• Title/Summary/Keyword: science fiction movie

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Uses of Science Fiction Movie Education Materials for the Middle School Female Students to Enhance Their Interests in Science (여학생의 과학에 대한 관심 고취를 위한 공상과학영화 교육매체의 활용)

  • Kim, Maljin;Shim, Sugie
    • Journal of Science Education
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    • v.35 no.2
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    • pp.221-229
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    • 2011
  • These days effective science education programs are required for girls to encourage them to pursue their career in science and engineering areas. This paper presents the preliminary results of an analysis performed to measure the effectiveness of a middle school education program, in which a science fiction movie as a multimedia educational material is shown to students and afterward discussion and review process for the scientific subjects included in the movie are given to them. The analysis is based on a study of students' responses on surveys performed after showing the science fiction movies during a science camp and a regular school class. The survey results of female students are compared with those of male students. The results indicate that the education program using science fiction movies could be more effective to female students than to male students in motivating and enhancing their interest in scientific subjects. A preliminary guide and afterward review and discussion on the scientific contents dealt in the movie turned out to be helpful to enhance the effectiveness of this science education program.

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A Development and Application of Science Learning Material Including SF Movies (SF 영화를 활용한 과학학습자료 개발 및 적용)

  • Lee, Yong-Gyu;Guk, Dong-Sik
    • Journal of the Korean earth science society
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    • v.25 no.8
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    • pp.748-753
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    • 2004
  • The purpose of study is to develop the web-contents for web based instruction (WBI) with the Science Fiction Movie (SF) and investigate the effects of application to the science learning. The results are as follows. 1) Science fiction movies for the earth science classes of middle school were selected, that is the Armageddon, the Apollo13 and the Total Recall. They are related to the chapters, the Earth and the Stars in the 8th grade science textbook. 2) The developed WBI materials were applied to the science classes of the 2nd grade in middle school through the Internet Line. and then the changes of attitude on science and recognition on using the science fiction movies to the class were analyzed. The results show that the science fiction movies have so much related to the contents of science learning and the developed WBI materials are effective to the science classes(p<0.05), but no meaningful (p>0.05) to the attitude on the science excluding the students' interest to science learning.

Dystopia in the Science Fiction Film: Blade Runner and Adorno's Critique of Modern Society

  • Park, Seung-Hyun
    • International Journal of Contents
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    • v.8 no.3
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    • pp.94-99
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    • 2012
  • Science fiction films touch coming-future themes, particularly those referring specifically to futuristic technology and its influence over human life. Dealing with the resistance of the replicants in the approaching millennium, Blade Runner brings the feat of modern civilization into doubt through the image of the dystopian future. In Blade Runner, a city is filled with waste, pollution, and dirt and a corrosive rain falls from the polluted clouds. Adorno criticizes contemporary society and its civilization. Characterizing advanced capitalist society by its total administration penetrating into every sphere of life, he contends that modern society promotes alienation, atomization, conformism, and fatalism. Blade Runner provides a chance to contemplate the problems of modern society, proposed by Adorno's critical works. Therefore, this paper attempts to analyze futuristic characteristics described in the film with Adorno's critique of modern society.

The Meeting between Engineering Education and Humanities through a Movie (영화를 통한 공학교육과 인문학의 만남)

  • Kim, Joong-chul
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.57-63
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    • 2015
  • The purpose of this paper is to find a method to combine engineering education and the humanities by means of the movie genre. Although the science technology has developed and our living standard has improved, humanities has a tendency to be underestimated. Humanities has been treated as something antiquated, uninteresting or worn-out because it has no economic value or usefulness in itself. Engineering students need flexible, analytic and critical thought as well as the qualities in constructing key questions and trying to solve themselves. Communicative and understanding abilities are also required to them. Movies as a constructive visual device show problems with the reality. Especially, the science-related movie genre offers them an opportunity to think over why humanities matters as well as what matters in human being. The movies make engineering students think, discuss and argue on the humanity.

Future Costume through Movies (영화속에 나타난 미래 의상)

  • 이상례
    • Journal of the Korean Society of Costume
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    • v.48
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    • pp.133-150
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    • 1999
  • In future what kind of costume do we wear\ulcorner We can guess it is in advance through movie. Movie is a comnipresent medium and a mode of expression that reflect a distintive feature of the times like fashion. In many case costume design which belongs to a special era is based on the historic costumes but ostume design for future movie depends on the creativity of costume designer and director. Therefore it is interesting to research how costume designer get his/her design concept for future ccostume in movie how he/hse express his/her design concept through his/her costume and can we convince the design comes true practically in future. In this study I analyze the costume design of masterpieces among SF Film: (Metropolis/1926) (2001: A Space Odyssey/1968) (Star Wars/1977) (Blade Runner/1982) (The 5th Element/1977) Because this study is analyzed not through the original article but just through movie it has some limitation in exact materials or color.

