• Title/Summary/Keyword: Movies

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Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

CHILD AND ADOLESCENT'S TRAUMATIC EXPERIENCES EXPRESSED IN MOVIES (영화에 나타난 소아, 청소년의 외상적 경험)

  • Kim, Jae-Won;Yoo, Hee-Jeong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.13 no.1
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    • pp.30-37
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    • 2002
  • The authors reviewed the child and adolescent's traumatic experiences expressed in movies through late 1950s to year 2002. The movies are roughly classified by 3 categories based on the methods that used to express protagonist's experience and to uncover the meaning that is implied, that is, an important motive of growth, a metaphor of socio-political issues, or merely an event to develop a drama. Movie is a product of repetition compulsion and an activity like symbolic play between creator and spectators through screen, which enables a kind of corrective emotional experience. The curative elements in movies were also reviewed. The authors suggest the importance of mutual communications between movie creators and psychiatrists because media images about psychiatric issues can make internal stereotypes in conscious and unconscious mind of spectators.

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The Body Images of Stars in the Screens by Linked with the Fashion in the Based on the Jean Baudrillard's Theory (현대 패션에 나타난 스타의 신체 이미지에 대한 시뮬라시옹 연구)

  • Lee, Song-Lim
    • The Korean Journal of Community Living Science
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    • v.19 no.3
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    • pp.431-444
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    • 2008
  • Today people obtain much information about appearances through movies. The stars' body images in movies have been created through total fashion as they play the roles of an ideal model to create actual body images. This study examined the relations between the body images in the film media in terms of appearances or total fashion and actual body images based on the simulation theory by Jean Baudrillard. It conducted a literature study by collecting and analyzing film media-related picture images from books, papers, periodicals and the Internet home and abroad. The research scope was limited to the stars who made appearances in movies and the ones who starred in movies in addition to their other lines of work. As a result, the following conclusions were drawn; the stars' body images went hyperreal between their actual body images and the ones of their roles in movies and then were simulated in fashion. To be specific, 1. the stars' actual body images went hyperreal and were simulated in fashion in the following cases; 1) the stars in the heyday of film; 2) fashionistas; and 3) pictures taken by paparazzi. 2. The body images of their roles went hyperreal in the following cases; 1) through brand participation; 2) through changed body images; and 3) through cyber body images. Their body images became hyperreal and were simulated in fashion by the input of fashion designers and the techniques of other areas. The body images in film are the object of desire to the audience. They go hyperreal and become the ideal body image to real people. The various kinds of hyperreal images in the film media create new beauty as a reference and object of comparison for people to change their body images in reality.

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An Analysis of Posthuman's Body Type and Fashion in SF Movies (SF 영화에 나타난 포스트휴먼의 신체 유형 및 패션 분석)

  • Choi, Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.19 no.3
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    • pp.473-487
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    • 2011
  • The purpose of this study is to analyze the body type and fashion of posthuman in SF movies. The method of this study was to analyze documentaries, internet web site, fashion books and so forth. The results were as follows: The body types of posthuman were expressed as mutation type, prosthetic type, clone type by biological hybrid or renovation and digital type by computer simulation. The mutation type was expressed as reinforcement of masculinity or feminity and reinforcement of body functions. The fashion item was expressed as a black tailored suit, leather jacket, cat suit, whip, black sunglass, garter belt, high heel shoes, short pants, black one piece dress and functional body suit. The prosthetic type was expressed as reinforcement of body functions and reinforcement of masculinity or feminity. The fashion item was expressed as a military item, high-tech power suit and ergonomic armor suit. The clone type was expressed as the plural ego with reinforcement of body functions. The fashion item was expressed as a power shoulder jacket, fake fur coat, vinyl, black see-through look and functional suit. The digital type was expressed as reinforcement of masculinity or feminity and the plural ego with reinforcement of body functions. The fashion item was expressed as a data suit, leather jacket, black over coat, boots, black sun glass, ethnic items and military items. The meanings of posthuman fashion in SF movies were impurity of posthuman, display of superhuman's power by sexuality, metaphor of power and fantasy of superhero in opposition futuristic dystopia. As mentioned above, posthuman body type and fashion in SF movies become the conversational topic in the real world. The fact that we think about utopia and identity of posthuman in the future is of great significance.

Analysis of performances of Korean Female Directors in the Thriller Genre Focusing on the Cases, "Helpless" and "Perfect Number" (스릴러 장르를 중심으로 살펴본 한국영화 여성 감독의 성과 분석 -<화차>와 <용의자X>를 중심으로)

  • Kim, Suna
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.76-87
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    • 2014
  • Until 2000, there were only eight female directors in Korean film history; however, the number of female directors has increased with the number of new movies made and the entrance of new directors. In 2007, there were about seven new female directors and in 2009, there were released 13 movies directed by female. Even though the number of new movies and new entrants of female directors has augmented, the percentage of movies directed by female directors is about 5% of released Korean movies during the past ten years. Moreover, those female directors who enter the Korean film industry are mostly concentrated in low budget independent films. Yet, female directors have been continuously searching and challenging in order to find a way to communicate with general populations. As a result, recently female directors have been noticed in thriller films. This report will analyze how the thriller films directed by female directors have evolved since 2000 based on the status of female directors in commercial films. The report will analyze two thriller films "Helpless" and "Perfect Number", released in 2012.

