• 제목/요약/키워드: film and television arts

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현대 영상작품 속에 활용된 '여백' 의 표현방식에 관한 연구 (Research of the Expression of 'Blank-Leaving' in Modern Films)

  • 장잉팅;이동훈
    • 커뮤니케이션디자인학연구
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    • 제59권
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    • pp.114-127
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    • 2017
  • 현재 여백에 대한 연구는 주로 미술학, 건축학 논저에서 찾아볼 수 있으며, 영상 학술 연구 중에서는 비교적 적은편이다. 그러나 여백은 의미를 표현하는 수단으로서 영상 작품에 독특한 예술적 매력을 부여하며, 영화 예술에 있어 여백 형식의 발전은 능동적인 미학적 영향을 미친다. 영상작품 속 여백사상에 대한 깊이 있는 연구를 위해 본문에서는 먼저 '여백'의 정의에 대해서 논의하고 여백이 생겨난 역사와 사회적 기원을 거슬러 올라가서 여백과 도교(道敎)학설의 관계와 중국화 속에서의 응용을 살펴볼 것이다. 다음은 도교에서 말하는 '여백' 사상을 결합하여 영상예술 속에서의 여백의 기능과 예술적 표현, 그리고 사람들의 사상승화에 미친 영향 등을 분석할 것이다. 여백은 하나의 의미표현 수단으로서 미적 가치를 실현함과 동시에 대중의 영화예술 지각능력을 강화한다. 그러하기에 여백이라는 유구한 미학 사상은 새로운 시대, 새로운 영역에서 지속적인 생기를 발산하게 될 것이다.

The Shaping and Communication of National Image by Korean Film and Television

  • Ning Wang;Jinling Wang
    • 국제교류와 융합교육
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    • 제2권2호
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    • pp.35-58
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    • 2022
  • Korean movies and TV shows have been widely distributed in the international market and have played an important role in shaping the national image of Korea. In this paper, we found that the factors of "actor's image" and "background music and images" among the popular factors of Korean dramas have a positive influence on shaping the national image of Korea through questionnaires and spss tools. At the same time, the study also hopes to analyze the reasons for the success of Korean film and television productions to explore their useful value for the international communication of Chinese film and television productions.

콘텐츠 관점에서의 영화문화에 대한 재고찰 (Reconsidering Film Culture from the Perspective of Contents: Back Into The Theatres)

  • 박연수;박흥국
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2010년도 춘계 종합학술대회 논문집
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    • pp.112-114
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    • 2010
  • Mainly through the pervasive emergence of portable devices (laptops, PDAs, now iPods), the screen arts, that is, the cinematic arts has suffered the loss of what constitutes the core of its existence: the theatre and theatre-audience. This paper discusses cinema's distinct place and significance in culture and its difference from television and other forms of mass media. The most pressing question at hand would be, "how do you bring back attention to the medium that is distinctly cinematic?" "How do you bring people back to the theatres?" This paper argues that cinema, and the film industry as a whole must push for a technological leap that is in conjunction with culture. With mentioning of the rapid development of 3D technologies in the moving images, this paper proposes that such technological novelties and innovation are necessary conditions for a new kind of film culture to emerge.

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Disney's Entry into Streaming Services and the Shifting Media Terrain in the U.S.

  • Jeongsuk Joo
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.291-297
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    • 2023
  • This paper intends to shed light on how the advent of streaming services pioneered by Netflix has been affecting the media landscape in the U.S. by looking at Disney's entry into streaming services and what effects this might have had. The paper first looks at the rise of Netflix, the disruptive impact it had on cable and film businesses, and the challenges this has posed to traditional media conglomerates like Disney. In this context, the paper examines Disney's decision to enter into streaming services as a move to counter both these challenges and Netflix's growing power. Finally, the paper notes the changes Disney's entry is likely to bring about, notably the continued disruption of film and television as streaming business expands, as well as the potential of Disney's streaming services to challenge Netflix and further strengthen its media empire.

