• Title/Summary/Keyword: narration

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Analysis of Coen Brothers's Directing Style: Centering around Crime Movies (코엔 형제의 연출 스타일 분석 :범죄 영화를 중심으로)

  • Lee, Jeong-Gook
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.236-248
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    • 2010
  • Through this thesis, I analyzed Coen brothers's directing style centering around Crime movies: Blood simple, Barton Fink, Fargo, The man who wasn't thers, No country for old man. About directing style of Coen brothers, plot is an epic depiction, habitual use of narration, refusal of happy ending. They concern subject matters about human original nature and tragedy by greed. And as motifs, they often use misunderstanding, crossing over, chase. Also they likes characters of ordinary people who is destroyed by greed. How about their technical style? They usually use steady-cam and wide lens in camera, and in his early crime movies he used expressionistic lights, but after that they usually used realistic natural lights. About sound, they likes more sound effects than music. Also they directed realistic acting and emphasized actor's personality. Coen brothers has been directed many crime movies and comedy films. But their unique directing style was particularly outstanding in the crime movies

Study on the form of expression for Web Comics : Focused on Scroll Comics (웹 만화의 표현 양식에 관한 연구 : 스크롤 만화를 중심으로)

  • Kim, byong soo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.657-660
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    • 2007
  • The growth of Web comics is very noticeable in Korean comic market as the 21st century is entered. In amongst these1 trends, the scroll comics had established it self as one of the main stream form for expression, outside the form of the traditional published comics, so it is providing a new visual experience for the readers. The scroll method uses the large vertical space that is uncomparable to the column compartment of the printed comics, and its uses of animation-like techniques, innovative partitioning, flob styles and narration partition positioning, the limitless canvas and the scroll bar of the web page, is leading the digital comic age. However, it is still very uncertain whether the 'scroll comics' will still be valid in the age of Web2.0. It is concerning that even though there are limitless potential in the realms of digital and web, the web comics seem to be bound to one particular medium, 'scroll'. In this report, the form of expression in the scroll centered web comics will be analyzed, and based on this, the future evolution of digital comics shall be investigated.

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Representation of Time within Film Narrative -Focusing on - (영화 내러티브에서의 시간성 표현 -영화 (사랑니)를 중심으로-)

  • Lee, Jee-Heng
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.125-133
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    • 2007
  • While films today offer spectacle to the viewers due to the advanced technique, the "Modern Cinema"-a term named by Deleuze- offers spectators an opportunity to think about what they observe and to have various filmic experiences through the shifting of time image within the film narrative, which has been rather neglected as it is just a form in the realm of classic narrative. Originally the shifted time image was a result of thinking about the identity of a film. But it has self-reproduced over and over, and now it has turned into one of cliches that narrative films take. In this sense, a Korean Melodrama "Sarang-ni" is discriminated from other films which take twisted time image as a convention. The film "Sarang-ni", instead of adopting established shifted time image, put us to the confused time arrangement and then it amazingly arouses emotional effect which it initially meant to convey. This journal analyzes how the time representation of operates in the film's narration, and consequently how the form affects the storytelling.

A Design of KP AGENT for Intelligent Information Retrieval (지능형 정보검색을 위한 KP AGENT의 설계)

  • 박경우;배상현
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.2
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    • pp.443-451
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    • 2000
  • Until now, there have been various kinds of science information databsae which databased the science technology information, but they do not satisfy the aspiration of the users. Therefore, in the position of the users, it suggests the technology information space as a now paradigm, which supplement the function of science information DB. ICPIS which inputs described papers with keywords, offers the itemized summary of these contents, the visual indication and comparison of similar thesis, and it also supplises the abundant summary information, survey information, more than ten volumes of info communication thesis with starting the casual relation extraction for the users, playing a significant role in ICPIS is called KP, and it is package of domain knowledge that unifies the extraction and structure narration of the technology information. ICPIS extracts the technology information among the thesis that are deserved by the natural language treatment in the itemized KP keywords described, and form the prescribed summary structure in KP.

