• Title/Summary/Keyword: 독립영화

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Face Image in the Cinema : Based on the Early Silent Film Period (영화 속 얼굴 이미지 : 초기 무성영화시기를 중심으로)

  • Hwang, Ji-eun
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.776-783
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    • 2016
  • Discussion of facial image of the movie starts is recognized as an art movie that started from silent film period. Critical discussions on the facial image initiated with the emergence of 'close-up' are performed in the context to claim the superiority of close-up format. Therefore, the trend of critical discussion on the facial image differs from two perspectives to perceive close-up in this era. The first perspective is to privilege both face and close-up since close-up is recognized as the unique tool to realize the face considering close-up as the independent body to have new aesthetic feasibility of the movie. The second perspective is to consider close-up as one of the plots in the movie language to complete its narration. In this case, it is perceived as just a short, which has no differentiation from the others, as long as the facial image does not interfere the completeness of the narration, because the characteristics of close-up to highlight the subject more than the other short is not recognized as the unique form to complete the movie, and because it has the meaning only when the subject and the format aim to maintain the completeness of the narration.

A Design for Movie Recommender System using Embedding and Deep-Learning Technique (임베딩 기법과 딥러닝 기법을 이용한 영화 추천 시스템 설계)

  • Yu, WonHee;Lim, Heuiseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.648-649
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    • 2016
  • 일반적으로 협업 핑터랭 기반의 추천 시스템에서는 사용자와 아이템 간의 상호 작용이 희박하게 나타나는 문제 때문에 성능상의 한계점을 가지고 있다. 이 문제는 전통적으로 사용되었던 기계 학습의 입력 특성들이 의미적으로 관계가 없도록, 독립적으로 표현하기 때문이다. 본 논문에서는 임베딩 기법을 이용하여 서로 독립적으로 표현되었던 아이템들을 의미적으로 표현되는 벡터로 바꾸고, 최근 협업 필터링 기반의 추천 시스템으로 많이 사용되는 RNN을 사용하여 모델링한 시스템을 제안한다. 제안된 모델은 최근에 발표된 추천시스템들과 동등하거나 그 이상의 성능을 보일 것으로 기대된다.

The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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Development of "Movie Production Project" Science-Arts Convergence STEAM Program and its Effects on Elementary School Students' Career Orientation of Science, Career Awareness and Creative Personality ("영화공작소" 과학·예술 융합형 융합인재교육(STEAM) 프로그램 개발 및 초등학생의 과학 진로지향도, 진로인식 및 창의적 성향에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Chang, Woo Jin;Suk, Hae Jung;Kim, Sunghwan;Park, Mun Sook;Lee, Jina;Lee, Chong-Sup;Jin, Suk Hee;Yu, Hwasoo;Jung, Hyunji;Choi, Jung Jin;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.1
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    • pp.31-51
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    • 2016
  • The purpose of this study was to develop "Movie Production Project" Science-Arts convergence STEAM program for elementary students and investigate the effects of the program on career orientation of science, career awareness and creative personality. Participants were 82 elementary school students. The results of this study were as follows: First, experimental group's total score of career orientation of science was significantly higher than that of comparative group. Among sub-areas, science learning preference, science career preference and perception on science career worth were significantly different between two groups. Experimental group's scores were significantly higher than those of comparative group. Second, experimental group's career awareness total score was significantly higher than that of comparative group including all sub-areas. Third, experimental group's creative personality total score was significantly higher than that of comparative group including 2 sub-areas, independence, openness. Finally, experimental group student's perception on the program showed that it was interesting, a little easy and they hoped to study again.

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The space implementation of movie With gods and the meaning (영화 ≪신과 함께-죄와 벌≫속 공간의 구현양상과 그 의미)

  • Yi, Hyang-ae;Kim, Sinjeong
    • 기호학연구
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    • no.54
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    • pp.177-203
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    • 2018
  • On this study, we analyzed the movie With gods's narrative structure. This movie makes most people who has seen it feel deeply moved. We think that people can get deep feeling from a film at last after people who has seen the movie accept a context, story, and a message of the movie gladly. We focused on a special system in this movie With gods that can make give an ordinary message and big touch to people. Also we focused on every episodes of every space in a movie, and someone who moved freely between the spaces. A repetitive form and repetitive contents in a narrative become a special code itself -repetitiveness- for people and make them do auto-communication. Specifically, an information, the movie's repetitiveness, out of people become a special code for them, and then that make people bring memory and new information by themselves. Watching movie, people can look back up on life with every trial in the movie. In short, a repetitiveness and an auto-communication are a special system in the movie, that can make deeply touched.

