• Title/Summary/Keyword: 영화광고

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자판기 불법자금모집업체 식별 및 근절대책

  • 한국자동판매기공업협회
    • Vending industry
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    • v.3 no.1 s.9
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    • pp.64-69
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    • 2004
  • 고수익을 미끼로 한 자판기 분양사기가 최근 급증하고 있어 큰 문제가 되고 있다. 무조건 자판기 수익성만을 과대포장하여 투자자들의 `묻지마` 투자를 유도한 후 돈만 챙기고 사업에서 손을 떼어버리는 사기행각은 그 피해대상이 대부분 서민이라는 점에서 문제의 심각성을 더한다. 자판기가 불법 자금 모집을 통해 사기의 대상으로 외부 인식이 악화되어 버린다면 자판기 산업의 입지 역시 크게 좁혀 질 수 밖에 없다. 자판기 품목에 있어서는 불법자금모집의 대표적인 사례가 되는 경우는 확정수익을 보장한다며 투자자를 모집하는 경우이다. 그 후 일정기간동안 수익을 보장하며 투자자를 안심시킨 다음 일순간 돌변하여 자금을 챙겨 잠적을 하는 수순을 밝는다. 선의의 투자자들은 이럴 경우 엄청난 피해를 입게 되는 게 보통이다. 대개의 경우 기계 1~2대의 소량물량이 아닌 5대~l0대 단위의 투자를 유도하기 때문이다. 이제는 자판기 산업에 있어 이러한 악성 불법자금 모집업체들이 근절되어야 한다. 이 불법 사기행각의 대상이 더 이상 자판기 분야에 발을 붙이지 못하도록 하는 제도적 비책이 시급히 강구 되어야 한다. 이러한 가운데 금융감독원 비은행감독국 비제도금융조사팀에서는 올들어 지난 9월말까지 고수익을 미끼로 투자자금을 모집하다가 금감원에 적발된 유사 금융업체 85개사 명단을 사법당국에 통보했다. 불법자금모집 업체들이 투자자들을 유혹하기위해 미끼로 내세운 사업을 종류별로 보면 자판기, 게임기, 컴퓨터단말기 등 특정상품 운영권 제공이 29개사로 가장 많고, 사이버 쇼핑몰 및 인터넷사업(18개사), 납골당 등 부동산 투자(12개사), 영화등 문화 및 레저사업(10개사), 영화문화 및 레저산업(10개사), 벤처투자사(9개사) 등이었다. 자판기 분야에 있어서는 주로 성인용품자판기, 복권자판기 등의 품목이 불법자금 모집의 집중 타킷이 되었다. 금감원은 최근들어 유사 금융업체의 자금모집이 전문가도 속을 정도로 지능화하고 있다며 개인투자자들이 피해를 예방할 수 있는 불법업체 식별법을 금감원 인터넷 사이트(www.fss.or.kr)에 게시했다. 금감원은 특히 사업현황에 대해 지나치게 보안을 유지하는 업체, 1백$\%$이상의 터무니없는 고수익을 보장한다고 광고하는 업체, 제도권 금융회사의 지급보증을 강조하는 업체에 대해서는 투자에 앞서 금감원이나 업종 관련 정부당국에 사실여부를 확인해 보고 투자여부를 결정하라고 통보했다. 아울러 금감원은 금융소비자들이나 자판기 업계에서 불법자금 모집업체를 발견하여 전화(02-3786-8155~9)나 인터넷소비자 보호센터와 경찰에 신고해줄 것을 요청했다. 이제는 산업계도 더 이상 자판기 분야의 불법자금업체를 방치하지 말고 적극적인 금감원 신고를 통해 시장을 정화할 수 있게 해야 한다. 미꾸라지 한두마리가 온 개천 물 다 흐려놓는 이치처럼 자판기불법자금업체들로 인해 전체 산업에 미치는 영향이 실로 심각함을 인식해야 할 때이다. 금호 산업정보에서는 산업계에서 불법자금업체 근절에 많은 관심을 가질 수 있게 하기 위해 금융감독원 비은행감독국 비제도금융조사팀에서 배포한 $\ulcorner$불법자금 모집업체 고수익 보장 유혹에 주의$\lrcorner$ 에 대한 보도자료의 세부내용을 게재한다.

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Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
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    • v.6 no.3
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    • pp.29-40
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    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

Representational aspects and effects of K-food in K-content (K콘텐츠에서 K푸드 표상 양상과 효과)

  • Jaeeung Yoo;Hyunkyung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.165-170
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    • 2024
  • 'K-contents' is in the spotlight worldwide. As the prefix 'K' became popular, interest in K-food(Korean food) also increased. Various studies on K-contents are being conducted, but research on K-food is still very limited. References and articles about K-food are mainly limited to the overseas expansion, marketing status, and sales of domestic brands, and a few research papers deal with only cases of a specific brand's overseas expansion. This paper aims to analyze how K-food is represented in TV unscripted shows and TV series produced in Korea and what their effects are through empirical works. Among the unscripted shows based on food, they are estimated that the point of competitiveness as K contents deal with foreigners' Korean food experiences. Representative examples here are the way foreigners who visit Korea experience Korean food as part of their Korean culture experience, or the type of temporarily setting up a restaurant overseas to sell Korean food to local people. However, the problem with such shows are that it lacks long-term appeal because it is based on the 'Gukbbong(a slang term for 'extreme nationalism')' sentiment. The exposure of K-food in K-contents creates a tremendous advertising effect. It is judged that the current status and analysis of K-contents based on K-food can help establish the direction of future program production and the identity of K-food.

