• Title/Summary/Keyword: film scenario

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The Study of the Direction of Development of the Korean Feature Length Animation for Movie Theater : in the Case of 〈 Leafle, A Hen into The Wild 〉 (한국 극장용 장편 애니메이션 산업의 발전 방향에 대한 연구: 〈마당을 나온 암탉〉을 중심으로)

  • Kim, Yoon-A;Mok, Hae-Jung
    • Cartoon and Animation Studies
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    • s.26
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    • pp.109-130
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    • 2012
  • The purpose of this study is to suggest the direction of the development of the feature length animation for movie theater by analyzing of the reasons of the success of . released in 2011 has broken box office records by drawing 2 millions since drew 760 thousands in 1976. This can be one of the success model of the animation for movie theater, considering it has had trouble not only in planning ability and scenario power but also in producing environment where subcontracts are prevalent. This box office hit seems to have been possible through cooperation and division of movie crews and animation crews. Many kinds of materials are reviewed and producer Kim Seonku was interviewed for analysis of the reasons of box office success. Followings are five reasons of success found as the result of analysis and the body of this article is composed of the argument and analysis of each. 1.This animation was planned and produced in the same way of commercial feature films. 2.There was detailed division of work while producing 3. Various kinds of investments were made sequentially, 4. Major film distributor like Lotte and CJ could be motivated 5. There were producers who can mediate between the animation and film field This study suggests the direction both in the aspect of industry and the aspect of training professionals as the result of analysis. In the industrial aspect, transitional cooperation is needed between animation filed and film field which can motivate distributor. Industrial approach like planning, investment, distribution and marketing is absolute for the success of animation for movie theater. Also in the aspect of training professionals, curriculum needs to be improved in the university because the ability and passion of the professionals in the field of animation industry are the most important and education is the most approachable way.

Ethics for Cloned Human Beings: (<네버렛미고>를 통해본 복제 인간 윤리)

  • Kim, Mihye
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.121-129
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    • 2017
  • The evolution of biotechnology is no longer strange to the hypothetical scenario of cloning human genes to make cloned human beings. The characters of are cloned humans made in the laboratory by the 100-year-old life planning. They are cohabited in a school called Hailsham, where they are secretly reared. The purpose of this project is to provide healthy organs to real human patients with incurable diseases. The main characters Cathy, Tommy, and Ruth experience the growth of body and consciousness here during adolescence, and they also know the secret of identity as a clone. As adults, they move to a second residence, Cottage and are ready to begin organ donation. The second stage is also part of a program to provide more genuine-like organs to real patients. Even though they know all the plans that humans have built, they do not resist them and fatefully accept their situation. However, their non-responsiveness is not a declaration of renunciation of life, but a self-sacrificing life extension for another future that is the extension of life through their organ donation. The film emphasizes the fraternity and sacrificial attitudes of the cloned human beings and shows that it is necessary to continue the discussions on cloned human beings from a bio-ethical point of view supported by philosophical reasons.

