인터랙티브 시네마의 미디어 특성 연구 : 빌렘 플루서의 텔레마틱 이론을 중심으로
- Alternative Title
- A Study on Medial Characteristics of Interactive Cinema: Focusing on Vilem Flusser's Telematic Theory
- Abstract
- A Study on Medial Characteristics of Interactive Cinema
: Focusing on Vilem Flusser's Telematic Theory
cho won ha
Department of major of mass communication, The Graduate School,
Pukyong National University
Abstract
What does exactly mean Interactive Cinema? It does mean a sort of media that audience and film director are interacting each other while they are experiencing 1 by 1 with cooperation. For couple of centuries, film has authorized by one direction to audience from director, it also can be called linear media. Interactive cinema, however, can be defined that it produces participation of audience while they are watching multimedia. In addition, it also called hypertext narrative media which is differed from traditional media featured by one-way method.
Major hollywood movies usually focus on their purposes on a passive behavior from audiences, and requesting them mainly concentrate only few main incidents. From this part, we can surely understand the feature of interactive cinema. Causing of the participation and intervention by audiences, and cooperation from film directors and other stakeholders, interactive cinema would produce a completely unique effect with new methods. In this thesis, it has four main parts that distinguish a character of participating orientation of interactive media, those are complex film, interactive (hypertext type) movie, game (MMORPG type), and interactive (hybrid type) movie.
Those features are distinguished by interactive capacities. some interactive movies seem its intensity of interactive possibilities stronger but others, for instance, traditional films mentioned above, would not.
Therefore, we should carefully research films on early days. It did not exist that any compulsion was allowed to give an information from movie to audiences. For them, experiencing media was regarded as drinking tea with taking about gossip. Sincerely, early Lumiere brother's film had shown in cafe, and audiences who had been watching could freely have some conversation while film was running. Nevertheless, once movie was industrialized, those behaviors on early days disappeared because of a structure of modern media environment like today. According to Flusser's suggestion, it has changed from a theater discussion structure to a prototype media structure. Also, this transition does takes place in history, that is, discussion structure has been spreading out that Flusser concerning of.
From a point of view of history, it needs to be noticed that the recent paradigm variation from interactive cinema is getting more important. sometimes, immersed narration and interactive narration on certain media seem co-existing. However, a connection between discussion media and dialog media mainly described by Flusser's theory could not clearly explain interactive cinema with only a simple reciprocal method.
- Author(s)
- 하초원
- Issued Date
- 2014
- Awarded Date
- 2014. 2
- Type
- Dissertation
- Publisher
- 부경대학교
- URI
- https://repository.pknu.ac.kr:8443/handle/2021.oak/1608
http://pknu.dcollection.net/jsp/common/DcLoOrgPer.jsp?sItemId=000001967017
- Alternative Author(s)
- Ha, Cho Won
- Affiliation
- 대학원
- Department
- 대학원 신문방송학과
- Advisor
- 김무규
- Table Of Contents
- Ⅰ. 서론
1) 연구의 배경과 목적 1
2) 연구의 내용 및 방법 5
Ⅱ. 본론
1. 인터랙티브 시네마의 개념과 의미
1) 개념과 유형 7
2) 역사와 작품설 9
3) 유형과 함의 25
2. 뉴미디어와 상호작용성
1) 뉴미디어의 이해 26
(1) 뉴미디어의 개념 27
(2) 정보통신 기술의 발달 27
(3) 올드미디어와 뉴미디어 29
2) 상호작용성의 이해 32
(1) 상호작용성의 개념 32
(2) 인간과 미디어의 상호작용성 33
(3) 컴퓨터 게임의 상호작용성 35
3. 빌렘 플루서의 미디어 이론
1) 뉴미디어 커뮤니케이션 39
(1) 커뮤니케이션의 개념 39
(2) 올드미디어의 커뮤니케이션론 40
(3) 뉴미디어의 상호작용적 커뮤니케이션 43
2) 담론형 커뮤니케이션과 대화형 커뮤니케이션 45
(1) 담론의 의미와 담론형 미디어론 47
(2) 대화의 의미와 대화형 미디어론 61
(3) 텔레마틱 : 담론과 대화의 협주 72
3) 플루서 커뮤니케이션론의 사회문화적 함의 74
(1) 커뮤니케이션의 세 가지 전형적 상황 74
(2) 텔레마틱 미디어 사회의 의미 79
4. 인터랙티브 시네마와 텔레마틱 미디어
1) 담론형 미디어에서 대화형 미디어로 86
2) 기술적 형상으로서 인터랙티브 시네마 89
Ⅲ. 결론 93
참고문헌 96
- Degree
- Master
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