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    • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
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    영화 <아바타>와 상영공간의 뉴미디어화: 영화 <아바타>에 나타나는 공간의 미디어화를 중심으로 = Understanding Movie and Its Space As New Media: Space Media in Avatar

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    https://www.riss.kr/link?id=A60161576

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Movie Avatar utilized the 3D technology has several characteristics of new media. Specifically this movie is representing a relatively new concept of space media so that it could be seemed more than a typical movie based on following reasons. First, for example, Avatar proves itself to be new media and pursues hyper-reality by mediating the existing media, maximizing the original information and realistic actuality in which the original information is represented, and remediating space into which the human senses are extended. Second, Avatar opens a new window of opportunity for movie to be transformed from hot media into cool media by allowing spectators to get involved in the remediated space. In other words, Avatar would rather be electric cool media than just hot media strongly focused on eyesight because the movie attempts to extend its sensible boundary from 3D into 4D. Third, Avatar also attempts to project digitized information into the existing physical space so that other data layers could be produced that consequently create augmented space of new media. Fourth, the audiences` various reactions to the movie is shown as navigation, which is highlighted in new media. Therefore, Avatar manifestly shows itself as new media by satisfying the traditional remediation, media, and new media theories suggested by Bolter and Grusin (1999), McLuhan(1964), and Manovich(2002), respectively. The understanding of Avata with new perspective, however, would be likely deemed to shift the way of understanding on movies from the traditionally popular medium to potentially new media, which has been based on the abstract and philosophical media theories.
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    Movie Avatar utilized the 3D technology has several characteristics of new media. Specifically this movie is representing a relatively new concept of space media so that it could be seemed more than a typical movie based on following reasons. First, f...

    Movie Avatar utilized the 3D technology has several characteristics of new media. Specifically this movie is representing a relatively new concept of space media so that it could be seemed more than a typical movie based on following reasons. First, for example, Avatar proves itself to be new media and pursues hyper-reality by mediating the existing media, maximizing the original information and realistic actuality in which the original information is represented, and remediating space into which the human senses are extended. Second, Avatar opens a new window of opportunity for movie to be transformed from hot media into cool media by allowing spectators to get involved in the remediated space. In other words, Avatar would rather be electric cool media than just hot media strongly focused on eyesight because the movie attempts to extend its sensible boundary from 3D into 4D. Third, Avatar also attempts to project digitized information into the existing physical space so that other data layers could be produced that consequently create augmented space of new media. Fourth, the audiences` various reactions to the movie is shown as navigation, which is highlighted in new media. Therefore, Avatar manifestly shows itself as new media by satisfying the traditional remediation, media, and new media theories suggested by Bolter and Grusin (1999), McLuhan(1964), and Manovich(2002), respectively. The understanding of Avata with new perspective, however, would be likely deemed to shift the way of understanding on movies from the traditionally popular medium to potentially new media, which has been based on the abstract and philosophical media theories.

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    참고문헌 (Reference)

    1 이승준, "재매개 이론을 통한 뉴미디어 아트의 리얼리티에 관한 연구" 한국사진학회 24 (24): 98-110, 2011

    2 김한중, "유비쿼터스 환경에서의 체감형 인터페이스와 증강현실 광고연구" 9 : 127-140, 2006

    3 심광현, "유비쿼터스 시대의 도시공간과 미디어고간의 문화-정치적 상호작용" 1 (1): 30-59, 2009

    4 연합뉴스, "영화 ‘아바타’ 4D 관람 체험기"

    5 이동훈, "아바타와 3D 영화의 혁명"

    6 김상호, "맥루한 매체이론에서 인간의 위치: ‘기술 우선성’에 대한 논의를 중심으로" 한국지역언론학회 8 (8): 84-121, 2008

    7 박기순, "매개와 재매개: 디지털 정보시대의 뉴미디어에 대한 이론적 고찰" 7 : 412-428, 1999

    8 아주경제, "롯데시네마, 관람객 눈높이 맞춘 복합 ‘엔터 공간’ 진화"

