• Title/Summary/Keyword: SF영화

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V+lncubator_보라산업 - 아이디어 하나로 시작한 친환경 벤처!

  • Lee, Sang-Hyeon
    • Venture DIGEST
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    • s.135
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    • pp.28-29
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    • 2009
  • 지구에 물이 사라진다면? 각국의 나라들은 물을 구하기 위해 전쟁을 벌일 것이고 물을 많이 가진 나라가 강대국이 될 것이다. SF영화의 소재냐고? 무슨 소리! 언제든지 우리의 피부로 다가올 수 있는 현실이다. 한마디로 물을 아낄 줄 알아야 강해질 수 있다는 소리다. 그 물을 아껴 보겠다며 남들이 가지 않는 길을 가는 한성대 성북구벤처창업지원센터 입주 벤처기업 보라산업(대표 박희범, www.borasanup.com)을 소개한다.

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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.

무선 인터넷을 통한 멀티미디어, 엔터테인먼트 기능 포함

  • Korea Invention Promotion Association
    • 발명특허
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    • v.31 no.1 s.355
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    • pp.52-56
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    • 2006
  • 우리가 많든 적든 관련이 있는 거의 대부분의 일들이 컴퓨터 없인 제대로 완성될 수 없는 것처럼 컴퓨터는 우리 일상에서 뗄레야 뗄 수 없는 필수품이 되었다. 불과 몇 년 전까지만 해도 SF 영화에서나 보던, 지하철에서 혹은 버스 안에서도 게임을 하거나 영화를 보는 모습이 이제 그리 낯설지 않으니 말이다. 데스크탑에 저장해 놓은 어마어마한 용량의 자료들을 큰 외장하드에 넣고 옮겨 다니는, 혹은 급히 필요한 정보를 찾지 못해 전전긍긍하는 그런 수고는 더 이상 필요 없다. 일반 운전자들에게는 물론이거니와 주 5일제가 시행되고 자가운전자들이 늘어나면서 주말을 이용해 여행을 다니는 사람들이 늘어나며 더욱 유용하게 활용하고 있는 네비게이션의 경우, 단순 길 안내의 기능 뿐만 아니라 영화나 T V를 보고, 음악을 듣고, 개인P D A로도 활용하는 등 다양한 기능이 요구되고 있다.

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Relationship Analysis between the Box Office Performance and Sentimental Words in Movie Review (영화의 흥행 성과와 리뷰 감정어휘와의 관계 분석)

  • Mun, Seong Min;Ha, Hyo Ji;Lee, Kyung Won
    • Design Convergence Study
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    • v.14 no.4
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    • pp.1-16
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    • 2015
  • This study aims to understand distribution of the sentimental words on each genre and find relationship between box office performance and sentimental words in movie review using 673 movies that have more than 1,000 reviews. For the analysis, crawling movie reviews and made data was composed movie genre, movie name, sales, attendance, screen, normal attendance, 7 sentimental words. For analysis results, we used correlation analysis and Parallel coordinates. As a results, First, the highest box office value of the genre is comedy and the lowest box office value of the genre is horror through analyze box office on each genre. Secondly, Movie genre of fantasy feel a lot of boring emotion and Movie genre of SF feel a lot of anger emotion even if 'Happy' and 'Surprise' have highest sentiment value on every genre. Third, We found 'Anger' increase sentimental value when 'Disgust' increase sentimental value and 'Surprise' decrease sentimental value when 'Happy' increase sentimental value through analyze correlation relationship between sentimental words using total data. Fourth, We found 'Happy' have linear relationship between box office and 'Fear' have non-linear relationship between box office through analyze sentimental words according to box office performance.

The Study of Genre Differentiation in Korea Film Market (국내 극장용 영화 시장에서의 장르 차별화에 관한 연구)

  • Joung, Won-Jo;Cho, Eun-Ki
    • Korean journal of communication and information
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    • v.51
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    • pp.47-64
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    • 2010
  • Korea film market is heterogeneously divided market that comes from competition between Korean movies and foreign imported movies. This research empirically analyzes genre differentiation in Korean film market with three dimensions (film audience preference, production and import, box office hit). The results indicate that, first, audiences who preferring Korean movie preferred 'cultural factor oriented genres', but audiences who preferring foreign movie preferred 'high budget oriented genres'. Second, imported foreign movie genre distribution was little bit different with box office hit genre of foreign movies. Foreign movie was imported not only hit genre (action genre) but also low cost genre (comedy and Drama/melodrama genre), but most of all Korean film was produced in box office hit genres (comedy and Drama/melodrama genre), third, Korean movies hit a box office in comedy and Drama/melodrama genre, but foreign movies hit a box office in action and SF/Fantasy genre. Those results show that Korea movies' genres are concentrated very much in cultural factor oriented genre. Those results can give implication of diversity policy and movie production strategy of Korea film market.