Analysis of Coen Brothers's Directing Style: Centering around Crime Movies (코엔 형제의 연출 스타일 분석 :범죄 영화를 중심으로)

  • Lee, Jeong-Gook
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.236-248
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    • 2010
  • Through this thesis, I analyzed Coen brothers's directing style centering around Crime movies: Blood simple, Barton Fink, Fargo, The man who wasn't thers, No country for old man. About directing style of Coen brothers, plot is an epic depiction, habitual use of narration, refusal of happy ending. They concern subject matters about human original nature and tragedy by greed. And as motifs, they often use misunderstanding, crossing over, chase. Also they likes characters of ordinary people who is destroyed by greed. How about their technical style? They usually use steady-cam and wide lens in camera, and in his early crime movies he used expressionistic lights, but after that they usually used realistic natural lights. About sound, they likes more sound effects than music. Also they directed realistic acting and emphasized actor's personality. Coen brothers has been directed many crime movies and comedy films. But their unique directing style was particularly outstanding in the crime movies

Cultural Contents of Image Texts and Memory Industry as the Memory - Focused on the Counter Memory of the Sixth Generation Chinese Movies - (기억으로서의 영상매체와 기억산업의 문화콘텐츠 - 중국 6세대 영화의 대항기억을 중심으로 -)

  • Kim, Gye-Hwan
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.163-172
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    • 2009
  • As cultural contents are rising to the surface, the contents and interests regarding the industries that utilize the culture become higher than any other times. Culture is performed with memory, and the culture that excludes memory cannot exist. The memory exceeds a dimension of the individual and operates with an assembled and social memory. Furthermore the culture requires media to put memories inevitable. Therefore, recent image texts are coming to the attention as new storage media. So this essay analyzed the meaning of 'memory' as social-cultural memory by putting the sixth generation Chinese movies to the center and restoration of image text that puts memory in it. And also, I examined the cultural meanings of 'individual memories' as the 'counter memory' and tried to find the possibility of junction between memory industry and the contents. I focused on the sixth generation Chinese movies because these movies made remarkable progresses in the international film festivals though they were made in 'underground' by objecting to 'official memory' proposed by the Chinese government.

Study on the Maximum Number of Lyrics, Pictures, Music, and Movies that Human Can Make due to the Characteristics of Digital Contents (디지털 콘텐츠의 본질로 인해 인류가 만들 수 있는 노래가사, 사진, 음악, 영화의 최대 개수에 관한 고찰)

  • Kim, Sung-Man
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.7
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    • pp.801-806
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    • 2015
  • Recently, retro music is popular in the domestic music industry. Even in the movie industry, remake or retro movies are made continuously. In this paper, we consider the reason of remake in the viewpoint of mathematics and show that there is a maximum number of lyrics, pictures, music, and movies that human can make due to the characteristics of digital contents. The time that human cannot make new lyrics, new pictures, new music, and new movies any more will be estimated. Therefore, artists will have difficulties to make new contents in the future, and human have to listen and see the previous lyrics, movies, music, or pictures in the future. This study will give a deep philosophical insight for contents industry.

The Goth Style Expressed on Costumes of Tim Burton's Films (팀 버튼 영화 의상에 나타난 고스(Goth) 스타일)

  • Jung, Eunyoung;Lee, Younhee
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.20-36
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    • 2014
  • This research aims to identify and analyze the expression elements and features of Goth style observed in clothing of unique characters in movies directed by Tim Burton, and to build the database on diverse features movie costumes, so that such data can be used to develop new fashion design. The research-classified features of Goth style into romanticism overturns Satanism, grief, and sensuality. The results are as follow; First, Goth expressed romanticism by reminding the gloom and fear of medieval times through the image of clowns, medieval knights, werewolves and vampires. Second, The costumes in Tim Burton's movies overthrew the rules in reality using flexible changes, ambiguity of gender, distorted human beings, half-man-half-beasts, and ghost images. Furthermore, the positive expression on characters in gloomy and fearful costumes showed the overturn of common idea and value system in a society. Third, Tim Burton created fear using the image of a live dead body, shape of a devil, shape of death. Also, accessories suddenly changed into arms in his movies. He expressed Satanism by positively describing satanic shapes and shapes meaning death. Next, characters in Tim Burton's movies are mainly losers, aliens or outsiders. Sorrow, alienation and darkness inside them expressed the sadness through embodiment of mean animals in darkness, masks, veils and extreme black costumes. Finally, Sensuality was rarely shown in Tim Burton's movies, but expressed in various ways including pursuit of new beauty in excessive exposure, skintight silhouette, suggestion on sexualized violence and frightfulness.

Exploring the Effects of Factors on Hollywood Movies Box Office Success : Focusing on Top-rated Movies on the First Week of Release (할리우드 영화의 흥행요인에 관한 연구 : 개봉 첫 주 흥행 1위 작품을 중심으로)

  • Park, Seung-Hyun;Lee, Pu-Reum
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.1-13
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    • 2019
  • This study examines the impact of factors that affect Hollywood movies' box office performance, using a sample of 149 movies that were ranked number 1 on the first week of release between 2014 and 2018. Such factors as production budget, the number of opening screens, the valence and volume of both critics and netizens, rating, distributor's power, remake, high season, genre are introduced to analyze box office performance. The result shows that the determinants of the US box office and the total box office are different. Considering the difference in budget by genre, the number of opening screens is not influential in the US box office performance of all genres with production budget of less than $100 million. The result suggests the need to refine more elaborated models for future research on box office performance.