TFT-LCD용 휘도 성능을 향상시키는 나노 와이어 그리드 편광 필름의 제작 (Fabrication of a Nano-Wire Grid Polarizer for Brightness Enhancement in TFT-LCD Display)

  • 허종욱;남수용
    • 한국인쇄학회지
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    • 제29권3호
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    • pp.105-124
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    • 2011
  • TFT-LCD consists of LCD panel on the top, circuit unit on the side and BLU on the bottom. The recent development issues of BLU-dependent TFT-LCD have been power consumption minimization, slimmerization and size maximization. As a result of this trend, LED is adopted as BLU instead of CCFL to increase brightness and to reduce thickness. In liquid crystal displays, the light efficiency is below 10% due to the loss of light in the path from a light source to an LCD panel and presence of absorptive polarizer. This low efficiency results in low brightness and high power consumption. One way to circumvent this situation is to use a reflective polarizer between backlight units and LCD panels. Since a nano-wire grid polarizer has been known as a reflective polarizer, an idea was proposed that it can be used for the enhancement of the brightness of LCD. The use of reflective polarizing film is increasing as edge type LED TV and 3D TV markets are growing. This study has been carried out to fabrication of the nano-wire grid polarizer(NWGP) and investigated the brightness enhancement of LCD through polarization recycling by placing a NWGP between an c and a backlight unit. NWGPs with a pitch of 200nm were fabricated using laser interference lithography and aluminum sputtering and wet etching. And The NWGP fabrication process was using by the UV imprinting and was applied to plastic PET film. In this case, the brightness of an LCD with NWGPs was 1.21 times higher than that without NWGPs due to polarization recycling.

특수형태근로 종사자의 작업조건 및 안전보건 특성에 관한 연구 - 퀵서비스 등 5개 직종을 중심으로 - (Research on the Characteristics of Working Conditions and Occupational Safety and Health in the Special form Workers)

  • 이관형
    • 한국안전학회지
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    • 제29권4호
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    • pp.147-152
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    • 2014
  • The purpose of this study, the overall occupational safety and health status and identify the characteristics of the workers engaged in the field of quick services, substitute driving services, home delivery, caregiver, film and television arts, to take appropriate measures to prevent industrial accidents, profession and working environment, safety recognition and education, and safety activities, accident experience and job stress survey. Survey using a structured questionnaire, 846 people directly interview research. Safety consciousness level of himself or herself was "fair level" of 3.19 points and those of colleagues and the general public were evaluated to be low as 2.84 points and 2.54 points, respectively. During the last 12 months, 21.3% of total workers in 5 job categories have received an industrial safety health education for job-related accident or disease and 87.6% of workers engaged in caregiver have received an industrial safety health education for job-related accident or disease. The proportions for delivery worker, substitute driving service and quick service/cultural art were 26.4%, 12.1% and below 10%, respectively. Frequency of having received an education was 5.7 days on average and education hour was 9.2. Regarding cases of having experienced job-related accident or having been exposed to job-related disease over the past 1 year, 17.0% of total respondents have experienced accident and 21.3% have experienced job-related disease. Preventive education for occupational safety is required to be expanded and strengthened. Except caregiver, the proportion of having received an information and education for safety rules and hazardous factors. Safety education is urgently required in order to prevent and reduce accident. Safety and health guideline is required to be developed and disseminated in order to prevent accident in advance.

Semi-fragile Watermarking Scheme for H.264/AVC Video Content Authentication Based on Manifold Feature

