• 제목, 요약, 키워드: 예술영화

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영화 특수 효과의 세계 -George Melies로부터 디지털까지-

  • 배종광
    • Korea Information Processing Society Review
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    • v.11 no.1
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    • pp.41-50
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    • 2004
  • 영화의 산업적인 가능성은 잘 알려져 있다시피 1900년대 초부터 유럽과 미국에서 확인되었고 이를 위한 많은 연구와 실험이 이루어졌다. 또한 영화가 본질적으로 제공하는 영상언어라는 예술적인 면을 추구하기 위한 노력도 함께 진행되었다.(중략)

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Trend Analysis of Movie Content Curation and Metadata Standards Research - Focus on the Art Management Perspective - (영화 콘텐츠 큐레이션과 메타데이터 표준 연구의 동향 분석 -예술경영 관점으로-)

  • Bae, Seung-Ju
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.163-171
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    • 2020
  • This study analyzed the contents and changes by year of metadata research that appeared in the study of domestic movie curation from the viewpoint of art management. The research method used thesis search site to search 'movie' and 'metadata' as keywords, and analyzed them in 4 stages of change according to the research trend by year, purpose of research content, analysis by use, and type of recommendation method. As for research results, movie metadata research is highly interested in user-side research, and is developing from an introduction stage to an evolutionary stage of recommendation to a sharing and participation stage. It was concluded that movie curation evolved into 6 stages: search support, content-based, collaborative filtering, hybrid, artificial intelligence, and curation.

Film Acting Studies of S. Kracauer (크라카우어의 영화연기론)

  • Chough, Song-Duk;Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.502-511
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    • 2016
  • This article reviews the film acting studies of Kracauer presenting the basic approach of traditional film theory. It is to provide a foundation for film acting theory in order to activate the domestic acting studies. While Kracauer explaines the difference between traditional stage actor and film actor in 'Remarks on the Actor' of Theory of Film(1960), he suggests the characteristics of the cinema acting and its media technical meanings. He emphasizes the acting forms presenting the postwar new realism in his film acting studies. His approach takes the perspective of 'physical reality' or 'camera reality' which is the basic premise of film theory. Kracauer insists the naturalness of the actors, listing the features of professional actors, non-professional actors and Hollywood stars as they are a familiar classification for the types of actors. He does not prefer the Hollywood stars, whether it is fiction or documentary, professional or non-professional actors, but he emphasizes negative acting, the ability to express words by doing nothing, based on indeterminacy or indefiniteness of the film. Kracauer's film acting studies has affected later film theory and media-related acting, and has become the principles of cinema textbook and acting.

A Study on the Open End of Crime Movies (범죄영화의 열린 결말에 관한 연구)

  • Zhang, Shu;Choi, Won-Ho
    • Proceedings of the Korea Contents Association Conference
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    • pp.101-102
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    • 2019
  • 열린 결말은 예술 영화에서는 물론, 상업 영화에서도 부각되고 있는 결말의 형식이다. 이러한 형식은 '수용자의 참여'를 유도함으로써 다양한 해석의 가능성과 함께 작품이 회자되는 긍정적 효과를 거두고 있다. 특히 범죄영화에서 열린 결말은 영화의 소재에 대한 해석의 폭을 넓힘으로써 작품성을 제고하고 있다. 이에 연구자는 범죄 영화에서의 열린 결말에 대한 분류와 연구를 통해 범죄영화의 제작과 해석에 기여하고자 한다.

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A Study of Composition Technique in Film "SILENCED" (영화 '도가니'에 나타난 구도기법 연구)

  • Ahn, Bungtaek
    • Proceedings of the Korea Contents Association Conference
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    • pp.45-46
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    • 2012
  • 본 논문은 '사실주의' 계열영화에 나타난 극영화 촬영기법을 파악하여 내러티브의 극적표현과 시각적 연출법을 분석해 보는 것이 연구의 내용과 목적이다. 이는 한국영화역사라는 큰 흐름 안에서 촬영기법의 변화를 진단해 보고, 촬영자의 주요 표현수단중의 하나인 구도기법이 현대영화에서 어떻게 적용되고, 관객의 감정이입을 유도하는지를 탐구해 본다. 이는 현대예술영화에서 다루는 인간소외와 고립, 내적갈등의 문제들을 시각적으로 어떻게 형상화하고, 상징화하느냐의 방식과 그 중요성을 인식하는 것을 의미한다.