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The Effect of Number of Running Screens and Viewers in the Theaters, Genres, Holdback Period on the Number of Purchases of Movie VOD in the Digital Cable TV Subscribers (디지털케이블TV에서 영화의 선행창구 성과, 장르, 홀드백 기간이 영화 VOD 구매에 미치는 영향)

  • Park, Sun-Kyoo;Choi, Seong-Jhin
    • Journal of Broadcast Engineering
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    • v.20 no.6
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    • pp.950-962
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    • 2015
  • This paper analyzes the effect of the number of viewers and the number of running screens in the theater, genres of the movies and holdback period on the number of purchases movie VOD contents. In this paper, we deals with the 169 movies VOD consumption data which the digital cable TV subscribers purchased during the third quarter of 2013. As a result of the research, the average number of VOD purchases per each movie is 2,540. Regression analysis proves that the number of running screens and the holdback period are statistically playing a role of significance in movie VOD purchases. But the number of viewers in the theaters is not of significance. By genres, the result is shown as in this order: SF/fantasy 8,401 > dramas 4,011 > comedies 2,011 > action 1,789 > animation 1,138 > love story/melo 1,119 > horror/thriller 770 > erotic movies 636.

A Study on the meaning-change of the contemporary dwelling - The Focus on the analysis of 'The Matrix' and 'Enter the Matrix' - (현대 거주개념의 의미변화에 관한 연구 - 영화 <매트릭스>와 게임<엔터 더 매트릭스>의 분석을 중심으로 -)

  • 안은희;이정욱
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.60-67
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    • 2003
  • The perceptual change and reproduction process of a space is distinguished from the difference between the Modem Times and the digitalized Post-modem Times. According to this changing aspect, the dwelling. concept is also progressed toward the escapeness from the regularly standardized settlement. But, as written above, the escapable dwelling behavior pattern is re-territorizated through new restriction and domination system. Among the newly re-territorized dwelling areas, the virtual space that included human being's equal in the contemporary meaning has already been on the surface in our daily life, it has been enlarging into all kinds of activity. The virtual space has the possibility to extend beyond a already well-used to physical space and time unlimitedly. But, owing to the ambiguous boundary between the real space and the virtual space, it is getting more important to define the spatial substance in the Digital Age. From now on, especially, the academical fields like a Architecture and a Interior Design that dealed with a living space have to give it a great shot. What I really want to say is that various approach about the space itself with the help of many sorts of so-called a Case Study could be a diversity & uniqueness out of a typical point of view about the study handling on space and time.

콘텐츠라인 / 해외수출과 상업성, 모두 충족된 디지털콘텐츠 '수상 영예'

  • Han, Jeong-Su
    • Digital Contents
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    • no.6 s.121
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    • pp.34-36
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    • 2003
  • 정보통신부는 1/4분기 디지털콘텐츠 대상에 영구아트의 'D-WAR', 아리수미디어의 '아리수 한글', 엔파인의 '아이클릭아트'를 선정했다.영상부문 수상작인 영구아트의 D-WAR는 개그맨 심형래씨가 제작중인 컴퓨터그래픽을 가미한 SF영화로, 지난 99년 제작에 들어가 내년 7월 전 세계에서 개봉될 예정이다. 엔파인의 '아이클릭아트'는 광고, 웹, 출판, 인쇄, 팬시, 교육 등에 사용되는 다양한 포토, 이미지, 클립아트, 캐릭터 등을 제공하는 디지털 이미지 포탈사이트(www.iclickart.co.kr)로 지난해 11월 미국에 수출돼 50만달러의 실적을 올리고 있다

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The Artistic Characteristics of Afrofuturism -Focusing On The Costume Design in Black Panther- (아프로 퓨쳐리즘의 예술적 특성 -영화 블랙팬서 주인공들의 코스튬을 중심으로-)

  • Li, Qi;Kim, Hyun-Joo;Youn, Ji-Young
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.433-440
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    • 2020
  • Afrofuturism was born under the combination of the elements of African culture, sci-fi novels, history, afrocentrism and Magic Realism. The aim of this study is to sort out the concepts and characteristics of Afrofuturism basing on the artistic elements appearing in Black Panther. The method is to investigate the academic papers, periodicals, singles and the Internet research related to African culture, Afrofuturism and American superheroes first. And then make the analyzation of the design of uniforms of the major characters in the movie as cases. The result is : First, the resistance of art for social minorities, second, the establishment of identity of black art through the reactionary effect of culture, and third, the artistic healing through SF fantasy.

Imagination of Infection in SF and Zombie Narratives (SF와 좀비 서사의 감염 상상력)

  • Choi, Sung-Min
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.45-77
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    • 2021
  • The aftermath of the COVID-19 virus continues. There are two potential fears behind the various preventive and quarantine measures. : the fear that "I may be infected" and the fear that "someone may infect me". This subconscious is built on the 'imagination of infection'. This paper attempted to analyze science fiction(SF) narratives and zombie narratives that influenced our imagination of infection. And this paper attempts to examine how SF novels and movies understand and express "infection", and how zombie narratives reveal "infection" and its horror. Mary Shelley's novel "The Last Man" revealed the paradox that the fear of an infectious disease gave humanity an opportunity for reflection. The films and showed that fear and aversion to infectious diseases can lead to riots and conflict. Zombie narrative is a genre that most dramatically expresses the horror of infection. Director Yeon Sangho's zombie trilogy, including , reveals that people around you can turn into the most dangerous source of infection. Through SF and zombie narratives, we can realize that humanity must have a humble sense of solidarity, ethics, and empathy in the face of infectious diseases. Through this narrative texts, we can realize the importance of the imagination of infection. Imagination of infection is the basis for understanding the causes and consequences of the spread of infection, the process and future prospects.