• Title/Summary/Keyword: 영화광고

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사용자탐방-서강대학교 컴퓨터학과 임인성 교수

  • Lee, Jung-Yeon
    • Journal of Scientific & Technological Knowledge Infrastructure
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    • s.3
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    • pp.134-136
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    • 2000
  • 최근 문화, 예술, 과학 등 많은 분야에 걸쳐 컴퓨터 그래픽의 중요성이 부각되고 있다. 특히 컴퓨터 그래픽의 한 분야인 3D 그래픽은 영화, 광고, 게임, 교육 CAD/CAM, 과학적 가시화 등 많은 분야에서 널리 쓰이면서 그 중요성이 더욱 커졌다. 그러나 이와 관련된 국내 기술력은 외국의 기술력에 비해 많이 뒤쳐진 상태다. 국내의 컴퓨터 그래픽관련 기술력을 세계적인 수준으로 끌어올리기 위해 연구에 매진하고 있는 서강대학교 컴퓨터그래픽스연구실의 임인성 교수님을 만나보았다.

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An Empirical Study on the Effect of Korean Wave on the Brand Loyalty of Korean Products in Chinese Market (중국시장에 있어서 한류효과가 한국제품의 브랜드 충성도에 미치는 영향에 관한 실증적 연구)

  • Rho, Hyungjin
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.5
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    • pp.157-165
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    • 2013
  • The mid-20th century witnessed a wide spread of Korean culture in Japan, China and Southeast Asia and China now has become the biggest trade partner and export market, as well as the No. 1 source of import and the biggest investment country of Korea. With the spreading of the Korean popular culture in China, brand loyalty to Korean products is improved. Taking the Chinese market as the basis, this research aims to make an analysis of the implications of 'Korean Wave', Korean advertisements and the image of Korea on brand loyalty to cosmetics made in Korea. To achieve the research aim, questionnaires were used in conducting the survey, mainly in Beijing. Excluding the invalid ones, altogether 180 questionnaires were collected, based on which an empirical analysis was carried out on the correlation between 'Korean Wave', effects of Korean advertisements, image of Korea, brand recognition, and brand loyalty to products made in Korea. The major analyzing tools are SPSS 20.0 and AMOS 20.0. The findings are as follows: 1. Korean films, dramas, and attachment for Korean movie stars (representative of 'Korean Wave') all have a positive influence on brand loyalty. Recognition of the country image of Korea, to some extent, also has positive implications on brand recognition. 2. Empirical analysis assists in the testing of the degree of recognition and attachment of cosmetics made in Korea, as well as brand loyalty to them.

A Study on Partially Applied Color Image in Black and White Moving Imagery (흑백영상의 부분 색채화에 관한 연구)

  • Yeo, Myoung;Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.322-326
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    • 2006
  • Though human being has ability to percept a full colored vision, the technology of early photography only can produce black and white images. For cinema filming imagery also captured mono tone with black and white, until developed a color film technology. The desire for presenting color imagery and the technique for producing film and color ink, photography and print utilize color on it with noticeable color impact to viewers. It, however, abusing fun colors image each and every printed and filmed imagery, the freshness of eye catching power diminished now. On contrast, color becomes black and white or partially used for making discrepancy among full colored images. This image detected commercial and music video, and it spread to film. To use those bleached color images is for evoking a nostalgia and a visual differentiation. Especially, it can be provocative images brought to audience with that. such as "Anycall", "Dimchae" for CF, and "Schindler's list," and "Sin city" for movie. It is hard to investigate on the color studies for partially used images. Therefore, this study is to research that through CF and film, base on it, to investigate the application for this image. To collect data from survey, it will be established a basic concept for understanding the partial color applying.

