• Title/Summary/Keyword: documentary film

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A Study on the Relationship between Assault and Victim in the Film Act of Killing (영화 "액트 오브 킬링"에 나타난 가해자와 피해자의 관계 연구)

  • Kim, Seok-Weon;Kim, Seong-Ho
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.299-309
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    • 2019
  • The purpose of this study was to look at the relationship between perpetrators and victims in Joshua Oppenheimer's Act of Killing. The theoretical tools used for this purpose were to study $Ren{\acute{e}}$ Girard's "Mimetic desire" and Hannah Arrent's "banality of evil" and to look at $Ren{\acute{e}}$ Girard's theory of "Le Bouc emissaire". The meaning of the study used the reproducible narrative of the film to challenge the reproducibility of past genocide and seek the combination of documentary and fiction as a way to show the truth. Also, the reconciliation between the assailant and the victim is meaningful in securing 'neutrality of fairness'.but they are still lacking, and more in-depth studies will need to be conducted in future further studies.

Representation of Realism in Documentaries with the Case Analysis on the Application of the Off-Screen Space (다큐멘터리에서의 외화면 활용을 통한 리얼리즘의 구현)

  • Lee, Ja-Hye
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.230-238
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    • 2010
  • Since 1960, there has been growing recognition that the moving images reveal the 'realistic illusion(L'illusion r$\acute{e}$aliste)' rather than the reality itself and many theorists and film directors have tried to suggest the methodology to solve the problem of verisimilitude of the moving images. In this paper, we describe through the case analysis of the practical use of 'off-screen space' as a methodology which actualize the reality in documentaries, by minimizing the 'suture' effect which occurs the problem of verisimilitude, based on the theories of Bazin and Burch. We, consequently, believe that the application of the 'off-screen space' could be one of the appropriate possibility for the successful representation of reality in documentaries.

A Study on pipelines of a media content production based on digital reconstruction (디지털 복원에 기반한 영상콘텐츠 프로덕션의 파이프라인 연구 -카이스트 문화기술연구센터 디지털 헤리티지 그룹의 사례연구를 중심으로-)

  • Choi, Yang-Hyun;Kim, Tak-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1257-1264
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    • 2009
  • In regard to media contents of digital heritage reconstruction, they are actively produced in museums, art galleries and special exhibitions. However, there is no concrete guideline for the productions and the pipelines are not systematic either. This makes the process ineffective regarding time and cost. Media contents production of digital heritage reconstruction might seem similar to film or documentary production, but it is important to construct its specific pipeline based on its specific purpose. The digital Heritage group in research center for culture technology of KAIST produced media contents which digitally reconstructed various heritages such as Persepolis, Iranian remains, with National museum of Korea, Sukgulam, and Hue, an ancient city in Vietnam, with Cultural heritage administration of Korea. From these experiences and case studies, this paper will present a pipeline model for efficient production.

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The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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A Study on the Glamour Images Shown in Contemporary Fashion (현대 패션에 나타난 글래머 이미지)

  • Choi, Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.13 no.5 s.58
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    • pp.763-776
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    • 2005
  • The purpose of this study is to analyze the glamour image in contemporary women's fashion since 1990. The method of study is to analyze the documentary and fashion magazines about the glamour images. Most of all, glamour has been composed by connection of hollywood film industry and fashion. Glamourous body image showed sensual, threatening and vague body. Formative characteristics in fashion showed a tight silhouette, neglige, lace look, dress showing neck and shoulder, fur coat, stiletto, diamond, gold, big and thick jewelry, satin, velvet, lace, mink and fox fur, etc. Internal meaning was a fantasy, ideal, wealth, fame, hyper-feminity, vagueness, vulgarity, sexuality, mystery, professional, fatalness, aggressiveness and evil. Since 1990, the glamour images in fashion were as follows; First, the glamour with hyper-feminity showed a classical femme-fatal image as fearful existence with a power more than allure. Second, the glamour with vulgarity showed an exaggerated, cheap and popular kitsch image, which have intense colors, lavish surfaces and excessive sexual signs. Third, the glamour with classical sensuality showed a hi-glamour image of hollywood actresses being active from 1930 to 1950, which was expressed glittery dress, stole, diamond, fur wrap, hill, luxury dress. Fourth, the glamour with sexual perversion showed an erotic, vague and sexual drag image, and fetish costume. Fetishistic elements were rubber, PVC, stiletto, thick and high boots and corset and particularly, they were a main method of expression of glamour image. Fifth, the glamour with future image showed a mechanical and mysterious image and it was a conscious style by metallic, plastic and sleeky fabric. In conclusion, glamour fashion image is an ideal beauty type of women and will exist as a meaningful aesthetic sign in women's fashion.

