• 제목/요약/키워드: Movies

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Kansei Measure in Movies : A study on Emotional Movements (영상자극에 의한 감성적 반응 연구)

  • Kim, Da-Hyun;Lee, Seung-Hee
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.79-82
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    • 2009
  • Movies are not only for projecting graphical contents but also for Kansei evaluation that stimulate human beings' sense and emotion in real time. Also, when one views movies or moving images with stories, including movies and dramas, the audience would often be sympathized through various factors of movies, such as performances of actors/actress, graphics, and music, are moved to tears and feel fear. Especially, emotional movement is different from impression and brought about as a result of responding to joy, which is one of the basic emotions of human beings. Moreover, it is suggested that emotion is the most positive aesthetic measurement toward objects. In this study, focusing on emotional movement that is one of many aesthetic reactions in human beings' watching movies, we developed an interface for measuring of emotional changes. The goal of this study is to apply the output of our quantitative analysis on the results of the measurements to the effective designing and production of movies.

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The Effect of Instruction using Movies on the Attitude toward Science and Learning Achievements in Elementary Students (영화 자료를 활용한 수업이 초등학생들의 과학에 대한 태도와 학업 성취도에 미치는 효과)

  • Kwon, Nan-Joo;Lee, Jae-Yong
    • Journal of Korean Elementary Science Education
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    • v.29 no.2
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    • pp.113-123
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    • 2010
  • The purpose of this study is to investigate the effect of instruction using movies on the attitude toward science and learning achievements in Elementary Students. For this study, it was chosen two classes of the fifth grades in H elementary school in Gyeonggi province. One class was an experiment group and the other class was a control group. Instruction using movies was applied to the experimental group and instruction using data of site T-nara that most teachers are using usually present was applied to the control group. Instruction using movies composed of seven steps was administered during the school hours. The results of this study were as follows. First, instruction using movies was positive effect in the Attitude toward Science. Second, there was significance between the score of the learning achievements of the experimental group and control group by instruction using movies. Third, there were many positive reactions of students about instruction using movies.

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The Hanbok in the Korean Movies from 1950's to 1980's (1950년대에서 1980년대의 영화에 나타난 한복)

  • Soh, Hwang Oak;Kim, Yu Seung
    • Journal of the Korean Society of Costume
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    • v.64 no.2
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    • pp.126-134
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    • 2014
  • This study studied female Hanbok that appeared in Korean movies in different periods, and investigated the changes and flow of the Hanbok in the movies based on the design and the form. Research scope is limited to Hanbok in Korean movies released between 1950' and 1980', and in order to study Hanbok in movies, snapshots of Korean movies for each period are used. Pictures are sourced from the Korean movie database, and forms and colors of Hanbok in the pictures are classified into 7 categories. Based on this, characteristics, changes and flow of Hanbok for each period are studied. Based on this, by investigating the Hanbok in Korean movies from silhouette and design perspectives and comparing each period, it is found that the following changes have been made: From 1950' to 1980', generally Min Jeogori (Normal Korean traditional jacket) had a higher rate. Up to early 1960', wide collar and collar strip were trends, but from 70' to 80', they have been remarkably narrowed. After liberation, ease and functional elements of western clothing were accepted. From 1950' to 80', generally wide and round shape sleeve were used. Also, from 50' to 80', normally skirt and Jeogori had the same color and fabric. Lastly. as Hanbok with western style fabric, rather than traditional Hanbok fabric was increasing, Hanbok with variously patterned fabric was shown. The lack of colored pictures led of limited research materials, and so a more accurate and sophisticated research on material and design was not possible, However, it is meaningful that this study has investigated changes and flow of Hanbok in modern Korean movies.

The Existence of Implicit Frames in VR Movies (VR 영화에서 암묵적 프레임의 존재)

  • Kim, Tae-Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.272-286
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    • 2018
  • VR movies form a relationship with the audience in completely different ways from general movies with their screen. In VR movies, the audience becomes the camera and also the subject of the camera viewpoint, which raises a need for a frame theory unique to VR movies to examine the first person viewpoint and replace the edition of frames to deliver a narrative. In VR movies, the frames delivering a narrative are not revealed and perform the symbolic narrative function, thus being called "implicit frames." The study discussed their related theoretical backgrounds including Russian Ark made in the one shot, one cut method by Alexander Sokurov, off-screen elements, and the Fourth Wall. In VR movies, the audience gets immersed in the narrative based on their paradoxical dilemma, which means that they exist in reality but are absent on screen at the same time, and experiences hyper-reality. In VR movies, space has a couple of attributes including the blocking of eyeline to move it and telepresence to tie up presence between reality and virtuality.

