• Title/Summary/Keyword: story making

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A Study on Korean 'B-movie' narrative characteristic -Focused on and (한국 'B급 영화'의 서사 특징 연구 -<어둔 밤>(2018)과 <오늘도 평화로운>(2019)을 중심으로)

  • Yoo, Jae-eung;Lee, Hyun-kyung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.361-366
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    • 2020
  • The Korean movies, and are suitable for "B-movie" for spending low budget and utilizing subculture factors such as kitsch, parody. Using surrealistic space and arbitrary language is the most prior element in constituting 'B-affection'. In that sense, Behind the Dark Night, Super Margin have characteristics overcrossing the media from comics to film. Despite absurd story, Behind the Dark Night has a realistic and concrete sense of what is the making films. The hero in Super Margin was swindled, so he strikes a blow the breeding-place of crime himself. In conclusion, showing comics characteristic aspects has been increasing comedy effects. But, on the other hand, Behind the Dark Night, Super Margin have pointed out that there are many kind of social problems such like career, fraud etc. In addition, they introspect the meaning what is that to making films.

A study on Kim Ji Heon's film scenarios (문화 환경과 드라마트루기의 적용 양상 연구 - 김지헌의 시나리오를 중심으로)

  • OH, Young Mi
    • Cross-Cultural Studies
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    • v.22
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    • pp.99-123
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    • 2011
  • This paper extracted formal characteristics appearing repetitively in Kim Ji Heon's scenario works making a study of them and examined them from the perspective of the aspects of the confrontation between the author' external environments and the world of his creation. This viewpoint comprehensively implies the two aspects of the acceptance of public needs and the creativity his scenarios have in universal characteristics of the film and scenario community where he made his debut as a scenario writer and played activities most actively. In addition, we investigated how literary features are expressed concretely in the world of his works who has been evaluated as a writer with excellent 'literary value.' His scenario world whose base is humanity and existential questions also performs a function as the reading scenario by realizing one literary perfection in itself and poetic description rather than referential function as a film script, which indicates the aspects of values his scenarios have in the existing creation practice focused on story telling, and especially, in the case of "Manchoo-Late fall" it was found that it expanded the areas of literary value through the beauty of modern form. Through this analysis it is seen that the need was exposed to reconsider problematic recognitions that he was not able to be positioned properly as a writer despite the excellent literary values of Kim Ji Heon's scenarios. This study has a meaning as a start in our research climate where the research on Korean scenario writers is not made in an earnest way but it is necessary to keep making more thorough studies including other scenarios which are not organized into the collection of works, and it is also necessary to make a comparative study with cinematized film texts in our view.

A Content Analysis of Storytelling in High School Mathematics Textbooks According to Changes in the Curriculum (교육과정 변화에 따른 고등학교 수학교과서의 스토리텔링 내용 분석)

  • Go, Jung Lang;Son, Hong Chan
    • Journal of the Korean School Mathematics Society
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    • v.24 no.4
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    • pp.429-447
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    • 2021
  • This study explored the changes in storytelling styles in high school first-year textbooks between the 2007 Revised National Curriculum of Mathematics and the 2015 Revised National Curriculum of Mathematics. The results are indicated as follows. First, the quantitative aspect of storytelling gradually increased in the textbook aligned with the 2015 Revised National Curriculum of Mathematics. Second, as for types of storytelling, the real-life connection and academic convergence types appeared most frequently, followed by mathematical history inquiry types, decision-making types, and tool utilization types. Third, storytelling appeared most frequently in 'main-body' of a lesson in terms of textbook content composition, followed by 'introduction', 'lesson materials', and 'evaluation'. This study implies that more diverse stories need to be developed; including the mathematical history inquiry types, the decision-making types and the tool use types. Textbooks should be organized not that the piecemeal storytelling presented in 'introduction' of a lesson but that a coherent story penetrates the entire unit to be utilized until the end of the lesson.

Lie Puzzle Dressed up as the Real---Analysis of Reversal Narrative in Hong Kong Film "Project Gutenberg" (거짓으로 진실을 은폐한 거짓 미스터리 - 홍콩영화<무쌍>의 반전서사 분석)

  • Liu, Ruobing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.107-116
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    • 2020
  • The Hong Kong film "Project Gutenberg" has obtained the great achievements at the box office and public reputation due to such multiple factors as realistic counterfeit banknote production process, breathtaking gunfight scenes, brain-burning plot, unexpected reversal ending, personal charm of Chow Yun-Fat and so on. In terms of film narrative, the director utilized the narrator, Li Wen, to guide the police and audience in the limited angle of perspective into the scheme, and make the symbolic meaning image of the actor Chow Yun-Fat stengthen the audience's confirmation for the imagination of "painter", with the introduction of multiple narratives and flashback of different characters and scenes, and then finally, used the narrative structure with multiple lines and layers to uncover the truth. There are three great reversals in the film, each of which is overthrow for the film plot, and every overthrow is a disavowal of the audience's cognition for the previous story; therefore it brings the greatly emotional tension, making the audience get complete release and relief in the process of the psychological game of cognition, identification and decision-making at the end.