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The Study of Human Body Expression and Fashion Design Appeared in Popular Culture -Focused on Movies in Korea and American- (대중문화에서 보여지는 신체표현과 복식디자인 연구 - 미국과 국내 영화를 중심으로 -)

  • 권기영
    • The Research Journal of the Costume Culture
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    • v.12 no.4
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    • pp.676-690
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    • 2004
  • The purpose of this study is to investigate the symbolic meaning in body image and fashion style portrayed in Korea and American movies in aspects of sex, race, nature, and technology. The researcher analyzed movies in Korea and USA, and the results were as follows. In aspects of sex, movies portrayed new masculinity and femininity escaped from previous gender stereotypes, and the clothing styles characterized sex identity and sex roles. In aspects of race, more various races appeared in America movies than Korea's, and the appearance and stereotypes related with race were blurred by the globalization and the change of film market environments. In aspects of nature, Korea movie portrayed the human being as lyrical appearance in nature, and America movie expressed the human as a strong men conquering the nature in adventure movie or super human image combined with nature thing which endowed nature's superior characteristics to human body in fantasy and science fiction movies. In aspects of technology, the human bodies were described as cyborg, alien, or super human, which symbolized the do-identification in digital world, de-boundarization between human and machines, and the human's uncertainty.

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A Study on Setting up the Concept of Smart City through Analysis on the Term 'Smart' ('스마트' 용어의 적용사례 분석을 통한 '스마트시티'의 개념정립을 위한 연구)

  • Choi, Bong-Moon
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.943-949
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    • 2011
  • Smart scope, such as smart equipments, smart homes, and smart phones, has been appeared lately being developed. Such technology developments have been close and practical to our daily lives, not regulated in a science fiction and a movie. It is just the peak of a smart term period. However, with the result from imprudent application of the term 'smart' in the various fields in a short term, the concept of the term 'Smart City' has been nebulous. Therefore, this study is intended to design the obvious concept of Smart City and figure out the political improvement how it will make the direction in the future. That is to study the Smart City which applies the term smart in its city and space, and to examine the improvement directions. After studying the application of the term 'smart', we determine this word has intelligent and high-tech concepts and is used variously in the diverse fields. But we conclude that the term Smart City in these fields is defined differently. From these perspectives, the term is not a simple creature consists of 'smart' and 'city.' It is to be designed as the meanings of making the cities smart.

The Effects of Science Class Using Multimedia Materials on High School Students' Attitude toward Science (멀티미디어 자료를 활용한 과학수업이 고등학생의 과학에 대한 태도에 미치는 영향)

  • Yoo, Mi-Hyun;Park, Hyun-Ju
    • Journal of Science Education
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    • v.35 no.1
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    • pp.1-12
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    • 2011
  • The purpose of this study was to examine the effects of science class using the multimedia materials on high school students' attitude toward science. The subjects were 222 high school students. For this study, 11th graders at a high school were assigned to a comparison group and an experimental group. The experimental group was received science class using multimedia materials for 3 months. The research design was pretest-posttest control group design, the data were analyzed using PASW statistics 18.0 program. The types of multimedia materials used in experimental group were science fiction movies, science documentaries, TV programs, and Power Point presentations created by students. Before and after treatment, the attitude toward science tests were administered. Pre-tests and post-test score differences between 2 groups were analyzed by ANCOVA. The differences of attitude toward science based on gender were compared by analysis of covariance. And the perception on science class with multimedia materials were also investigated. The results of this study were as follows: First, the attitude toward science was improved significantly after applying science classes using multimedia materials. Especially, there were significant difference between pre-test and post-test in the score of attitude toward science class and attitude toward science content which were sub-area of attitude toward science. Second, there was no significant difference between female and male students in total score of attitude toward science. However, the attitude toward science, scientists and society, which was a sub-area of attitude toward science, female students scored significantly higher than male students. Third, 84% student showed a positive perception that the science class enhanced their interest in science. 69% the students responded that we had thought about Science-Technology-Society. Multimedia material types which the students prefered were science fiction movie, science documentaries, science TV programs, respectively.