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Beginnings of Mixed Reality : 20th Century Visual and Interactive Art (혼합현실의 단초 - 20세기 영상예술과 인터랙티브 아트를 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • pp.315-333
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    • 2013
  • This study aims to investigate that today's Mixed Reality Technology did not appear suddenly but has its beginnings in 20th century Visual and Interactive Art. First, Photographic Art expressed three-D on the two-dimensional plane and mixed images of reality and virtuality. Photogram made people experience both two-dimensional images and three-dimensional effects concurrently, and Photomontage combined various photos and mixed reality and virtuality. Next, Cinema tried to combine virtuality and reality using objets and CG. Early Cinema composed films and real objets. As computer technology developed, Cinema composed objet CG on real images and then tried background CG compositing. Finally, Telepresence Art tried a new possibility of Mixed Reality breaking the boundary between reality and virtuality, subject and object. It oscillates between virtual space in reality and real space in virtuality, or represents Mixed Reality by remote control of long distance participants. In the future, for the development and direction of Mixed Reality, there will be more need of referring to Visual and Interactive Art.

A Study of Trend of Pop Culture in Digital Age (Focusing on the film "The Wailing"(2016)) (디지털 시대의 대중문화 현상과 트랜드 분석연구 (영화 "곡성(2016)"을 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.301-307
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    • 2017
  • Once, the faster the digital technology developed, the more provocative obscure commercial film has spread like a trend. Researching the aspect of the successful films, about 10 million audience in 2016, we can find the similarities that only social phenomenon, stands itself without real-existence, which makes public sentiment. I will list up all the problems that I mention above with audience's review and analyze the famous film "the wailing" with big social attention, having 6.8 million audience. I will seek the better way to developthis movie, in terms of artistic dignity and depth as an public-art. With great depth, the realistic application of cultural inheritance, holding mankind common, such as culture, philosophy, religion, history, would be an essential proposition for obtaining cultural emotional empathy from the people in the society. Based on this, the theme and massage from a director, should be expressed in order to be a master piece work beyond time and space in the film history.

Users' Attitude and Behavior about Movies by the Type of SNS Usage (SNS 이용 유형에 따른 영화에 대한 태도 및 행동)

  • Choo, Hyun;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.690-701
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    • 2013
  • With the increasing adoption of social network services (SNS), the cultural and art industry is also embracing SNS as an important tool of marketing. Users can share various cultural experiences on SNS easily, and companies can analyze SNS to understand the users for effective marketing. Based on this background, this study analyzed users' behavior and attitude about movies according to SNS usage types. Users of SNS were surveyed and clustered into 'information seekers', 'fun seekers', and 'relationship seekers'. Next, the behavior of the users in each cluster was compared regarding information search about movies, preferred online advertisement channels, and post-watching behavior. The results showed that the SNS usage type has significant relationship with the behavior and attitude about movies. This suggests that movie industry can establish effective online marketing strategy by analyzing SNS usage of users.

The psychological expression using Leitmotiv in the film 『Punch-Drunk Love』 (영화 『펀치 드렁크 러브(Punch-Drunk Love)』에서 라이트모티브를 활용한 심리표현)

  • Ahn, Seong-ae;Lee, Seungyon-Seny
    • Proceedings of the Korea Contents Association Conference
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    • pp.33-34
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    • 2018
  • 영화는 시청각 예술이고 다양한 시청각적 기법을 활용하여 영화에서 이야기하고자 하는 주제를 전달한다. 형체가 없는 이야기는 시각과 청각을 통해 형상화되고 그 과정에서 나타나는 등장인물의 심리변화 역시 시청각적 도구를 활용해 표현할 수 있다. 본고에서는 영화 "펀치 드렁크 러브"를 연구대상으로 삼아 영화에서 숨겨진 심리를 표현하기 위한 음악적 기법 중 하나인 라이트모티브(Leitmotiv)를 통한 표현기법을 고찰한다. 이는 영화음악에서 인물 심리의 상징적인 표현에 대한 예시와 관점을 제시한다.

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