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Identity of Jainichi-Korean Diaspora as a Marginal Man After the Division of the Korean Peninsula (양영희 영화에 재현된 분단의 경계인으로서 재일코리안 디아스포라의 정체성)

  • Lee, Myung-Ja
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.38-50
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    • 2013
  • This paper analyzes director Yang Yong-hi's documentary films "Dear Pyongyang"(2006), "Goodbye, Pyongyang"(2009) and her fiction film "Our Homeland"(2012). These films were produced on the base of the director's autobiographical experience, and raise issue of Jainichi-Korean diaspora who be caught in nation-state; North Korea, South Korea and Japan. With the family narratives crossing Jeju, Osaka, and Pyongyang, these films doubt boundaries be set by nation-state, and seek new breakout space. This paper traces restructuring identity in the tensional heterogeneity of nation-state exaction; Integration, unity, uniform education. In conclusion, these films foresee Korean diaspora's future identity from hybrid identities. It shows Korean diaspora's potential of receptivity, openness and solidarity which are required for Northeast Asian peace and the solution of two Korea's hostility.

An Environment-friendly Analysis of Hong-kong Environment-friendly Reuse Space (홍콩 친환경 재생공간의 친환경성 분석)

  • Kim, Sarah;Nam, Kyoung-Sook
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.194-202
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    • 2012
  • The purpose of this study is to extract environment-friendly planning elements to apply in Korea by putting together and reclassifying four foreign environment-friendly certification systems related to regeneration spaces - LEED in USA, CASBEE in Japan, BREEAM in England and BEAM in Hong Kong - and analyze and evaluate domestic and foreign spaces which were certified as Environment-friendly spaces in order to offer plan guidelines to raise awareness of the importance of environment-friendly elements in regeneration spaces and to encourage them. The concept and the characteristics of green building were studied through documentary survey. In addition, green certification system of the present domestic new spaces and foreign regeneration spaces was studied and assessment tools for indoor regenerated spaces-related green certification system were developed. With checklists which are developed in this study, level of going green of foreign spaces certified environment-friendly was assessed. Based on the results of this study, conclusions are as follows. As a result of case research of spaces-certified green of Hong-Kong's existing buildings with a developed checklist, application of general assessment part was all alike, but that of detailed assessment part was different. However, Hong Kong showed superiority in lighting energy saving, separate collection of recyclable domestic waste, recycling by-product and management. In addition, Hong Kong applied eco-friendly planning elements maintaining buildings in their condition as possible as it could with management, use of green program, replacement with high efficiency lighting, monitoring system, installation of recycling bins and energy saving by attaching reflective film.

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A Study of K-Pop Girl Group's Graduation System through the Application of the Scapegoat Mechanism - Focusing on <9 Muses of Star Empire> - (희생양 메커니즘 적용을 통한 케이팝 걸그룹의 졸업제도 연구 - <9 Muses of Star Empire>를 중심으로 -)

  • Lee, Hark-Joon;Kim, Jeong-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.63-71
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    • 2020
  • K-Pop is powerful. Once considered to be at the periphery of global music scene, it is now reaching the whole world. Not surprisingly, the media, domestic and foreign, have scrambled to unlock the secrets of K-Pop's phenomenal growth. In doing so, they have not failed to highlight the underside of its success, such as cut-throat competition among idol-group members and the programmed member replacement by their agencies. One of the most notable characteristics in this process is called, in their business jargon, 'the graduation system'. This paper attempts to explicate this management practice unique to K-pop industry. To do so, this paper draws on Rene Girard's work on desires, particularly his notion of mimesis, violence and the scapegoat mechanism. Based on a documentary film, interactive online sites and a monograph that have chronicled how the K-pop girl group <9 Muses> have 'graduated' during their debut process, this paper applies, as its main analytical tool, the scapegoat mechanism and attempts to explore on its basis what 'the system' entails for the K-pop industry in general and the actors working within it in particular.

A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

What Determines the Success of Reward-based Crowdfunding in the Art and Cultural Projects? (문화예술 분야의 보상형 크라우드펀딩 성공 결정요인: 소셜 커뮤니케이션 활동 효과를 중심으로)

  • Ryu, Changhan;Hyun, Eunjung
    • Review of Culture and Economy
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    • v.21 no.3
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    • pp.31-58
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    • 2018
  • In this study, we empirically investigated the antecedents of crowdfunding success in the arts and cultural field using the case of Tumblbug in Korea. We collected data on 494 projects listed on Tumblebug in the arts and culture category that includes feature film, documentary, short film, animation, and Web series, as of June 2018. We analyzed the factors associated with the final amount raised via crowdfunding on Tumblbug using the hierarchical regression method. We find that the social capital accumulated by a focal entrepreneur (i.e., the proposer/designer of a focal project) through prior participation in other related projects and social communication activities carried out during the funding period, respectively, have positive effects on the final amount raised. More interestingly, we also find that the intensity of social communication plays a central role in the funding success of arts and culture-related projects by supplementing the lack of the entrepreneur's social capital and the reward features including a given project.