A Study On The Identity Of Yeonsegeuk(Kino-Drama) (연쇄극의 정체성 논의 - 총체예술론적 관점에서 -)

  • Kim, Sunam
    • (The) Research of the performance art and culture
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    • no.25
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    • pp.5-30
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    • 2012
  • I. Identity of Yeonsegeuk as total arts. The purpose of the thesis is to arrange the identy of Yeonsegeuk(Kino-Drama) which is theatre or film. The process of study is tried to discuss on the aethetic of Yeonsegeuk. II. Appearance of Yeonsegeuk and negative disputation of yeonsegeuk The first imported Yeonsegeuk from Japanese in Korea is made by the group of Mizuno Ganggetsu(水野觀月) on Oct. 16. 1915 at Pusan and also to run in Seoul at Hwanggeumgwan. The first of Korean Yeonsegeuk is by Kim, Dosan, a leader of Singeukjwa(theare group) on Oct. 27. 1919 at Danseongsa. Before the liberation of Korea from Japan all made korean Yeonsegeuk are 28 works. III. Dramatic form of Yeonsegeuk I study on the relation between Yeonsegeuik and Sinpageuik(new theatre of modern drama in 1920's). I find that Yeonsegeuik admitted the thechnics of the Sinpageuik and the contents. If We think that the theatre is synthetic art which genealize all arts, we can insist that the Yeonsegeuk is valued the total art as new performance to comply with film art to theatre. Conclusionly Yeonsegeuk is called 'Expanded Theatre' as the new performance which must be dicussed in the view of total art. VI. Discussion on the the aethetic of Yeonsegeuk When we compare the structure of film with the structure of theatre, we can't find a diffrent element between the structure of two art in art semiotic. But we find a fact that film art has special elements in mechanics character which are camera working and motage. These technics influence on the audience's mind. It is different point between Japan and Korean's Kino-drama and Germany's that is to admit the aethetic of total art or not. V. Yeonsegeuk as new performance During Korean modern times Kino-drama was first a kind of total art with stage and screen. But it is regretable that Kino-drama didn't have the background of theory which discourse on the comprehension of total art. As the result Kino-drama bring the confusion of argument that Kino-drama is total art or expanded theatre. This confusion will be disputed on film art as performing arts or future art as expanded film and total art.

Impression Formation and Participative Intention in Internet Movie Review Bulletin Board (인터넷 영화 리뷰 게시판에서의 인상형성과 참여의사)

  • Lee, Jeong-Eun;Park, Joo-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.721-726
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    • 2006
  • 인터넷 게시판을 통한 커뮤니케이션에서는 상호작용의 결과물이 지속적으로 남아 있어, 상호작용의 당사자뿐 아니라 나중에 참여하는 다른 이용자들의 게시판에 대한 지각에도 영향을 미치게 된다. 따라서 인터넷 게시판에서의 이용자들 간의 상호작용은 게시판의 기술적 형식이나 주제뿐 아니라 게시판에 있는 기존 이용자들의 메시지를 읽고 받은 인상에 따라서도 달라질 수 있다. 본 연구에서는 게시판의 익명성과 메시지의 전문성을 독립변인으로 한 $2{\times}2$ 실험설계에 따라 가상적 CMC 상황에서 피험자들이 영화 리뷰 게시판의 글을 읽도록 하였다. 게시판 기존 이용자 집단에 대해 받은 인상의 긍정성, 모호성, 전문성, 피험자 자신과의 지각된 유사성 및 해당 게시판에 대한 참여의사를 측정하였다. 결과, 전문성이 높은 메시지를 읽은 피험자들은 게시판의 기존 이용자들이 보다 전문적이라는 인상을 받았으며, 해당 게시판에 참여하고자 하는 의사를 더 많이 표시했다. 또한 기존 이용자들에 대한 인상의 긍정성과 유사성, 참여의사 사이에는 상관관계가 있었다. 이 결과는 인터넷 게시판 이용이 기술적 요인뿐만 아니라 게시판의 기존 이용자 집단에 대한 인상에 따라서도 달라질 수 있음을 시사한다.

