• Title/Summary/Keyword: cinema

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A Study on the utilization of Waiting Areas in Multiplex Cinema - Focused on Audience distribution and their routes within Waiting Areas - (복합영화관 대기공간의 사용실태에 관한 연구 - 대기공간내 관람객의 분포현황과 경로를 중심으로 -)

  • 우은영;최준혁;임채진
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.203-210
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    • 2001
  • Major companies have launched into the film industry since 1990s, which resulted in competition in facilities. In addition, restriction for the number of the prints was removed. Under these circumstances, the cinema has been transformed and developed from the established one-hall cinema into multiplex cinema with large-scaled halls. Contrary to the established cinema, modern cinema are a cultural place within easy access. They accommodate diverse social and cultural needs and their functions have been extending gradually. The waiting areas should not function only as the waiting space for the audience but also the places to attract the audience and provide them with various cultural and art information, and temporary restful break. For this study, the inter-relationship between the structure of the area and the audience are identified objectively by analyzing audience distribution and their routes within the area. The purpose of the study is to provide basic data about the design of the waiting area based on the findings above.

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A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
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    • v.8 no.3
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    • pp.167-174
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    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

Significance of the Emergence of Realistic Media from the Point of View of Film History (영화사적 관점에서의 실감 미디어 출현의 의의)

  • Ko, Ho Bin
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.866-877
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    • 2022
  • With respect to the advent of realistic media, the so-called future cinema theory or the theory of the end of cinema that cinema will be transformed by the advent of realistic media, or that realistic media will expel film media and replace them are being put forward as if they were orthodoxy. Therefore, this paper argues that the future cinematic theory and the theory of the end of cinema the cinema are inferred from the false premise that the superiority and inferiority relationship and substitute relationship established only between video media of the same type with the same properties are also established even between realistic media and film media, which have different properties. And it is concluded that realistic media and film media will coexist because they have different properties, functions, uses, and utilities.

A Study on Relation between Indexicality of Digital Cinema and Evolution of Cinematic Language (디지털 시네마의 지표성과 영화언어의 진화와의 관계에 관한 연구)

  • Jeong, Minah
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.185-191
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    • 2018
  • The digital technologies brought a structural transformation to cinema, have lead a change in the way of existence of an assembly of images called cinema, and have shared expression methods with new-media. To look into how in terms of cinema style of the film era and the digital era are different, this article will focus on the matter of 'indexicality.' From the point of view of perceptive realism the discourses on digital image deconstruct the dichotomy between illusionism and classical realism. Therefore the actuality of an image does not depend on only indexicality but has much to do with how the viewers fundamentally perceive the image. In this age of digital cinema it does not matter to distinct a composite-image from a reality-image. This article inquires the relation of indexicality, the world and digital images in digital cinema on the level of reception, and reconsider in terms of image production.

A study on revitalization plans of digital cinema (디지털영화 활성화 방안에 관한 연구)

  • Seo, Seong-Hee
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.445-451
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    • 2007
  • This study was started to not only resolve structural problems such as lack of contents, an unstable structure of earnings, and reduction of an additional market in Korean film industry through revitalizing digital cinema, but also make digital cinema become a power for growing Korean film industry furthermore. In the section of revitalizing digital cinema production, I suggest that expanding an audience base of low budget art cinema using digital technology will contribute to diversity film contents, and joint production with broadcasters by digital technology will expedite growing film industry as well as revitalizing digital cinema production. In the section of revitalizing digital cinema distribution, I insist, we should make effort positively to build reasonable hold-back and so on in order that film industry's positive participation in the market of digital film distribution and new media such as DMB or IP-TV may become an additional market to film industry. In conclusion, we can gain a foothold to leap toward a Position of cultural technology Power through efforts to resolve problems inherent in digital cinema.

A Comparison between Korean and Chinese Consumers in Service Quality Evaluation: Focused on the Multiplex Cinema

  • LEE, Seung-In;PARK, Yoonseo;JIN, Yanchun;ZHANG, Yan
    • Journal of Distribution Science
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    • v.18 no.8
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    • pp.89-102
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    • 2020
  • Purpose: Our purpose in this study is to compare the SERVQUAL, SERVPERF, and non-difference score measures and to find out which one is better for measuring the service quality of the multiplex cinema service. We also aim to analyze the structural relationships between service quality, customer satisfaction and customer loyalty. Methodology: For the study, we collected data from respondents who have used the multiplex cinema services and conducted an empirical test. SPSS 18.0 was used for descriptive frequency analysis, reliability analysis, and multiple regression analysis, AMOS 18.0 was used for structural equation modeling analysis of causal relationships among variables introduced in research hypotheses. Results: The main results of this study are as follows. First, we found that the non-difference score measure provided a much better model than did other service-measuring models (SERVQUAL, SERVPERF) in Korean and Chinese multiplex cinema. Second, two service-quality factors (Korea-tangibles and assurance vs. China-tangibles and empathy) between the multiplex cinema service quality factors significantly influenced customer satisfaction, which had a significant effect on customer loyalty in Korean and Chinese multiplex cinema. Conclusions: Based on the results, the authors discuss the implications and limitations of this study and future research directions at the end of the paper.