A Study on Heroes in Hollywood Movies

  • Park Chur-Woong
    • International Journal of Contents
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    • v.1 no.2
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    • pp.44-47
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    • 2005
  • One of the most important characteristics in Hollywood movies is that Hollywood movies have created heroes. But, the meaning of heroes in Hollywood movies is different from proto- typical heroes. America has such a short history, so it doesn't have the mythology. It is also consist of multi-race, culture. Thus, America people, especially governor need something that tie up governed people spiritually. Hollywood film industry has responded about this expectation since 1920's. Hollywood film producers have created mythology and hero like the western genre and Rambo. Now days, America, as only super power, wants to spread it's mythology and heroes over the world. That is cultural Imperialism.

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Comparative Study on Characteristics of Sports Movies between Korea and the U.S. (한국 및 미국 스포츠 영화 콘텐츠 특성에 대한 탐색적 연구)

  • Jeong, Eun-Jeong;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.152-161
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    • 2011
  • This study examines characteristics of sports movies between Korea and the U.S. Especially, this paper focuses on three different characteristics including structural, internal characteristics and performance of sports movies. The major results are as follows: firstly, there were similarities between two countries in terms of opening year, genre, classification but movie subjects. More specifically, movie opening years were not related to global sports events. In addition, most sports movies were mainly produced by human genre and all age movie classification. However, in terms of sports subjects, although Korean movies were constructed by baseball game, the U.S. movies were based on football game. Secondly, there were also similarities between both sports movies in terms of external characteristics such as gender difference of hero or heroine, internal story structure and their story sources. Most of sports movies have used real stories as movie story. Finally, although many of the U.S. sports movies recorded the high degree of expenditures, three movies recorded the high degree of movie consumption.

A Study on the Characters and Costumes in Fantasy Movies - With a Focus on the Mythic Characters - (판타지영화 캐릭터와 의상에 관한 연구 - 신화적 캐릭터를 중심으로 -)

  • Kim, Soo-Kyong;Lee, In-Seung
    • The Research Journal of the Costume Culture
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    • v.18 no.5
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    • pp.1031-1047
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    • 2010
  • This study examines the conceptual characteristics of fantasy movies. It also studies the process of socio-cultural changes of the mythical images such as heroes, goddesses and the devil that have often become the centre of fantasy movie characters. This study further examines the features of each character that correspond to specific mythical images. The purpose of this research is to suggest the conceptual and aesthetic characteristics of fantasy reflected in the characters and the costumes of fantasy movies, which were released since the year 2000. The followings are the results of the research: The conceptual characteristics of fantasy reflected in the characters and the costumes of fantasy movies are summarized as representation of reality, allegory and symbols, horror, desire, deconstruction and metamorphosis, otherness and counter-cultural sentiments. The aesthetic characteristics of the costumes of fantasy movies are defined as typicality and symbolism, grotesqueness, sensuality, hybridization, and otherness. These characteristics are very interconnected. The costumes of heroic characters appearing in fantasy movies show strong side of standard while the costumes of the evil characters revealed the limit of dualistic point of worldview centered on West. Heroic characters show realistic and human side that reflects the ethos of the time. Negative characters such as the devil or witches, which were created in human imagination and emotion, become the dynamic force of fantasy movies through their deviant actions. Their clothes, with variety and hybridization, become the source of creativity expected in present society.

Identifying the Diffusion Patterns of Movies by Opening Strength and Profitability (개봉 규모와 수익성에 따른 영화의 분류와 확산 패턴 분석)

  • Kim, Taegu;Hong, Jungsik
    • Journal of Korean Institute of Industrial Engineers
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    • v.39 no.5
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    • pp.412-421
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    • 2013
  • Motion picture industry is one of the most representative fields in the cultural industry and has experienced constant growth both worldwide and within domestic markets. However, little research has been undertaken for diffusion patterns of motion pictures, whereas various issues such as demand forecasting and success factor analysis have been widely explored. To analyze diffusion patterns, we adopted extended Bass model to reflect the potential demand of movies. Four clusters of selected movies were derived by k-means clustering method with criteria of opening strength and profitability and then compared by their diffusion patterns. Results indicated that movies with high profitability and medium opening strength are most significantly influenced by word of mouth effect, while low profitability movies display nearly monotonic decreasing diffusion patterns with noticeable initial adoption rates and relatively early peak points in their runs.

Effects of Cultural Teaching through Movies in English Classes on EFL College Students' Attitudes towards English Reading

  • Baek, Jiyeon
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.177-182
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    • 2020
  • In the age of technology and information, communicating with people from different cultures is significantly important. Regarding this perspective, communicative competence has been the focus in the EFL educational context. The purpose of this study is to investigate the effectiveness of using movies in a culture-integrated English reading course at the college level. In order to achieve this purpose, pre- and post-reading comprehension tests, pre- and post-surveys and in-depth interviews were conducted. The results of data analysis showed that using movies in the culture-integrated English reading class positively affected students' interest and confidence towards English reading as well as their reading achievement. In this respect, we suggest that cultural teaching through movies in English classes should be learner-centered so that learners can proactively analyze and understand different cultural backgrounds shown in the movies and build schemas which can be used in their learning process.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.