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SF Movie Star Trek Series and the Motif of Time Travel (SF영화 <스타트랙> 시리즈와 시간여행의 모티프)

  • Noh, Shi-Hun
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.165-191
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    • 2019
  • The purpose of this article is to elucidate why the motif of time travel is repeated in the science fiction narrative by examining the functions of this motif in the SF movie series of Star Trek in its narrative and non-narrative aspects. Star Trek IV: The Voyage Home (1986) aims to attract the audience's interest in the story through the use of plausible time travel in the form of the slingshot effect which causes the spacecraft to fly at very fast speeds around an astronomical object. The movie also touches upon the predestination paradox that arises from a change of history in which it describes a formula of transparent aluminum that did not exist at the time. The film also serves as an evocation of the ideology of ecology by including humpback whales in the central narrative and responding to the real issue of the whale protection movement of the times. Star Track VIII: First Contact (1996) intends to interest the audience in the narrative with the warp drive, a virtual device that enables travel at speeds faster than that of light and a signature visual of Star Trek, at the time of its birth through time travel. The film emphasizes the continuation of peaceful efforts by warning the destruction of humanity that nuclear war can bring. It tackles with the view of pacifism and idealism by stressing the importance of cooperation between countries in the real world by making the audience anticipate the creation of the United Federation of Planets through encounters with the extraterrestrial. Star Trek: The Beginning (2009) improves interest through the idea of time travel to the past, this time using a black hole and the parallel universe created thereby. The parallel universe functions as a reboot, allowing a new story to be created on an alternate timeline while maintaining the original storyline. In addition, this film repeats the themes pacifism and idealism shown in the 1996 film through the confrontation between Spock (and the Starfleet) and Nero, the destruction of the Vulcan and the Romulus, and the cooperation of humans and Vulcans. Eventually, time travel in three Star Trek films has the function of maximizing the audience's interest in the story and allowing it to develop freely as a narrative tool. It also functions as an ideal solution for commenting on current problems in the non-narrative aspect. The significance of this paper is to stress the possibility that the motif of time travel in SF narrative will evolve as it continues to repeat in different forms as mentioned above.

Characterizing Strategy of Emotional sympathetic Robots in Animation and Movie - Focused on Appearance and Behavior tendency Analysis - (애니메이션 및 영화에 등장하는 정서교감형 로봇의 캐릭터라이징 전략 - 외형과 행동 경향성 분석을 중심으로 -)

  • Ryu, Beom-Yeol;Yang, Se-Hyeok
    • Cartoon and Animation Studies
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    • s.48
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    • pp.85-116
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    • 2017
  • The purpose of this study is to analyze conditions that robots depicted in cinematographic works like animations or movies sympathize with and form an attachment with the nuclear person and organize characterizing strategies for emotional sympathetic robots. Along with the development of technology, the areas of artificial intelligence and robots are no longer considered to belong to science fiction but as realistic issues. Therefore, this author assumes that the expressive characteristics of emotional sympathetic robots created by cinematographic works should be used as meaningful factors in expressively embodying human-friendly service robots to be distributed widely afterwards, that is, in establishing the features of characters. To lay the grounds for it, this research has begun. As the subjects of analysis, this researcher has chosen robot characters whose emotional intimacy with the main person is clearly observed among those found in movies and animations produced after the 1920 when robot's contemporary concept was declared. Also, to understand robots' appearance and behavioral tendency, this study (1) has classified robots' external impressions into five types (human-like, cartoon, tool-like, artificial bring, pet or creature) and (2) has classified behavioral tendencies considered to be the outer embodiment of personality by using DiSC, the tool to diagnose behavioral patterns. Meanwhile, it has been observed that robots equipped with high emotional intimacy are all strongly independent about their duties and indicate great emotional acceptance. Therefore, 'influence' and 'Steadiness' types show great emotional acceptance, the influencing type tends to be highly independent, and the 'Conscientiousness' type tends to indicate less emotional acceptance and independency in general. Yet, according to the analysis on external impressions, appearance factors hardly have any significant relationship with emotional sympathy. It implies that regarding the conditions of robots equipped with great emotional sympathy, emotional sympathy grounded on communication exerts more crucial effects than first impression similarly to the process of forming interpersonal relationship in reality. Lastly, to study the characters of robots, it is absolutely needed to have consilient competence embracing different areas widely. This author also has felt that only with design factors or personality factors, it is hard to estimate robot characters and also analyze a vast amount of information demanded in sympathy with humans entirely. However, this researcher will end this thesis as the foundation for it expecting that the general artistic value of animations can be used preciously afterwards in developing robots that have to be studied interdisciplinarily.