    9 강준만, "대중문화의 겉과 속" 인물과 사상사 1999

    10 Ciolfi, L, "Understanding spaces as places: Extending interaction design paradigms" 6 (6): 1-9, 2004

    1 이승준, "재매개 이론을 통한 뉴미디어 아트의 리얼리티에 관한 연구" 한국사진학회 24 (24): 98-110, 2011

    2 김한중, "유비쿼터스 환경에서의 체감형 인터페이스와 증강현실 광고연구" 9 : 127-140, 2006

    3 심광현, "유비쿼터스 시대의 도시공간과 미디어고간의 문화-정치적 상호작용" 1 (1): 30-59, 2009

    4 연합뉴스, "영화 ‘아바타’ 4D 관람 체험기"

    5 이동훈, "아바타와 3D 영화의 혁명"

    6 김상호, "맥루한 매체이론에서 인간의 위치: ‘기술 우선성’에 대한 논의를 중심으로" 한국지역언론학회 8 (8): 84-121, 2008

    7 박기순, "매개와 재매개: 디지털 정보시대의 뉴미디어에 대한 이론적 고찰" 7 : 412-428, 1999

    8 아주경제, "롯데시네마, 관람객 눈높이 맞춘 복합 ‘엔터 공간’ 진화"

    9 강준만, "대중문화의 겉과 속" 인물과 사상사 1999

    10 Ciolfi, L, "Understanding spaces as places: Extending interaction design paradigms" 6 (6): 1-9, 2004

    11 McLuhan, M, "Understanding media: The extension of man" New American Library 1964

    12 McLuhan, M, "The mediumis massage" Penguin Books 1967

    13 Manovic, L., "The language of new media" The MIT Press 2002

    14 Boostin, D, "The image: A guide to pseudo-events in America" Vintage 1994

    15 Thomas, L, "The Avatar effect: Movie-goers feel depressed and even suicidal at not being able to visit utopian alien planet"

    16 Kroker, A., "Technology and the Canadian mind: Innis, McLuhan, Grant" New World Perspectives 1984

    17 Zone, R., "Stereoscopic cinema & the origins of 3-D film" University Press of Kentucky 2007

    18 Bolter, J. D, "Remediation: Understanding new media" MIT Press 1999

    19 Reno, L. A., "Presence and mediated space: A review" SENSIO 3 (3): 181-199, 2005

    20 Angus, I, "Orality in the twilight of humanism: A critique of the communication theory of Harold Innis" 7 (7): 16-42, 1993

    21 Auge, M, "Non-place: Introduction to an anthropology of supermodernity" Verso 1995

    22 Hartmann, F., "Medienphilosophie" UTB/WUV 2000

    23 Casey, E. S, "Body, self and landscape. A geophilosophical inquiry into the place-world, In Textures of place. Exploiting humanistic geography" University of Minnesota Press 403-425, 2001

    24 Piazza, J, "Audience experience 'Avatar' blues"

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    학술지 이력

    학술지 이력
    연월일 이력구분 이력상세 등재구분
    2026 평가 재인증평가 신청대상 (재인증)
    2020-01-01 등재 등재학술지 유지 (재인증) KCI등재
    2017-01-01 등재 등재학술지 유지 (계속평가) KCI등재
    2013-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2010-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2007-01-01 등재 등재학술지 선정 (등재후보2차) KCI등재
    2006-03-21 학회명변경 한글명 : 한국지역언론학연합회 -> 한국지역언론학회 KCI등재후보
    2006-01-01 등재 등재후보 1차 PASS (등재후보1차) KCI등재후보
    2004-01-01 등재 등재후보학술지 선정 (신규평가) KCI등재후보
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    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 1.27 1.27 1.55
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    1.62 1.59 2.189 0.47
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