• Title/Summary/Keyword: SF영화

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Analysis of Realism in the SF Film, DISTRICT 9 -Focus on Digital Image, Style and Narrative- (SF영화 <디스트릭트 9>의 리얼리즘 분석 연구 -디지털 이미지, 스타일, 내러티브를 중심으로-)

  • Lee, Hyeon Seung;Yun, Puhui
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.541-551
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    • 2016
  • In order to attain 'reality', technology, style and narrative have developed throughout the history of cinema. The projection of digital image necessitated a new perspective beyond the conventional relationship between film and reality. In the SF film, DISTRICT 9, strong realism elements are evident despite its genre. Advanced technologies enabled the digital images to vividly reproduce the realm of imagination. The encounter of the realistic approaches embedded in the style and narrative with the digital images emphasizes the social context of the cinematic background, as well as extending the potentialities of verisimilitude and perceptual realism. The amount of freedom in editing process derived from this film's documentary-like style opened a possibility for the effective delivery of the vast information-furthermore contributing to the realism of the film by encompassing the diversity that exists in the reality.

STEAM Program through the A.I. Robots in SF movies (SF영화의 인공지능로봇을 통한 융합인재교육 프로그램)

  • Hwang, Jin-hee;Lee, Seungyon-Seny
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.131-132
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    • 2017
  • 영화는 인간이 할 수 있는 상상력을 가능하게 해주며 그것을 간접경험 및 학습 가능한 도구로서, SF영화 등에 사용된 과학기술을 시청각으로 접할 수 있다. 영화의 내용에서 제시된 로봇사회의 긍정적 모습과 부정적 보습을 시청함으로서 인간이 지켜야할 감성과 윤리적 도덕적 교육까지 가능하게 하며 나아가 다가올 미래 사회에서 새롭게 생겨날 직업까지도 생각할 수 있도록 한다.

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The Study on Positioning of Giant Characters of Sci-Fi Movies & Games in Media Convergence Ages (미디어융복합 시대에서 SF영화와 게임에 등장하는 거대캐릭터 포지셔닝 연구)

  • Joo, Jin-Su;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.349-357
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    • 2015
  • Giant character used various SF movies and games in media convergence ages, and is essential for giant character in success contents. It This study defined giant character of SF movies and games, it analysed the eight of external characteristics and internal characteristics of giant character in SF movies and games. The external characteristics defined shape, silhouette, size and color, the internal characteristics defined fear, satanism, image and story focus, playfulness. Above, it was structured positioning model of giant character based eight characteristics and analyzation of example of SF movies and games. The elements of positioning model of giant characters are darkness, huge, abnormal, human, animal, fear, satanism, story focused, image focused and playfulness, and this study was proposed these model of elements of eight in SF movies and games.

A Development and Application of Science Learning Material Including SF Movies (SF 영화를 활용한 과학학습자료 개발 및 적용)

  • Lee, Yong-Gyu;Guk, Dong-Sik
    • Journal of the Korean earth science society
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    • v.25 no.8
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    • pp.748-753
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    • 2004
  • The purpose of study is to develop the web-contents for web based instruction (WBI) with the Science Fiction Movie (SF) and investigate the effects of application to the science learning. The results are as follows. 1) Science fiction movies for the earth science classes of middle school were selected, that is the Armageddon, the Apollo13 and the Total Recall. They are related to the chapters, the Earth and the Stars in the 8th grade science textbook. 2) The developed WBI materials were applied to the science classes of the 2nd grade in middle school through the Internet Line. and then the changes of attitude on science and recognition on using the science fiction movies to the class were analyzed. The results show that the science fiction movies have so much related to the contents of science learning and the developed WBI materials are effective to the science classes(p<0.05), but no meaningful (p>0.05) to the attitude on the science excluding the students' interest to science learning.

A Study of The Idea of Zecharia Sitchin Shown in SF Films Contents -Focusing on a Film - (SF영화에 나타난 제카리아 시친의 사상연구 -영화 <쥬피터 어센딩>을 중심으로)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.498-509
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    • 2018
  • involves philosophical perspectives that are different from other SF movies. This perspective was derived from that of Zecharia Sitchin, in which he tells the history of the earth and mankind from a very unique perspective. He claimed that the intelligent beings (according to Sitchen, we called them the gods) on this planet created mankind and brought them ancient civilizations. The purpose of this study is to analyze under the determination that a comparative analysis can be made between SF movies and an art genre, in the outlook that Sitchin's perspectives are under extraordinary attention of religious and academic circles and are assisting in solving many mysteries on earth with currently excavated archaeological evidences, to identify the factors of consensus between the message Sitchin wanted to convey and SF movies and find the historical perspectives of Sitchin in the cross-section between Sitchin and the narratives in .