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The Effects of the Forest Experience on Elementary Students' Environmental Sensitivity and Cognition Ability (뒷산 체험 활동이 아동의 환경 감수성과 인지 능력에 미치는 영향)

  • Kim, Jeong-Suk;Jeong, Mi-Sun
    • Hwankyungkyoyuk
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    • v.22 no.4
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    • pp.14-25
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    • 2009
  • The purpose of this study was to investigate the effects of the forest experience on elementary students' environmental sensitivity and cognition ability. The forest experience was applied to the experimental group and the control group was taught by the traditional teaching method focused on teachers' lecture for 8 lessons. The pre-test, the 1st, and 2nd post-test for environmental sensitivity were applied to both groups to analyze the effects of the forest experience. After then the results were analyzed by One-way ANOVA and ANCOVA. And the narration test for cognition ability on learning a environmental context was applied to only the experimental group and the results were analyzed. As a result, the students' environmental sensitivity was not significantly different(p<.05) between experimental and control groups in terms of the pre-test score. However, the 1st and 2nd post-test scores of experimental group were significantly higher than those of the control group in term of the level of environmental sensitivity(F=9.28, p<.01, F=10.95, p<.01). The results of the forest experience in the aspect of cognition ability, 'the sound of nature(61%)', 'the smiling forest path which blooming out(57%)', and 'one's own places(52%) were high but 'the kinds and characteristics of the roots(30%)' was low. In conclusion, the forest experience made a positive effect on the students' environmental sensitivity and cognition ability through the direct observation, data collection, and analysis on the nearby natural environment.

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Fundamental Education on Film Style I : Focusing on Basic Viewing Education Utilizing Sound and Camera (영화의 양식에 관한 교육 사례 I : 사운드와 카메라를 활용한 감상 및 실습교육을 중심으로)

  • Kim, Gye-Joong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.195-203
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    • 2011
  • This case study is based on a fundamental class actually done in the film and video department in Sungkyul University. It aimed at suggesting supportive role for typical film production class in universities in Korea. The list of film styles mentioned in this text is selected from the actual ones for the class and it is focused on utilization of sound and camera. It is ultimately designed to guide students to actual making films. First of all, for example, with a humble camcoder, students are encouraged to record both image and his/her narration which is directly recorded into the built-in microphone. Also directional microphone could be used to experience various positions of 'point-of-hearing'. Regarding camera movements, only distinctive ones out of typical utilization are selected to be dealt with. The movements created by moving vehicle such as dolly or crane beyond the limit of human ability could bring up high imagination of students on movement, besides this could be also easily applied to them for using hand-held technique instead of vehicle. This attitude acquired through the course is important for gettig over the resistance they might have before actual experiencing machinary use in production.

Effect of Charade Techniques on a Character's Personality Development : Focusing on the Movie "April Story" (셔레이드 기법이 인물의 성격구축 결정에 미치는 영향 : 영화 "4월 이야기"를 중심으로)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.127-141
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    • 2012
  • With the help of information technology for a film, characteris both the composition of the story and one of the most important elements that lead the story. Character has a close relationship with personality description, and the character's age, background, education, and occupation help decide his or her personality. Charades are important in that by describing a character's psychology using charade techniques, it gives a stronger impression than by describing with merely lines or narration. When a man's thought changes, their behavior changes; when a behavior is repeated, it becomes habit; when a habit is repeated, it becomes nature. The nature is the person's personality, otherwise called character. Therefore, charade techniques describe a character's psychology well, and consequently, it has maintained its importance. Because human nature and in-depth psychological description have a connection with a character's personality development, I would like to discuss the topic through this research. By using Director Shunji Iwai's "April Story" as the text, the effects of charade techniques on a character's personality development in film will be analyzed by seeking and presenting the methodology shown within the work through charade-acting techniques used by the characters for the development of character's personality.

