• Title/Summary/Keyword: remake

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Comparative Analysis of and (<거울속으로>와 <미러>의 비교 분석)

  • Hyub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.245-250
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    • 2023
  • This article aims to analyze <Into the Mirror> and its remake version <Mirros>. Both feature the discrepancy between one and reflected image on mirror, which was a trend in the early 21th century. Although their backdrops and plots are similar, there are significant differences in motivation and others. Following the tradition of grievance redressing tale, it combines social criticism with the concept of encouraging good and punishing evil. Foregrounding the evil force of ghost through mirrors, <Mirrors> follows the Western tradition of horror movies. This remake exemplifies a way of reinterpreting and recreating an East-based narrative from a Western viewpoint where Christianity predominates.

A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

Remake Cultural content to be examined in the theory of Cultural translation (문화번역이론으로 살펴보는 리메이크 문화 콘텐츠)

  • Cho, In-yae
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.335-336
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    • 2019
  • 최근 많은 콘텐츠들이 생성되면서 리메이크 라는 개념이 중요해 지기 시작했다. 그러면서 주목받았던 것은 문화적 근접성(Cultural Proximity)이다. 하지만 시대가 변함에따라 문화에대한 거부감이 사라지며 글로벌 시대에 도래한 최근에는 문화적 근접성으로서만 리메이크 콘텐츠를 몬의하기에는 부족하다.본 연구는 문화번역이론(cultural translation)을 통해 리메이크 문화콘텐츠를 살펴 보고, 문화번역이론에서 말하듯이 번역이라는 것이 언어적인 것에서만 말할 수 있는 것이 아닌 문화적 차원에서 논의할 수 있다는 것이 가장 큰 핵심이다.

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Revitalization of Old Time Comics: Case Study on the Remake Policy Managed by KOMACON (만화산업의 발전과 진흥 사례연구: 한국만화영상진흥원의 리메이크 정책을 중심으로)

  • Kwon, Jae-Woong;Park, Seung-Hyun
    • Cartoon and Animation Studies
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    • s.19
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    • pp.199-224
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    • 2010
  • Since the mid 1990s, Korea has recognized the importance of content industry and has carried out several support policies. Especially, the support system for the comic industry has been systematically organized, and organizations for this area have tried to extend the type of support programs and objects as well. One of the remarkable changes made by these support programs is to encourage the remaking of old comics, which mostly are published comics in 1970s and 1980s, into the new format, the webtoon. Some of revitalized old comics are open to public through several portal web sites, and people can reach them easily by free. This research is to consider support programs run by policy organizations that are managed in the regional level. This research mainly deals with the type of support programs for the remade old comics and, at the same time, considers the meanings of this support programs for the Korean comic industry.

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The Present Status of the Chinese Film Industry through the Remake of the Korean-Chinese Joint Film - The Case of the Movie 「BLIND」 and 「I am a witness」 (한중합작영화 리메이크 과정을 통해 본 중국영화계의 현주소 -영화<블라인드(BLIND)>와 <나는 증인이다(我是證人)>를 중심으로)

  • Ahn, Sang-hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.319-330
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    • 2017
  • Since the placement of the THAAD missiles has recently cooled the relationship between Korea and China, many Korea-China joint films and entertainment businesses have collapsed. To make matters worse, there is also many opinions for "Korea-China joint film useless" in China through the results of many Korea-China joint films. In my opinion, the causes of failures of the Korea-China joint films are the lack of understanding and experience of Korean filmmakers in the Chinese film industry. So, By examining the history of Chinese cinema in this paper, I want to establish the character formation of the Chinese film industry. And cause a criminal-thriller genre has to undergo more stringer censorship than any other genre, I will introduce the production process of remake of the Korean film . By introducing the censorship method of the Chinese film industry and the actual cases applied, I want to help understand the present status of Chinse film industry. Also, I intend to give some proposals to Korean filmmakers preparing a Korea-China joint film, and express my brief opinion for the development of the Korea-China joint film industry.

Study on the Maximum Number of Lyrics, Pictures, Music, and Movies that Human Can Make due to the Characteristics of Digital Contents (디지털 콘텐츠의 본질로 인해 인류가 만들 수 있는 노래가사, 사진, 음악, 영화의 최대 개수에 관한 고찰)

  • Kim, Sung-Man
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.7
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    • pp.801-806
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    • 2015
  • Recently, retro music is popular in the domestic music industry. Even in the movie industry, remake or retro movies are made continuously. In this paper, we consider the reason of remake in the viewpoint of mathematics and show that there is a maximum number of lyrics, pictures, music, and movies that human can make due to the characteristics of digital contents. The time that human cannot make new lyrics, new pictures, new music, and new movies any more will be estimated. Therefore, artists will have difficulties to make new contents in the future, and human have to listen and see the previous lyrics, movies, music, or pictures in the future. This study will give a deep philosophical insight for contents industry.

Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.

Dynamic Representations of Parabolas in a Microworld (포물선의 동적 표현과 마이크로월드)

  • Kim, Hwa-Kyung
    • The Mathematical Education
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    • v.47 no.1
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    • pp.49-59
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    • 2008
  • In this paper, we discuss two representations of a curve. One is a static representation as set of points, the other is a dynamic representation using time parameter. And we suggest needs of designing a computer microword where we can represent a curve both statically and dynamically. We also emphasize the importance of translation activity from a static representation to a dynamic representation. For this purpose, we first consider constructionism and 'computers and mathematics education' as a theoretical backgrounds. We focus the curve of a parabola in this paper since this is common in mathematics curriculum and is related to realistic situation such as throwing ball. And we survey the mathematics curriculum about parabola representation. And we introduce JavaMAL microworld that is integrated microworld between LOGO and DGS. In this microworld, we represent a parabola using a dynamic action, and connect this dynamic parabola action to recursive patterns. Finally, we remake a parabola for a realistic situation using this dynamic representation. And we discuss the educational meaning of dynamic representation and its computer microworld.

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A Study on Development of Efficient Source Head (효율적인 Source Head 개발에 관한 연구)

  • Kim, Gui-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.865-868
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    • 2007
  • This research is the method that develops the efficient Source Head and the performance of Ion Implanter. Source Head is used during 20 days because Source Head's life time is different from the life time of most components. Components which is replaced to remake the Source Head is very expensive, and moreover, the above of 50% is used with one time. In this research, as we applied the influx method of the atom in aerial distributed method, obtained the effect which suppresses the portion which occurs with loss of thermion and is a possibility of lowering the pressure of the Arc. And then We it will be able to suppress be imbrued of the Chamber.

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APPLICATION OF CAD/CAM FOR ORAL REHABILITATION IN A PATIENT WITH DOWN SYNDROME (CAD/CAM을 이용한 다운 증후군 환자의 구강 재건)

  • Chung, Hyunjin;Shim, Joon-Sung;Choi, Byung-Jai;Lee, Jae-Ho
    • The Journal of Korea Assosiation for Disability and Oral Health
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    • v.13 no.2
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    • pp.95-98
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    • 2017
  • Due to hypodontia, poor oral hygiene, and significantly more prevalent periodontal disease, patients with Down syndrome show higher incidence of edentulism. Oral rehabilitation of such patients is imperative but challenging as high rates of prosthesis failure are reported due to malocclusion, high masticatory force, and parafunctional habits. As CAD/CAM(Computer-Aided Design and Computer Aided Manufacturing) is the recent trend in prosthodontics, this report discusses the application of CAD/CAM in a Down syndrome patient. A 25-year-old patient with Down syndrome was presented to the Department of Pediatric Dentistry, Yonsei University Dental Hospital for oral examination. 5 maxillary teeth were missing, 3 were fully impacted, and 4 had grade III mobility. The patient underwent general anesthesia for extraction of impacted and mobile teeth, implant surgery, and final impression for prosthesis. Afterwards, CAD/CAM was used to design and manufacture a 10-unit zirconia bridge. However the bridge was fractured after 18 months due to the patient's bruxism and high masticatory force. Final impression taking, bite registration, cast fabrication, cast scanning, and prosthesis designing were not needed as CAD/CAM data remained. Previous CAD/CAM design was used to remanufacture the zirconia bridge. Down syndrome patients have malocclusion, high masticatory force, and parafunctional habits which increase the possibility of prosthesis fracture. CAD/CAM is beneficial for Down syndrome patients as previous digital records can be utilized for prosthesis repair or remake. In detail, application of CAD/CAM in remanufacturing decreases patient's discomfort of impression taking, shortens and simplifies dental laboratory procedures, and reduces clinician's effort of taking detailed final impressions or accurate bite registration. In conclusion, oral rehabilitation using CAD/CAM provides not only satisfactory levels of comfort, stability, and esthetics, but also easier repair or remake compared to conventional prostheses.