Strategies and difficulties of making Jeokbyeok-ga into Changguk (<적벽가> 창극화의 전략과 한계)

  • Lee, Jin-Joo
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.31-67
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    • 2019
  • This thesis examines the difficulties of utilizing the narrative and music of Pansori: 판소리 in Changguk: 창극. For this examination, I consider that the reason for the difficulty of making Changguk is the difference between Pansori and Changguk as the genres. Most of the Changguk based on the traditional five Pansori works perform the narration and songs of Pansori literally. However, the original narrative of Pansori has a distinctive dual structure since the formation of its first and second half is created separately. As the drama genre visualizes the story and emphasizes the consistency of action, unlike Pansori, the duality of the original narrative can be seen as the inconsistency of the action. In addition, since the sounds of the original Pansori are rather explanatory than dramatic even in the climax scenes of Jeokbyeok battlefields, it is difficult to produce dramatic scenes in Changguk. The voices of the military, not in the original works, play important roles in revealing the hidden theme effectively in Changguk. However It is impossible to relocate the original text of Pansori into Changguk, as even the voices of the military lack verisimilitude in terms of narrative. Changguk can only be developed as its own work by actively researching and dismantling Pansori .

A proposal for the relevant use of computer graphics in film (영화에서 적절한 컴퓨터 그래픽 기법의 활용을 위한 제안)

  • 김인철
    • Archives of design research
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    • v.11 no.2
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    • pp.5-14
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    • 1998
  • The hopes for making vivid images of mankind made 'film' that reflects easy communications. Film have made satisfactions to imagination of man by varied experimental expressions from the beginning. Many of directors and producers were eager to make film to be with relevant views. At last film has making to do with the digital tool, so called 'Computer Graphics' . Making images through computers have changed more better with the developing skills of softwares. NASA has developed Aero-Simulations first, it have called computer graphics for the first time in history. The computer graphics can make images with very varieties that had not exprerienced before and we won't expect the upcomming skills of it. Special Effects(SFX) through the films began the genre of Science Fiction in the era of ideology and space competetions and producer George Lucas made the firm named ILMOndustrial Light & Magic) to making picture of SFX. At last 'Abyss', 'Terminator II', 'Toy Story' and 'Forrest Gump' have made to us with many splendid arangements by the computers. Especially, we can concluded that the relevant expressions as in 'Forrest Gump' is the unexpected charming and human images with wonder. In Korean films are less varied, relevant and reasonable than that of American films, in this study I hope to develope more natural Korean computer graphic in near future.

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A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.391-400
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    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.

A Study on the City Wind Trail in Daegu (대구시 도시풍도에 대한 연구)

  • Choi, Young-Sik
    • Journal of the Korean Society of Industry Convergence
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    • v.9 no.1
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    • pp.29-35
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    • 2006
  • The population of Daegu, the third biggest city in Korea, is two point six million. Daegu is known as a basin or a city where it is not only too hot in summer but also too cold in winter. Recently with redevelopment apartment house boom, a 40-story or more apartment complexes are under construction near Shin-cheon and Dondaegu-ro, the south-north axis of Daegu. It is necessary to raise several points about blocking a road of the wind by high-rise apartment buildings and apartment complexes. As a kind of the green policy, Daegu enlarge the distance between apartment building by reconstructing low-rise apartment into high-rise and impose a duty of a green space on the ground by making a parking zone into an underground. Through this process, apartment complexes changed from a '一'shape to a '口'shape. It increases heat island phenomenon of a city by blocking a road of the wind that comes from Shin-cheon and Dondaegu-ro. To circulate the polluted air of Daegu basin, we need local wind. There are four effective measures. 1) Throw three greens into one in the center of the road at the north side in the same way of the south side of Dongdaegu-ro, 2) reflect the information of roads of the wind including heights, spaces and directions of buildings, 3) steer clear of a high-rise buildings and development apartment house constructions, and 4)select a city for benchmarking to be the environmental capital.

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Experimental study on identification of stiffness change in a concrete frame experiencing damage and retrofit

  • Zhou, X.T.;Ko, J.M.;Ni, Y.Q.
    • Structural Engineering and Mechanics
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    • v.25 no.1
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    • pp.39-52
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    • 2007
  • This paper describes an experimental study on structural health monitoring of a 1:3-scaled one-story concrete frame subjected to seismic damage and retrofit. The structure is tested on a shaking table by exerting successively enhanced earthquake excitations until severe damage, and then retrofitted using fiber-reinforced polymers (FRP). The modal properties of the tested structure at trifling, moderate, severe damage and strengthening stages are measured by subjecting it to a small-amplitude white-noise excitation after each earthquake attack. Making use of the measured global modal frequencies and a validated finite element model of the tested structure, a neural network method is developed to quantitatively identify the stiffness reduction due to damage and the stiffness enhancement due to strengthening. The identification results are compared with 'true' damage severities that are defined and determined based on visual inspection and local impact testing. It is shown that by the use of FRP retrofit, the stiffness of the severely damaged structure can be recovered to the level as in the trifling damage stage.

Image Analysis of Looking's Taboo & Looking Back (시선의 '금기'와 '돌아보기'의 이미지 분석)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.895-900
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    • 2009
  • Myth is defined as hidden rules or practices in a particular group universally represented in the overall society. The implied meanings in the myth is the result of reflection of culture, and the understanding of the reflection seeps into the society, making cycle structure. In many mythological stories, an act of looking has broad meanings. For example, in the story of Orpheus, Medusa and Tiresias, the act of looking brought about misfortune. The implication of these stories is that it pushes 'what should be not done' rather than 'what should be done', highlighting taboos across the society. This study seeks to present a case of image analysis by interpreting the image of current commercials through the relationship between looking back and taboos among acts of looking in mythological stories.

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