Bipeds Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choi, Hong-Seok;Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.259-266
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    • 2009
  • Today, the 3D character animation is easily accessible from most of the film such as an actuality film, animation, games, or advertising. However, such a smooth movement of characters is a result obtained by Key Frame operation which skilled animators worked with data obtained through expensive equipment such Motion Capture for a long time. Therefore, to modify or to give other effects is not easy. In some cases, character's action made according to the personal feeling could be different with universal expectations of audiences, because it might be not appropriate to make regulations generalized between character's action by animater's design and emotional reaction of audience. In this research, it is aimed to show the way which is easily to blend and modify 2-3 Biped animation data by offering the operation tools of 3-D rotation using 3D Studio MAX Script. By this tool E.A.M., we can have various researches for quantities relation of between walking and emotional reaction.

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Development of sumi-e effect from example image (예제 기반 수묵담채화 표현기술 개발)

  • Lee, Won-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.7
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    • pp.3454-3459
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    • 2013
  • Sumi-e is one of the art work that uses not only ink line but also color painting. This technique is well known as a representative Asian painting style and widely used in movie, advertisement poster and various effect in camera device. In this paper, we propose an algorithm that can generate result image with Sumi-e effects of example image based on computer graphics and image processing techniques. For this, we pass two steps. The first is painting expression step. We used texture transfer technique to generate result with texture effect of reference image by analyzing numerically. The second step is ink-painting effect generation step. We express ink-painting effect in outline by considering intensity variation in edge of example image. Our algorithm can express various Sumi-e style based on selected reference image. So it can be utilized to various contents generating research.

Endogenous Growth and Firm Value of Venture Companies (벤처기업의 내생적 성장이 기업가치에 미치는 영향)

  • Bae, Gi-Su;Cho, Hee-Jae;Sawng, Yeong-Wha
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.430-438
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    • 2012
  • This study researches the correlation between the firm value, which can be represented as Tobin's Q in this paper, and other financial information. The research is based on the financial statistics of KOSDAQ-listed Venture manufactures, which is comprised of the venture businesses group and the general group. The multiple regression, the correlation test tool, shows the R&D expenditures and tangible assets have the positive relation with the firm value while training expenses and the return on assets have the negative one. More specifically, R&D expenditures and total assets have the affirmative relations with the firm value among the venture businesses, whereas tangible assets, advertising expenses, and training expenses have the negative ones. The positive correlation between total assets and the firm value of venture business, shows that the volume of intangible assets impacts on the firm value of venture businesses. It also reflects the features of venture businesses highly relying on the technology development. The results are summarized as follows: First, The R&D expenditures and firm value have been positively correlated in the KOSDAQ-listed companies. Second, total assets and firm value has the positive correlation in the venture businesses.

A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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Analysis of Image Expression in Make-up Illustration (메이크업 일러스트레이션의 이미지 표현)

  • Lee, Kyung-Hee;Choi, Hee-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.233-243
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    • 2010
  • Thanks to the rapid advance of modern technology in industrial society, economic and material abundances have not only caused a variety of cultural industry to develop but also brought about the development of beauty treatment industry. Like this, the industry has continually expanded into the public rapidly by forming a new beauty trend along with the growth of mass media such as T.V, advertisement, vogue magazine, and film. And make-up is also broadening its artistic areas by utilizing various expression skills and consistently changing with beauty trends, which has influences on Make-up Illustration. As a result, it has been recognized as a new conception of 'art' expanding in interpretation of communicating with the masses under condition of modern culture and stressed in its part more and more. It is expected that Make-up Illustration playing an important role in the exchange of fashion trend information between beauty treatment industry and people will be studied in different-image-expression ways to raise its artistic value and be a useful material for research and creation activities in the foreseeable future by Make-up Illustration made of computer graphics.

Motion Capture System for Digital Entertainment (디지털 엔터테인먼트에서의 모션 획득 시스템)

  • Lee, Man-Woo;Kim, Soon-Gohn
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.85-93
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    • 2007
  • The motion capture system has shown its great potential as a new image expression means for handling such challenging tasks as realistic animation of humans or animals in motion, which cannot be handled by the existing key frame method satisfactorily, and also projects involving a large scale or a burdensome economic expenses. Its applications also has been intensified and widened in the entertainment arena including motion pictures, TV, advertisements, documentaries, music videos, etc. centering around games. Despite of these merits, though, a number of issues have been surfaced in the digital image expression utilizing the motion capture system, such as a burdensome amount of preparatory work, the needs for attachment of markers and for remedial corrections of motion data, and the lack of trained manpower. We would like to present in this paper a new direction for making the digital image production more efficient, based on the extensive analysis of prior image production projects that used the motion capture system.