Text Mining-Based Analysis of Customer Reviews in Hong Kong Cinema: Uncovering the Evolution of Audience Preferences (홍콩 영화에 관한 고객 리뷰의 텍스트 마이닝 기반 분석: 관객 선호도의 진화 발견)

  • Huayang Sun;Jung Seung Lee
    • Journal of Information Technology Applications and Management
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    • v.30 no.4
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    • pp.77-86
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    • 2023
  • This study conducted sentiment analysis on Hong Kong cinema from two distinct eras, pre-2000 and post-2000, examining audience preferences by comparing keywords from movie reviews. Before 2000, positive keywords like 'actors,' 'performance,' and 'atmosphere' revealed the importance of actors' popularity and their performances, while negative keywords such as 'forced' and 'violence' pointed out narrative issues. In contrast, post-2000 cinema emphasized keywords like 'scale,' 'drama,' and 'Yang Yang,' highlighting production scale and engaging narratives as key factors. Negative keywords included 'story,' 'cheesy,' 'acting,' and 'budget,' indicating challenges in storytelling and content quality. Word2Vec analysis further highlighted differences in acting quality and emotional engagement. Pre-2000 cinema focused on 'elegance' and 'excellence' in acting, while post-2000 cinema leaned towards 'tediousness' and 'awkwardness.' In summary, this research underscores the importance of actors, storytelling, and audience empathy in Hong Kong cinema's success. The industry has evolved, with a shift from actors to production quality. These findings have implications for the broader Chinese film industry, emphasizing the need for engaging narratives and quality acting to thrive in evolving cinematic landscapes.

Semiotic Approach to the Representation Process of Time in Cinema (영화의 시간성 표현을 위한 기호학적 모델의 제언 -들뢰즈 "운동-이미지"의 기호화 과정을 중심으로-)

  • Kim, Byoung-Sun
    • Korean journal of communication and information
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    • v.26
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    • pp.7-44
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    • 2004
  • This paper proposed semiotic model to explain representation process of time in cinema. Limitations of cinematic narratology which explain representation process of time in cinema were indicated, then alternative explanations of Deleuzian philosophy of cinema were proposed. After discussion about articulations of cinematic code, Deleuzian concept of movement-image was suggested as semiotic minimal unit of cinema. In cinema, Movement-image is divided two different aspects ; "normal movement-image" and "abnormal movement-image". Therefore, two different semiotic representation process of time was reconstructed in accordance with Peircean semiosis theory. In this two different semiotic process, modern cinema emphasize the direct representation process of time with "abnormal movement-image". As Deleuze indicated, The "time-image" is presented in this semiotic process. The "time-image" makes it possible to consider "time itself" as philosophical fact which is laid between reality and cinema, This semiotic process more emphasizes pure expressionality than representationality. Deleuzian philosophical journey through cinema was started in this point.

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Can interactive cinema become a new epic theater in the 21st century? : Focusing on (인터랙티브 영화는 21세기의 새로운 서사극이 될 수 있는가? : <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Jiyeon;Kim, Dogyun;Kwon, Hochang
    • Trans-
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    • v.12
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    • pp.245-274
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    • 2022
  • The interactive cinema is based on the interactivity between the cinema and the audience. The discussion of interactive cinema can be divided into two poles. One is to positively look at the possibilities of interactive cinema as a new format and to test with them in various ways. The other is the perspective of a critical warning that the interactivity of interactive cinema risks reinforcing biases while instilling the illusion of freedom and activity in the audience. Considering both of these perspectives, we try to find a way to realize the political and aesthetic possibilities of interactive cinema through characteristic analysis. To this end, we analyzed the interactive film , which has received public and critical attention, based on Brecht's epic theater as a theoretical and practical reference. We analyzed the text/contextual characteristics of this work in three dimensions - an interactive multi-branching structure, a self-reflecting Mise en abyme structure, and an active enjoyment of the audience - and compared them with the epic theater theory. Through this, we examined the conditions and possibilities of interactive cinema as a new epic theater in the new technological/media environment of the 21st century.

Finding a method of narrative storytelling in interactive cinema (인터랙티브 영화에서의 서술적인 이야기 전개의 구조에 관한 방법론에 관하여)

  • Cho, Jae-Joon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1279-1286
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    • 2009
  • "Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.

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