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Media Research in Global Brand Timelapse Advertisement (글로벌 브랜드 타임랩스 광고에 나타난 영상 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.333-340
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    • 2017
  • Timelapse is an imaging technique that captures motion at regular intervals and then projects it at normal speed. We looked at Timelapse advertising images of global brands and presented a model for analyzing components and expression methods of Timelapse, a new image technique. In previous research, literature research, Internet data survey, and YouTube data were investigated. Continuous photography has been developed as an imaging technique, and we have examined the current production status applied to domestic and foreign documentary, domestic and foreign drama, film, and advertisement. In 2015-2016, I will analyze the techniques of iPhones (2016), Ralph Lauren Polo Ads (2015), and Canon EOS (2013) videos that use Timelapse techniques in their recent advertisements. The results show that the Timelapse component is a static element, the static motif is mainly an artificial structure, the place is outdoor, the color is taken at a time showing the characteristics of the place, and the layout is all centered. The dynamic motif is a moving object. The dynamic line consists of a story based on the object. The time is about 11-15 seconds, the longest is about 1 minute and 30 seconds, and the editing is mainly focused on the product with the brand logo emphasized. In conclusion, it is the role of the image to pay attention to the advertisement and catch the eye. In order to motivate the buyer's mind, it is necessary to direct and edit such as Timelapse, which stimulates the emotions inherent in the mind and stimulates the non-verbal symbols. Future research is likely to reveal various attempts at temporal editing of images.

Design and Implementation of Authoring Tools for Multimedia Production (멀티미디어 제작을 위한 저작도구의 설계 및 구현)

  • Yoo Su-Mi;Baik Sung-Wook;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.4 no.1
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    • pp.45-55
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    • 2003
  • Due to the rapid development of information & communication technology under high performance computing environments, the multimedia production techniques have been applied to a variety of multimedia fields such as general banner advertisements including texts, images and animations, and the internet-broadcasting dealing with videos and sounds. This paper presents an authoring tool with main functions to setup events objects (image, animation, sound, button, area) and to setup action functions, so that non-experts can easily produce multimedia including images, sounds, animations and so on. The authoring tool implemented in Java can be applied to the CD-ROM title production as well as the web-site construction. We can expect that when this authoring tool is used for in multimedia production, both cost and time will be reduced due to its convenience and powerful functions. We have a future plan to integrate intelligent multimedia presentation techniques with the presented tool for the autonomous multimedia authoring works.

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Digital Contents Application using Intelligence (지능을 이용한 디지털 콘텐츠 응용)

  • Kim, Man-Ki;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.65-71
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    • 2009
  • The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.

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An Analysis of Ginseng Advertisements in 1920-1930s Newspapers During Japanese Colonial Period (일제강점기 중 1920-1930년대 신문에 실린 인삼 광고 분석)

  • Oh, Hoon-Il
    • Journal of Ginseng Culture
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    • v.4
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    • pp.103-127
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    • 2022
  • The influx of modern culture in the early 20th century in Korea led to numerous changes in the country's ginseng industry. With the development of ginseng cultivation technology and commerce, the production and consumption of ginseng increased, and various ginseng products were developed using modern manufacturing technology. Consequently, competition for the sales of these products became fierce. At that time, newspaper advertisements showed detailed trends in the development and sales competition of ginseng products. Before 1920, however, there were few advertisements of ginseng in newspapers. This is thought to be because newspapers had not yet been generalized, and the ginseng industry had not developed that much. Ginseng advertisements started to revitalize in the early 1920s after the launch of the Korean daily newspapers Dong-A Ilbo and Chosun Ilbo. Such advertisements in this period focused on emphasizing the traditional efficacy of Oriental medicine and the mysterious effects of ginseng. There were many advertisements for products that prescribed the combination of ginseng and deer antler, indicating the great popularity of this prescription at the time. Furthermore, advertisements showed many personal experience stories about taking such products. Mail order and telemarketing sales were already widely used in the 1920s . In 1925, there were advertisements that ginseng products were delivered every day. The advertisements revealed that ginseng roots were classified more elaborately than they are now according to size and quality. Ginseng products in the 1920s did not deviate significantly from the scope of traditional Oriental medicine formulations such as liquid medicine, pill, and concentrated extract. In the 1930s, ginseng advertisements became more active. At this time, experts such as university professors and doctors in medicine or in pharmacy appeared in the advertisements. They recommended ginseng products or explained the ingredients and medicinal effects of the products. Even their experimental notes based on scientific research results appeared in the advertisements to enhance the reliability of the ginseng products. In 1931, modern tablet advertisements appeared. Ginseng products supplemented with vitamins and other specific ingredients as well as ginseng thin rice gruel for the sick appeared at this time. In 1938, ginseng advertisements became more popular, and advertisements using talents as models, such as dancer Choi Seunghee or famous movie stars, models appeared. Ginseng advertisements in the 1920s and 1930s clearly show a side of our rapidly changing society at the time.