Analysis of future technologies based on TSI technology in Hollywood SF movies (헐리우드 SF영화에 나타난 TSI기술 분석 및 유형화에 관한 연구)

  • Kim, Joo-Han;Lee, Yun-Mi;Lee, Eunnarae
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.705-712
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    • 2007
  • 최근 뉴미디어 제품 디자인을 위한 텐저블 인터페이스(Tangible Interface)에 대한 연구 개발이 국내외에서 활발하게 이루어지고 있다. 이는 미래 미디어에 있어서 텐저블 인터페이스가 매우 중요해진다는 점을 시사한다. 현재 텐저블 인터페이스의 연구는 아직 초기단계이며 기술에 대한 의미, 컨셉트, 방향 등이 점점 구체화 되어가고 있는 실정이다. 따라서 본 연구는 실감공간기술(Tangible Space Initiative)이 다양한 방향으로 개발될 수 있는 잠재가능성을 가지고 있다고 보고 현실의 사회상과 다양한 미래기술을 반영할 수 있는 SF영화에서 많은 아이디어를 얻을 수 있을 것이라 생각했다. 이에 본 연구는 영화에 나타난 실감공간기술과 유사한 디지털 인터페이스를 적용된 감각, 전달된 정보의 종류, 세부 기술, 실감공간기술의 세가지 기본 컨셉트(사람과 사물의 상호작용, 사람과 사람의 상호작용, 사람과 정보 사이의 상호작용), 그리고 미디어 이용 동기 등을 기준으로 분석하고 유형화 해 보고자 한다.

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The Promethean Motif in SF Movies -the Case of the Film Ex Machina (SF영화에 나타난 프로메테우스의 모티프 -<엑스 마키나>를 중심으로)

  • Noh, Shi-Hun
    • Journal of Popular Narrative
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    • v.24 no.3
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    • pp.233-257
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    • 2018
  • The purpose of this study is to reveal the changing aspects of the Promethean motif in SF movies by examining the use of this motif on the three layers of Promethean myth, Frankenstein motif, and contemporary SF movies in the film Ex Machina (2015). First, the greatest change of Ex Machina on the layer of the Promethean myth (creation of a living being) is that the character square of Prometheus - Epimetheus - Pandora - Zeus has been turned into a triangle of Nathan - Caleb - Ava. This means that there is a lack of the being whose role is to solve the problems caused by the development of science and technology and to bring a happy ending through the human's usurpation of God and eventual replacement as Creator. Second, on the layer of the Frankenstein motif (taste of forbidden knowledge, hybris, and creature's hatred towards the Creator), this film maintains the narrative centered around Dr. Frankenstein and his monster (Nathan and Ava) by making Caleb an eyewitness to the story of the Creator and the creature. Caleb's role is similar to that of Captain Robert Walton of the novel Frankenstein, but the film differentiates itself from the novel through the emphasis of Ava's 'mechanicality.' Third, on the layer of contemporary SF movies, unlike other such films, the revolt of the machine in Ex Machina is not quelled. The machine wins, and its power surpasses that of human beings. This requires the establishment of a new relationship between man and machine, suggesting the 'emergence of a new species' that does not belong to humans. The handling of the Promethean motif by Ex Machina through these various layers serves to enrich the narrative by compounding numerous classics into one motif and going further to introduce fresh elements by diverging from the common storyline. The significance of this study is to demonstrate the use of such multilayered motifs and, through this, the expansion of narrative through it in specific cases.

Cultural Hybridity in SF Film (SF 영화 <매트릭스>에 나타난 문화적 혼성성)

  • Hwang Hye-Jin;Lee Seung-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.92-99
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    • 2005
  • It is not easy to understand that the drama with various aspects of political-economics and psychology in a certain popular cultural contents. People, however, does want to reconstruct the meaning of the real world and the hyper - reality, it means cross of oldness and newness, through the films. We try to analyze in religious/philosophical aspect with hybrid narrative, characters and condensed meaning in series. This try shows a good example way of understanding series which on the border line of newness and oldness.

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Conflicts in Human-Cyborg Relationship Described in SF Films (SF 영화에 묘사된 인간-사이보그 관계에서 일어날 수 있는 갈등)

  • Yoo, yang-seok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.85-86
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    • 2019
  • 인공지능의 지속적인 발달로 자아의식을 가진 사이보그가 개발되며 인간과 동등한 지위를 갖게 되는 존재로 진화하게 될 것으로 예상되고 있다. 사이보그와 인간과의 관계는 인간과 인간과의 관계와 큰 차이가 없는 수준으로 발전할 수 있을 것이다. 감정이 있을 수 있으며 그로 인하여 여러 갈등도 존재할 수 있다. '2001 스페이스 오디세이', 'A.I', '그녀'와 같은 영화 내용들을 통해 미래 사회에 펼쳐질 인간과 사이보그의 관계를 유추해 볼 수 있다. SF 영화에 묘사된 인간과 사이보그와의 관계에서 일어나는 갈등의 사례를 탐색해 본다.

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