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Linear Scratch Detection and Removal Technique for Old Film Sequences Using Wavelet Shrinkage and Interpolation (고전 영화 복원을 위한 웨이블릿 계수축소와 보간법을 이용한 선형 스크래치 검출 및 제거 기술)

  • Kang, Won-Seok;Lee, Eun-Sung;Kim, Sang-Jin;Paik, Joon-Ki
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.5
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    • pp.1-9
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    • 2011
  • This paper presents a novel scratch detection and removal approach for old film images in wavelet-domain. Various scratch detection and removal algorithms have been proposed for past decades. However, accurate scratch detection and removal with a moderate amount of computing effort is still a problem because of trade off between the quality of the film and computational load. For overcoming this problem, we first decompose an input image using a 3-level wavelet transform, and then remove the scratch by shrinking wavelet coefficients using linear interpolation. Experimental results show that the proposed algorithm can efficiently detect and remove the scratch in damaged films, and also be incorporated into old film restoration systems.

Characterizing Strategy of Emotional sympathetic Robots in Animation and Movie - Focused on Appearance and Behavior tendency Analysis - (애니메이션 및 영화에 등장하는 정서교감형 로봇의 캐릭터라이징 전략 - 외형과 행동 경향성 분석을 중심으로 -)

  • Ryu, Beom-Yeol;Yang, Se-Hyeok
    • Cartoon and Animation Studies
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    • s.48
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    • pp.85-116
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    • 2017
  • The purpose of this study is to analyze conditions that robots depicted in cinematographic works like animations or movies sympathize with and form an attachment with the nuclear person and organize characterizing strategies for emotional sympathetic robots. Along with the development of technology, the areas of artificial intelligence and robots are no longer considered to belong to science fiction but as realistic issues. Therefore, this author assumes that the expressive characteristics of emotional sympathetic robots created by cinematographic works should be used as meaningful factors in expressively embodying human-friendly service robots to be distributed widely afterwards, that is, in establishing the features of characters. To lay the grounds for it, this research has begun. As the subjects of analysis, this researcher has chosen robot characters whose emotional intimacy with the main person is clearly observed among those found in movies and animations produced after the 1920 when robot's contemporary concept was declared. Also, to understand robots' appearance and behavioral tendency, this study (1) has classified robots' external impressions into five types (human-like, cartoon, tool-like, artificial bring, pet or creature) and (2) has classified behavioral tendencies considered to be the outer embodiment of personality by using DiSC, the tool to diagnose behavioral patterns. Meanwhile, it has been observed that robots equipped with high emotional intimacy are all strongly independent about their duties and indicate great emotional acceptance. Therefore, 'influence' and 'Steadiness' types show great emotional acceptance, the influencing type tends to be highly independent, and the 'Conscientiousness' type tends to indicate less emotional acceptance and independency in general. Yet, according to the analysis on external impressions, appearance factors hardly have any significant relationship with emotional sympathy. It implies that regarding the conditions of robots equipped with great emotional sympathy, emotional sympathy grounded on communication exerts more crucial effects than first impression similarly to the process of forming interpersonal relationship in reality. Lastly, to study the characters of robots, it is absolutely needed to have consilient competence embracing different areas widely. This author also has felt that only with design factors or personality factors, it is hard to estimate robot characters and also analyze a vast amount of information demanded in sympathy with humans entirely. However, this researcher will end this thesis as the foundation for it expecting that the general artistic value of animations can be used preciously afterwards in developing robots that have to be studied interdisciplinarily.

이동통신망과 유선인터넷망 간의 데이터망 상호접속에 따른 사업자간의 이해관계분석

  • Jo, Won-Seok;Song, Yeong-Hwa;Choe, Hong-Sik
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.897-904
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    • 2007
  • 과거 독립적으로 운영되던 이동통신망과 유선인터넷망이 유무선 통합 서비스의 확대로 상호간의 트래픽이 교환되고 있고 기존의 유선 콘텐츠와 연계된 다양한 서비스들이 등장하고 있다. 현재 이동망과 유선망의 데이터망 간의 트래픽양이 많지 않지만 향후 망 개방 효과의 확대, 유무선 통합서비스 활성화, 통신서비스의 진화에 따라 트래픽 증가에 따른 처리에 대한 유선과 무선 사업자간 상호접속과 관련된 다양한 이슈가 발생할 것으로 예상된다. 본 논문에서는 이동통신망과 유선인터넷망 간의 데이터망 상호접속 현황 및 연동에 따른 수익구조 관계를 분석 한다. 또한 유무선 연동 구조의 가치체인과 관계 사업자를 분석하고 무선인테넷 요금제 유형에 따라 이동통신사, 유선계 사업자, 콘텐츠 사업자 중심으로 상이하게 나타나는 이해관계를 분석하고자 한다.

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