- 영문명
- Digital cinema ; The study on space between film and animation
- 발행기관
- 한국영화학회
- 저자명
- 전평국 김형두
- 간행물 정보
- 『영화연구』제54호, 95~116쪽, 전체 22쪽
- 주제분류
- 예술체육 > 예술일반
- 파일형태
- 발행일자
- 2012.12.31

국문 초록
영문 초록
The film industry had rapidly adopted new technology-‘Digital’ in 2000s and it brought significant changes in film making and cinema aesthetics. This encounter between film and digital represents radical changes in a decade to cinema aesthetics including expression method and conventional film making method which lasted over 100 years. The film in digital era is able to utilize various reproduction method rather than in analogue era. New technology such as 3D film makes ‘Hyper reality’ which creates optical illusion between reality and simulation. It enables film audiences to experience variety of scenes and fantastic visual image that is more real than reality. The film in digital era is able to utilize various reproduction method rather than in analogue era. New technology such as 3D film makes ‘Hyper reality’ which creates optical illusion between reality and simulation. It enables film audiences to experience variety of scenes and fantastic visual image that is more real than reality. Such space is completed by structure of mise en abyme which makes meaningless to distinguish copies and originals. Hyper reality-more real than reality- enables film audiences to be immersed in movies enthusiastically despite the convergence of two different media.
목차
1. 서론
2. 디지털화된 영화개념에 관한 논의
3. 디지털영화 ; 영화와 애니메이션의 사이공간
4. 영화 ‘아바타’로 분석해본 사이공간 미학
5. 결론
해당간행물 수록 논문
참고문헌
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