A Study on Empathic Development in Korean Children (아동의 공감발달 및 관련변인)

  • YON, Jin Young
    • Korean Journal of Child Studies
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    • v.9 no.2
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    • pp.29-59
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    • 1988
  • Empathy was defined in this study as the vicarious affective response of a person to the perceived experience of another. The purpose of this study was to study the relationship between empathic development of children and intimacy with parents, socio-economic status, and children's empathic response to specific affective situations happy, sad, angry and fearful. The subjects for this study were 8-, 10-, and 12-year-old children attending an elementary school located in Seoul. Among the subjects, 158 boys and 149 girls lived with their parents, and 20 boys and 35 girls were reared in orphanges. They were from a residential area with higher, middle, and lower class families. The instruments consisted of two modified empathy measures and two questionnaires developed by the researcher. One of the empathy measures was based on Feshbach & Roe's affective situation test for empathy. In order to determine the eight themes, 20 children were interviewed individually about situations that made them "happy, sad, angry, and afraid". From the pool of responses, eight themes representing happy, sad, angry and fearful situations were selected. Each story consisted of a series of three pictures accompanying narration. Another modified empathy measure was developed by the researcher based upon Bryant's empathy scale. This measure consisted of 17 statements describing happy, sad, angry and fearful situations. The items in this scale were selected from a pilot study. The two questionnaires developed by the researcher were to test children's intimacy for their parents and feminity. The data was analyzed with T-test and F-test. Children's intimacy with their parents, particularly, son's intimacy with their mothers, was a significant variable in empathic development. Children living with their parents had higher scores on Feshbach & Roe's Empathy Test than those brought up in orphanages. In general, the older the children the higher the empathy score. Girls were more empathic than boys on Bryant's scale. The subjects showed their highest empathy score in the sad, and the lowest in the fearful situation. The older the children the higher the empathy score in the sad and angry situations. These results reflected children's life experiences and cultural differences. Particularly, mother-son intimacy found in this study contrasts with the mother-daughter intimacy found in American studies.

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A study on the Effects of Storytelling Advertising (스토리텔링 TV광고의 특성과 효과에 관한 연구)

  • Shin, Il-Gi;Choi, Yun-Seul
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.541-556
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    • 2014
  • study on Storytelling advertisement, this study examined its own characteristics and distinctive qualities, compared to other advertisements. For this purpose, not only previous discussions about Storytelling genre and theoretical system about its narrative are examined; but also, from actual advertisements, its classification and the distinction of their characteristics are established. According to the Storytelling advertisements, it is also examined that each impact on the field of consumer's response of sympathy, perception, and emotion; and on the process of advertising effect. Below is the results of each research. Through the comparison of Storytelling advertisement's clarification, the following was suggested: there are distinctive advertising strategies, the relationship between advertising strategies and advertisement forms, and the consideration for causing the consumer's response, depending on the advertisement form. Also, the concept of explaining how consumers perceive, in the process of advertising effect, the main concept of the drama advertisement, that is the constituents of drama genre, such as characters, plot, conflict, transition, helps achieve the deeper understanding toward advertising.

Psychological Serious Game Scenario for Teenagers Self Identity Based on Religious Wisdom Narratives (청소년 자아정체성 형성을 위한 종교 지혜 내러티브 기반의 심리 기능성게임 시나리오)

  • Lee, Joo-Ah;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.495-502
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    • 2015
  • The main goal of psychological serious game, which is called "SAVE ME, LOVE ME" made on the purpose of sound identity for teenagers is to reach inner awareness through the process of dilemma problem solving by the support of unconditional love. This action game is about how to deal with routine dilemma through the first person narration that teenagers are faced to. Its features are on the metaphorical use of 'A Prodigal Son' in the Bible, one of religious wisdom narratives to heal the psychological stresses which teenagers suffer from. This game is aimed at helping teenagers to build a positive and solid sense of self by fighting against growing threatens to teenager's solid sense of self, by defeating monsters, and by listening to the various stories which game characters tell.