• Title/Summary/Keyword: 영화관

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현대산업개발 용산 민자역사 현장

  • Lee, Seung-Gu;Kim, Byung-Chul
    • Journal of the Korea Institute of Building Construction
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    • v.4 no.1
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    • pp.58-63
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    • 2004
  • 용산민자역사현장은 용산 역세권개발 21만평 개발사업중 1단계로 연면적 82,356평의 대규모 민자역사 건설 및 복합상업시설을 신축하는 공사입니다. 용산역은 국철, 경의선, 경부선 등이 통과하고, 향후 고속철도 및 경의선의 출발역으로 기능을 담당하며, 복합상업시설에는 전자점, 영화관, 할인점, 전문점등이 있으며 2000년 10월 착공 2005.9 준공 예정이며, FAST TRACK으로 공사를 진행하고 있는 현장입니다.(중략)

Relations between Price Response Function and the Factors of Internet Content Service (인터넷 콘텐츠 서비스 속성과 가격반응함수의 상관관계 분석)

  • Lee, Se-Yoon;Lee, Sun;Lee, Jung-Woo
    • 한국IT서비스학회:학술대회논문집
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    • 2006.11a
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    • pp.80-85
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    • 2006
  • 현재 많은 인터넷 콘텐츠 서비스가 다양한 방식의 유료 서비스로 제공되고 있지만 다양하고 복잡한 콘텐츠 서비스의 특성상 가격 책정에는 많은 어려움이 있다. 본 연구는 인터넷 영화관을 대상으로 하여 사용자들이 서비스를 선택할 때 가장 고려하는 속성을 분석하고 속성과 속성 수준을 설정한 프로파일들의 가격반응함수를 구하였다. 또한, 선형${\cdot}$곱셈${\cdot}$유인${\cdot}$구텐베르그 모델 중 가장 적합한 모델을 추정하고 독점 영역과의 관계를 살펴봄으로써 각 기업들이 서비스의 가격을 책정함에 있어서 가장 수익성 높고 적합한 전략을 설정할 수 있도록 방향을 제시하였다.

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Framework establishment for the research on the attractiveness factors of e-sports arena (e스포츠 상설경기장의 관람객 유인요소 연구를 위한 Framework 수립)

  • Son, jae-young
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.377-378
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    • 2019
  • 2020년까지 광주, 부산, 대전에 e스포츠 상설경기장 구축하는 계획이 발표되었다. 아직은 대략의 청사진만 나온 상태로 구체적인 운영 방안에 대한 연구는 이뤄지지 않았다. 특히 e스포츠 상설경기장의 관점에서 어떤 요소가 관람객들의 관람결정요인으로 작용하는지에 대한 연구가 필요하다. 관련 선행 연구들을 검토한 결과, "e스포츠 경기"에 대한 관람결정요인과 영화관 등 문화공간의 "서비스스케이프" 요인에 대한 연구를 종합하여 Framework을 수립하였다. 향후 본 연구자는 이를 기초로 실증 연구를 수행할 것이다.

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A Case Study on the Adjustment of Story Copyright Problems in Internet Game Broadcasting Media (인터넷 게임 방송 매체의 스토리형 게임 저작권 문제 조정 사례 연구)

  • Choi, Young-Gui
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.61-67
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    • 2020
  • The game has several genres. Actions, RPGs, FPS, and simulations are diverse, and the game that flows around the story is a game genre that feels like watching a movie on the other. Internet game broadcasters can be thought of as playing a movie in a movie theater when they broadcast a story-type game. The difference with the movie theater is that you can get involved in the story by showing your play directly to viewers. As a broadcasting material, story-type games are a good means, but the fact that the story is published on the Internet in terms of game publishers can have a negative impact on sales revenue as viewers can enjoy the story without purchasing the game. The purpose of this study is to analyze the coordination status between producers and internet broadcasters for story-type games that could be copyrighted and suggest ways to move forward.

Comparison of Movie Ticketing system by smartphone applications -Focused on CGV, Megabox, Lotte cinema- (스마트폰 애플리케이션을 통한 영화 예매 시스템 비교 -CGV, 메가박스, 롯데시네마를 중심으로-)

  • Ko, Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.453-460
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    • 2016
  • This study aimed to compare the systems of ticketing application programs of three major movie theaters, CGV, Megabox, Lotte Cinema, with each other and evaluate the usability, and find problems to figure out user experiences for more convenient mobile ticketing. Experimental subjects with experiences of using apps of the movie theaters were recruited; First, as a primary task, they reserved movie tickets with each of the movie theater apps; Second, they had in-depth interviews with questions based on the model of Creating Pleasurable Interfaces by Stephen Anderson. As a result, users preferred the composition with information in order in overall, in which ticketing process went smoothly. In particular, users were more satisfied with convenient payment applications. Therefore, as an improving way, it is required to design an interface for users to recognize at a glance and a payment system within an app, not to design separate payment system out of the app. I hope this study will help actively conduct researches to maximize the usability in a way to reserve movie tickets through smartphone apps.