  • Ling, Chen;Ur-Rehman, Obaid;Zhang, Wenjun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권12호
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    • pp.4568-4587
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    • 2014
  • Authentication of videos and images based on the content is becoming an important problem in information security. Unfortunately, previous studies lack the consideration of Kerckhoffs's principle in order to achieve this (i.e., a cryptosystem should be secure even if everything about the system, except the key, is public knowledge). In this paper, a solution to the problem of finding a relationship between a frame's index and its content is proposed based on the creative utilization of a robust manifold feature. The proposed solution is based on a novel semi-fragile watermarking scheme for H.264/AVC video content authentication. At first, the input I-frame is partitioned for feature extraction and watermark embedding. This is followed by the temporal feature extraction using the Isometric Mapping algorithm. The frame index is included in the feature to produce the temporal watermark. In order to improve security, the spatial watermark will be encrypted together with the temporal watermark. Finally, the resultant watermark is embedded into the Discrete Cosine Transform coefficients in the diagonal positions. At the receiver side, after watermark extraction and decryption, temporal tampering is detected through a mismatch between the frame index extracted from the temporal watermark and the observed frame index. Next, the feature is regenerate through temporal feature regeneration, and compared with the extracted feature. It is judged through the comparison whether the extracted temporal watermark is similar to that of the original watermarked video. Additionally, for spatial authentication, the tampered areas are located via the comparison between extracted and regenerated spatial features. Experimental results show that the proposed method is sensitive to intentional malicious attacks and modifications, whereas it is robust to legitimate manipulations, such as certain level of lossy compression, channel noise, Gaussian filtering and brightness adjustment. Through a comparison between the extracted frame index and the current frame index, the temporal tempering is identified. With the proposed scheme, a solution to the Kerckhoffs's principle problem is specified.

모션그래픽 활용을 중심으로 영화홍보 웹사이트 분석 (Analysis of the Film's Promotional Website - Focus on Motion Graphic)

  • 민장근;한상훈
    • 한국컴퓨터정보학회논문지
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    • 제19권7호
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    • pp.27-35
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    • 2014
  • 영화와 방송과 같은 영상분야에서 발전한 모션그래픽(Motion Graphic)은 설치미술과 같은 예술분야와 웹사이트등의 인터랙티브 미디어에 이르기까지 폭넓게 사용되고 있다. 특히 영화홍보 웹사이트는 영상 미디어의 특징과 웹사이트의 특징이 혼합된 형태로 모션그래픽 기법이 적극적으로 사용되고 있는 상황이다. 이에 본 연구는 영화홍보 웹사이트의 특징을 분석하고 모션그래픽 분석을 위한 선행 연구를 조사하였다. 이것을 토대로 시각적 요소, 미디어 요소, 모션요소를 주요소로 갖는 웹사이트 분석모델을 제안하였다. 또한 2013년 국내 흥행 영화 중 영화홍보 웹사이트를 선정하여 사례 분석하였고 결과를 토대로 개선점과 발전 방향을 제시해보는데 그 목적이 있다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망 (Future of Stereoscopic 3D through the Analysis of Realistic Media Art)

  • 김희영;신창옥
    • 한국콘텐츠학회논문지
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    • 제12권1호
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    • pp.91-102
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    • 2012
  • 오늘날 문화산업은 전반적으로 예술에 대한 관심보다 상업적 경제적 가치에 치중해 왔으나, 본 연구는 예술적 문화적 의미가 궁극적으로 상업적 경제적 가치를 포괄하여 뛰어넘을 수 있는 돌파구가 될 수 있을 것이다. 이를 위해 본 논문은 실감미디어 아트의 사례분석과 실감미디어 현황살피기를 통하여 3D 입체영상이 나아갈 바를 예측하고 제시한다. 먼저 기술개발과 소비환경의 변화를 살펴보면, SF영화 '마이너리티 리포트'에 나온 모션인식기술이 현재 실현가능한 기술이다. 3D 입체영상은 테마파크와 체험관에서 단체 상영되었지만 오늘날 3D TV와 3D 모니터 개발은 개별적인 소비환경으로 변화시키고 있다. 따라서 본 연구는 국내에서 거의 연구되지 않았던 실감미디어 아트를 크게 세 분류로 나누어 분석한다. 그 결과는 첫째, CAVE방식에서 관람자들이 자유롭게 인터페이스를 조작하거나 관람자의 직접적인 움직임에 따라 연동할 수 있는 관람자의 영향력 확대를 예상한다. 둘째, HMD방식과 센서슈트 혹은 통신장비를 통해 관람자의 지각확장과 상호 네트워크적인 형태를 예측한다. 셋째, HMD와 모션트래킹 재킷의 활용도 예견된다. 이 세 가지 특징의 융합적 활용을 통해 관람자의 시점에서 디스플레이 기기 착용으로 3D 입체영상을 체감하고 개입할 수 있는 능동적 4D의 가능성을 전망한다.