Magnetic Circular Dichroism Study of co Thin Films on Pd(111) Surface

  • Kim, Wookje;Kim, Wondong;Kim, Hyunjo;Kim, Jae-Young;Hoon Kho;Park, J.H.;Oh, S.J.
    • Proceedings of the Korean Vacuum Society Conference
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    • 1999.07a
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    • pp.169-169
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    • 1999
  • We studied magnetic properties of co thin films deposited on Pd (111) surface, which attracted much attention recently due to the perpendicular magnetic anisotropy, using magnetic circular dichroism(MCD). Special attention was paid on the effect of Pd capping and interface roughness on the direction of magnetic easy axis, and for that purpose MCD signals for all Co thicknesses were measured with two different ways : in-plane and out-of-plane geometry. In case of bare Co films deposited on smooth Pd(111) surface, no MCD signal was observed under 4$\AA$ co thickness. At 4$\AA$ Co thickness, MCD signal at the out-of-plane geometry was observed, and for thicker Co films, only in-plane MCD signal was measured. This type of magnetic easy axis transition has been reported for other cases like Co/Pt system. The effect of 5$\AA$ Pd capping on these bare Co films made an remarkable change on the transition of magnetic easy axis. Out-of-plane MCD signals exists up to 20$\AA$ Co thickness, and disappears at 24$\AA$ Co thickness. In-plane MCD signals first appears at 10$\AA$ Co thickness and gradually increases up to 24$\AA$ Co thickness. Between 10$\AA$ and 20$\AA$ Co thickness, in-plane and out-of-plane MCD signal coexist. The formation of multi-domain structure or the existence of tilted magnetic easy axis is an possible scenario for such an interesting coexistence. The effect of interface roughness was also tested by measuring MCD signal on Co films deposited on un-annealed Pd(111) surface. Out-of-plane MCD signal was observed up to 8$\AA$ Co thickness and the anisotropy of MCD signal at 4$\AA$ Co thickness was very large with respect to that of Co film deposited on the smooth substrate. Above 8$\AA$ thickness, there exists only in-plane MCD signal. From above results, it was concluded that both Pd capping and interface roughness induce and reenforce the perpendicular magnetic anisotropy. The large perpendicular magnetic anisotropy of Co/Pd multilayer system made by sputtering method can be well understood from our results.

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Contents Analysis on the Image of Nurses in the Television Drama (텔레비전 드라마의 간호사 이미지에 대한 분석)

  • Moon, Young-Im;Im, Mi-Lim;Yun, Kyung-Yi
    • The Korean Nurse
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    • v.37 no.2
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    • pp.44-52
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    • 1998
  • The purpose of this study is to inquire the people's views on nursing for nurses, correct the image of nurse and take it as basis to be applied on nursing education examining the image of nursing on Television drama playing important role of mass media. 22 nurses of the characters in drama is applied to the analysis object of this study by selecting 6 dramas of Television ones the nurse play on the prime time from June 1 to August 31 in 1997. Contents analysis method was used in Data Analysis, 4 items was used after Coders previously modify and compensate it based on research documents of 1m Milim(1996) 2 Coders made the Coding the article on each person by them seeing the recorded film making the Coding Paper each items is written by the character. The average of reliability degree was 90% which measured the reliability degree by the mathod of Holsti. The statisic method of frequency, percentage was used SPSS Program in data processing The results were as follows. 1. Relative importance of 86.2% nurses in drama was depicted as extra characters 2. The affair attitude of nurses shown on drama was revealed as mechanical(84.7%), passive(45.5%), dependent(54.4%) unkind(68.2%). 3. The activity of nurses was classified with professional! simple affair. The professional affairs such as I.V., Blood Pressure Check, Rounding, Nursing Recording, Patient Education, Assist of Operation, Assistant meal of Patient, etc is mainly depicted and the screen of simple affair such as Receiving telephone, Carrying Tray or Dragging, Stretcher Car, Dressing Car and or Wheel Chair than professional affair. 4. The appearance feature of nurses was shown on thin physique(68.2%), common stature(68.2), dirty costume(45.4%), common appearance(81.9%), unnoble action(63.6%). The image of nurses is illuminated as the exterial scene of technical affair such as assisting the doctors and affair focused on accident and educational activity of nureses or extended role is nor depicted on Television drama. Therefore, the people regard the nurse as sexual object with good appearance than professional worker working professional nursing We want the following, epigraph based on above conclusion. 1. The continuous research is required on the image of nurse shown on various mass media. 2. The later research is required on appliction strategy of mass media for advancing the image of nurse. 3. The research to strengthen the objectivity by comparing analyzed data on drama & analyzing it is required 4. Through the deep study, the standard to show a concrete and professional work of nurses to scenario writers of TV drama is suggested by the association. 5. The monitoring about the mass media must be activated, not by some nurses, on a national scale and much study on the basis of this is needed.

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.