A Study on Seating Posture & Behavioral Characteristic in Interior Space of a Cinema (영화관 내부공간에서 관람자세와 행동특성에 관한 연구)

  • Kim, Jong-Sung;Kim, Jong-Ha;Choi, Joo-Young;Lee, Jeong-Ho
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.131-138
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    • 2008
  • This research is on a seating posture happening at a chair in a cinema and looked into various changes in a posture through the analysis of bodily movement in a established space like a cinema. Through the behavioral analysis of a seating posture in a limited space, each behavioral characteristic shown by a male and female and interdependent relations with a limited space were grasped. The conclusion through the above research work was as follows: 1) This research suggested a frame of analysis by dividing a seating posture into the side and upper part and was able to analyze its subsequent change characteristic of a seating posture by a male and female. 2) As for the side posture, a male was found to change fewer postures than a female, but as for the upper posture, there appeared a high frequency in posture change in case of a female. 3) As for time of staying in the side posture, a female was found to keep up a specific posture, and relatively a male changes his postures frequently while appreciating a movie; likely, as for the upper posture, it was found out that there existed a difference between the preference for the upper posture and time to keep it up. 4) A male and female were establishing a comfortable environment through their change in a posture, and there appeared changes in a posture the most within every 10 minutes in both the side and upper part postures. 5) As for the correlation between a initial posture and keep-up posture, it was found that a male tend to pursue a comfortable posture as time goes by, while a female kept up a comfortable one from her initial seating posture.

A Study on Big Data Information System based on Artificial Intelligence -Filmmaker and Focusing on Movie case analysis of 10 million Viewers- (인공지능 기반형 빅데이터 정보시스템에 관한 연구 -영화제작자와 천만 영화 사례분석 중심으로-)

  • Lee, Sang-Yun;Yoon, Hong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.2
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    • pp.377-388
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    • 2019
  • The system proposed in this paper was suggested as a big data system that works in the age of artificial intelligence of the 4th Industrial Revolution. The proposed system can be a good example in terms of government 's development of new intelligent big data information system. For example, the proposed system may be introduced into the system of a department as a function of the integration of existing cinema ticket integration network or its networking. For this purpose, the proposed system transmits the user's profile to the film producer or other company, where it is provided as comparison data. Soon, the information is sent to the user-specific characteristic data and then the film-maker will be able to gauge the success of the three elements of the movie's performance, cinematic quality, and break-even point in real time, which are revealed through the movie review that the actual user feels, including the so-called 'new reinterpretation.

A Study about the Changes in Movie Theater Work after the COVID-19 : Focusing on the Cinema Industry of Korea (코로나 19시대 이후 극장체재 변화에 관한 연구 :한국 영화 산업을 중심으로)

  • Suh, Jung-In
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.447-453
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    • 2021
  • The whole world was confused, unintended "COVID-19". It has become a constant phenomenon, not a temporary one, and people are getting used to this era. Among them, We are combating the form of "the film" which is playing a role of a multiplex in Korean film industry. Now we have studied the development of the future korean industry based on the movie theater form through our cultural industry, New platform OTT. As a result for the research, the OTT platform, which is located in one genre today, should be regarded as an opportunity to develop films, and the movie theater, which is a part of the development of the film industry, differs from the OTT platform. with "memory of space", the result was that "The audience's footsteps can move again." The crisis of "COVID-19" should bring about the consequences of turning into opportunity.

Documentary Narrative Strategies by Platform: Focusing on (플랫폼에 따른 다큐멘터리 서사전략 연구: 를 중심으로)

  • Kwon, Sang-Jung;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.949-960
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    • 2021
  • Documentaries based on facts not only contain the spirit of that era but have been transformed in various ways according to changes in technologies and media. This study analyzed under the premise that the original documentary of YouTube plays a role in representing the characteristics of the medium. YouTube's original documentary is released on YouTube and then re-edited and released as a documentary film, and has the same shooting source, and is edited and described differently depending on whether it is a YouTube or a movie. This is the content that can confirm the media differences between YouTube documentary and documentary film. The cinema version shows the difference in that the narrative is developed using third-person narration and subtitles, mainly for handheld shooting and smooth editing, and the YouTube version is developing the narrative centering on audio-centric rough editing, interviews and background music. Through this, it can be seen that the YouTube version reinforces intimacy through a personal and direct expression method, while the cinema version reinforces objectivity through an official and indirect expression method.

User-Centric 3D Stereoscopic Display Technologies (사용자 중심형 3D 입체 디스플레이 기술)

  • Yang, U.Y.;Ryu, S.W.;Kim, K.H.;Lee, G.H.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.51-61
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    • 2012
  • 정보통신과 콘텐츠 기술의 발달로 소비자는 고품질의 2차원 가시화 형태의 콘텐츠에 만족하지 않고, 보다 사실적인 체험이 가능한 3D 콘텐츠를 요구하고 있다. 2010년대에는 이미 3D 입체 디스플레이 기술이 소비자 가전 시장에서 주요 관심 대상이 되었고, 가상현실 연구의 전통적인 가시화 인터페이스로 활용된 착용형 디스플레이와 몰입형 및 대형 입체 디스플레이 장치도 3D 영화관 및 전시관 등을 통해서 일반 소비자기 쉽게 체험할 수 있게 되었다. 이러한 3D 입체 디스플레이 기술은 사용자 개인을 중심으로 보다 사실적인 입체감과 공간감을 제시하려는 형태로 발전되고 있으므로, 본고에서는 개인 사용자 중심의 착용형 디스플레이 기술과 고품질의 3D 영상 체험을 제공하는 관련 디스플레이 기술의 동향을 정리하고, 국내 최신 연구 개발 사례를 소개한다.

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