining. The analysis of Naver's 2,727 blogs showed realistic words while 3,000 review comments' analysis demonstrated emotional responses. The positive and negative emotional category and degree were also different. In , the higher degree of negative emotions, such as 'angry' and 'unpleasant' appeared frequently. In , only negative emotional worlds were used. On the other hand, 'sad' was the highest ranked word, and the negative level was weak. In , 'good' a positive emotional word solely emerged. The audiences perceived the accidents objectively before release while they expressed their emotions and feelings after watching the movies. caused explosive anger and organized the participating citizens for changes. This movie provided an opportunity to enforce a legislative bill intensifying heavy punishments. The present study is significant in scrutinizing the audiences' diverse emotional reactions and discusses the future direction of society prosecution movies. Based on the text analysis of the audiences' linguistic expressions, a future study will be needed to hierarchically classify the diverse emotional expressions.

A Study on the Storytelling of the Film (영화 <택시운전사>의 스토리텔링 연구)

  • Kim, Kyung-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.328-334
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    • 2020
  • In this paper I proved that the intention of the movie is to put the reader at the crossroads of choice, which is still in progress, in this context confirmed that the storytelling is very enlightening and popular. This was demonstrated by the thing of making a story the charactor's Affects process itself in the story and a change in the point of view from witness to participant in the discourse. Jang Hoon seeks to reconstruct the Gwangju Democratic Movement through Kim Man-seop, a character who now lives here with trauma. Faced with a sympathetic message from a common and familiar figure around us, such as a taxi driver, it should be said that the goal was to get the audience to accept past gruesome incidents as part of us. The film uses Affects as a way to make the 1980s "Them" become "we" and replace the 37-year-old incident with our modern story. Soon, the film's intention is to turn Gwangju's Democratic movement from "There, Their Story" to "Here, Our Story." That's why popular storytelling was needed and concluded that it was the popularity the film acquired.

The Effect of the Watching Behavior in Multiplex Screening Interruption : In Centering of Chuncheon CGV Closing (멀티플렉스 상영관 운영 중단에 따른 관람 행태 영향 : 춘천 CGV 휴관을 중심으로)

  • Seo, Jeong-Soo
    • Cartoon and Animation Studies
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    • s.21
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    • pp.71-84
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    • 2010
  • The current distribution structure in Korea film industry is in the multiplex chain. As a result, most small or medium-sized theaters have been excluded from the market, and all the multiplex chain have gradually been formed into the vertical integration structure. The strike by multiplex theaters in Chuncheon who did not screen for one month led to the problem of the vertical integration, which resulted in many effects. Particularly, it caused considerable effect on the cultural desire and instigated movie-goers to turn to illegal content. This study surveys the process in which Korean multiplex theaters in vertical integration structure took over the Korean film market, and consequently, small theaters collapsed, and the theaters in vertical integration structure kick out small theaters in horizontal integration structure, and conducts a survey on the effect of the one-month strike by Chuncheon CGV from September 27 to October 30, 2008 in Chuncheon where said processes had completed so as to determine the effect of and impact of the problem of the vertical integration, monopoly structure. When major consumers of the film industry, i.e., people in their 20s, see their access to newly released films limited due to closing of multiplex theaters, they feel the impulse to access illegal contents. If they miss viewing the newly released films, they prefer to view illegal contents or films on recording media rather than visiting theaters showing those films. They are also influenced by timing of film release. Specifically, methods of illegal access to newly released films, permanent accessibility to them via recording media, and timing of film release influence their viewing patterns.

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