Analysis of Cognitive Psychology Creates in Sound Design Structure (영상음향의 사운드디자인구조가 수용자 감응도 에 미치는 영향(TV광고영상음향을 중심으로))

  • Yoo, Whoi-Jong;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.02a
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    • pp.173-178
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    • 2008
  • 본 연구에서는 영상음향의 사운드디자인 구조의 차이가 수용자에게 어떠한 감응도 변화가 있는가를 알아 보았다. 실험은 60초의 TV광고음향을 음악으로만 디자인한 음향트랙과(A), 음향효과와 음악으로 디자인한 음향트랙(B)을 청취하게 하여, 어떠한 사운드 구조가 감응도(주의력, 활성도, 감성도)에 더 유의한 영향을 미치는가를 알아 보았다. 실험은5명씩의 남.여 대학생을 대상으로 이루어 졌고 안정상태와 Fp1, Fp2를 중심으로 한 전두엽측정방식으로 한 뉴로피드백(Neuro feedback)뇌파측정방법으로 측정하였다. 그 결과, 음악으로만 디자인한 A음향트랙에서의 감응도는 주의((ATQ)와 활성도(ACQ), 감성도(EQ)모두가 증가했으나 B트랙보다는 낮았다. 음악+효과음으로 디자인한 B트랙에서는 주의력(ATQ), 활성도(ACQ),는 A트랙보다 증가하였으나 EQ(감성도)는 반대로 A트랙보다 낮았다. 결과적으로 영상에서 음향은 주의력과 활성도 에는 기본적으로 뇌의 변화에 작용하나 정서적인 면은 역시 음악이 유효한 것으로 나타났다. 그러나 강한 효과음들은 음악보다 주의력과 집중도를 높이기는 하나 스트레스적(SQ)지수는 오히려 높은 것으로 나타났다. 본 연구를 통하여 방송과 영화 등의 사운드구조는 영상과의 호흡을 기본으로 하지만 실제로 시각정보와 청각정보가 동시에 합쳐져서, 심리적으로 어떠한 영향을 미치는가를 뇌신경측정으로 고찰한 것에 의의가 있다.

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A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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A Fuzzy-AHP-based Movie Recommendation System with the Bidirectional Recurrent Neural Network Language Model (양방향 순환 신경망 언어 모델을 이용한 Fuzzy-AHP 기반 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.525-531
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    • 2020
  • In today's IT environment where various pieces of information are distributed in large volumes, recommendation systems are in the spotlight capable of figuring out users' needs fast and helping them with their decisions. The current recommendation systems, however, have a couple of problems including that user preference may not be reflected on the systems right away according to their changing tastes or interests and that items with no relations to users' preference may be recommended, being induced by advertising. In an effort to solve these problems, this study set out to propose a Fuzzy-AHP-based movie recommendation system by applying the BRNN(Bidirectional Recurrent Neural Network) language model. Applied to this system was Fuzzy-AHP to reflect users' tastes or interests in clear and objective ways. In addition, the BRNN language model was adopted to analyze movie-related data collected in real time and predict movies preferred by users. The system was assessed for its performance with grid searches to examine the fitness of the learning model for the entire size of word sets. The results show that the learning model of the system recorded a mean cross-validation index of 97.9% according to the entire size of word sets, thus proving its fitness. The model recorded a RMSE of 0.66 and 0.805 against the movie ratings on Naver and LSTM model language model, respectively, demonstrating the system's superior performance in predicting movie ratings.