아바타를 중심으로 본 3D 영화산업의 기술동향과 발전방향에 관한 연구
Study on Technical Trend and Development Direction of 3D Movie Industry from the Avatar-centered Viewpoint
- 한국영상제작기술학회
- 영상기술연구
- 제13호
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2010.125 - 27 (23 pages)
- 0
The attraction of 3D movie is an excellent cubic effect with no doubt. Although there might be more advantages that only it has, the reason that it makes audience change their mind from 2D movies to 3D movies to pay more money is a realistic screen structure that its cubic effect gives. This study is aiming at examining the technologies of and the current situation and limit of the whole 3D market focused on the movie "Avatar" that has paved the way for the 3D market beyond a movie, and also describes the direction that 3D movie industry is oriented towards. A variety of efforts to make 3D movies have been attempted during each period. Even though such attempts were always raising an issue at the beginning of the movie history, such a fever faced lack and limit in the technologies of the 3D cubic movies at that time and faded away. In those days, majority of the audience complained of headache and the reason is that several elements of movies such as narrative were disregarded because every focus was given on 3D related technologies. What we see in the real world is, in fact, three-dimensional, so 3D movies are not new to us. However, since we were accustomed to the existing 2D movies, 3D movies might be new and remarkable to us. In the meantime, it is obvious that 3D movies were beyond the limit of 2D, and there was a director James Cameron in the center of the movie. The old 3D movies missed a narrative because they were made focused on technologies while "Avatar" is worth watching even if the movie is not 3D. It means that the movie was made based on concrete narrative and structure. Meanwhile, what position of the current domestic 3D movie market is, compared to the overseas market? What should we have in such a period that 3D movies have been emerging? and what is a limit? 3D movies have such advantages that it prevents illegal download, provides a better realistic screen than 2D through excellent cubic effect, and its profit is higher than 2D. On the contrary, it is kind of a gamble to make a 3D film because not only does it require much more production cost than 2D but also does not guarantee a successful result. Also, it is a disadvantage that 3D movies have not been a format that can replace 2D but have been promoted as an event so far. The important thing is that overseas 3D contents have been continued to be distributed to the domestic market, which makes 3D industry developed though. There is no way to prevent such a developed technologies. However, it is required to think about how efficiently such a developed technologies can be utilized. It is about time for every expert of all the sectors such as the government, companies, educational-industrial complex, etc, to cooperate in order to strengthen technical competition of the Korean movie industries. There are only few days left for Korea to be a leader of 3D movie industries.
Ⅰ. 서론
Ⅱ. 본론(序)
Ⅲ. 결론
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