• Title/Summary/Keyword: 영화텍스트

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An Semiotic analysis on Spirited Away (애니메이션(센과 치히로의 행방불명)에 대한 기호학적분석)

  • Lee Yun-Hui
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.99-112
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    • 2005
  • Christian Metz, the precursor of cine-semiology, considered cinema as a language in the sense that it is a set of messages grounded in a given matter of expression, and a signifying practice characterized by specific codifications. According to Metz, film forms a structured network produced by the interweaving of cinematic codes, within which cinematic subcodes represent specific usages of the particular code. For Metz, cinematic language is a totality of cinematic codes and subcodes, and history of the cinema is the trace of the competition, incorporations and exclusions of the subcodes. He also suggested a filmic text is not just a list of codes in effect, but a process of constant displacement and deformation of codes. Following Metz' textual analysis methodology, I investigated the formal configuration of Hayao Miyazaki‘s animation, Spirited Away. It is interesting to trace the interweaving of cinematic codes in Spirited Away, i.e. codes of lighting, color, movement, and auteurism, across the animation. I focused on the first scene at the bridge to Yubaba's bathhouse, analyzing each cinematic code and its subcode applied. The first bridge scene is carefully constructed to stand out the confrontation of Chihiro (with Haku) and the bathhouse. The bathhouse is not just a building, it represents the powerful witch, Yubaba, yet to appear on the scene, and functions as an antipode to Chihiro. In each shot, every subcode within the codes of framing, direction, angle, color, lighting and movement is used to maximize the contrast between the dominant bathhouse and the feeble 10-year-old girl. In Spirited Away, the subcodes within each cinematic ode are constantly competing and displacing each other to augment the antithesis between the characters and develop the narrative. As Metz's argument that film constitutes a quasi-linguistic practice as a pluricodic medium, Spirited Away communicates with the spectators with the combination and displacement of these cinematic codes and subcodes.

Cinema threapy for interpersonal relations improvement -Focused on My Mother, the Mermaid directed by Park Heungsik - (대인관계 개선을 위한 영화치료 - 박흥식 감독의 <인어공주>를 중심으로 -)

  • Yoon, Il-Soo
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.481-512
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    • 2009
  • This thesis is to investigate the effectiveness of Cinema Therapy through the aspect of vicarious learning, that is, Nayeoug's modelling after Yeonsun, and Yeonsun's modelling after The Little Mermaid, by making My Mother, the Mermaid directed by Park Heungsik. After immature Nayeoung returns from the travel into past time, she is reborn as an mature woman, and finally she can manage a happy marriage life. In Nayeoung's initiation, there is Yeonsun's initiation, in that again, there is a initiation of The Little Mermaid by Hans Christian Andersen. This work is a proper text in explaining the effectiveness of Cinema Therapy which aims at self-awareness and self-improvement because it contains some aspects of the vicarious learning through the movie. Nayeon's mother(Yeonsun), Nayeoung's father(Jinguk) have trouble, and sometimes have friendly relations. The major characters' wish and need are examined out through the analysis of the five basic needs based on reality therapy. As a result, it is found out that when their needs are fulfilled, friendly relation is formed, and when their needs are not fulfilled, unfriendly relation is formed. If their own basic desires are examined, their desires can be fulfilled through the inner control by themselves.

A Study on the Effect of Using Sentiment Lexicon in Opinion Classification (오피니언 분류의 감성사전 활용효과에 대한 연구)

  • Kim, Seungwoo;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.133-148
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    • 2014
  • Recently, with the advent of various information channels, the number of has continued to grow. The main cause of this phenomenon can be found in the significant increase of unstructured data, as the use of smart devices enables users to create data in the form of text, audio, images, and video. In various types of unstructured data, the user's opinion and a variety of information is clearly expressed in text data such as news, reports, papers, and various articles. Thus, active attempts have been made to create new value by analyzing these texts. The representative techniques used in text analysis are text mining and opinion mining. These share certain important characteristics; for example, they not only use text documents as input data, but also use many natural language processing techniques such as filtering and parsing. Therefore, opinion mining is usually recognized as a sub-concept of text mining, or, in many cases, the two terms are used interchangeably in the literature. Suppose that the purpose of a certain classification analysis is to predict a positive or negative opinion contained in some documents. If we focus on the classification process, the analysis can be regarded as a traditional text mining case. However, if we observe that the target of the analysis is a positive or negative opinion, the analysis can be regarded as a typical example of opinion mining. In other words, two methods (i.e., text mining and opinion mining) are available for opinion classification. Thus, in order to distinguish between the two, a precise definition of each method is needed. In this paper, we found that it is very difficult to distinguish between the two methods clearly with respect to the purpose of analysis and the type of results. We conclude that the most definitive criterion to distinguish text mining from opinion mining is whether an analysis utilizes any kind of sentiment lexicon. We first established two prediction models, one based on opinion mining and the other on text mining. Next, we compared the main processes used by the two prediction models. Finally, we compared their prediction accuracy. We then analyzed 2,000 movie reviews. The results revealed that the prediction model based on opinion mining showed higher average prediction accuracy compared to the text mining model. Moreover, in the lift chart generated by the opinion mining based model, the prediction accuracy for the documents with strong certainty was higher than that for the documents with weak certainty. Most of all, opinion mining has a meaningful advantage in that it can reduce learning time dramatically, because a sentiment lexicon generated once can be reused in a similar application domain. Additionally, the classification results can be clearly explained by using a sentiment lexicon. This study has two limitations. First, the results of the experiments cannot be generalized, mainly because the experiment is limited to a small number of movie reviews. Additionally, various parameters in the parsing and filtering steps of the text mining may have affected the accuracy of the prediction models. However, this research contributes a performance and comparison of text mining analysis and opinion mining analysis for opinion classification. In future research, a more precise evaluation of the two methods should be made through intensive experiments.

NeoGate HiWEB Internet Shopping Mall

  • 신정헌
    • Proceedings of the Korea Database Society Conference
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    • 1997.10a
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    • pp.393-404
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    • 1997
  • 1. HiWEB 서비스 $\textbullet$ 의의 HiWEB서비스는 95년도 공공DB개발사업의 일환으로 과거 텍스트 기반의 DB 에서 탈피하여 한국통신과 한국PC통신이 공동 개발한 국내최초의 멀티미디어 DB로서 그 의의를 가지고 있다. $\textbullet$ 접속경로 01410(01411)접속 1.HiTEL INFOSHOP $\longrightarrow$99. Web서비스 $\longrightarrow$l.HiWEB 인터넷 직접접속 http : //hiweb. kornet. nm. kr $\textbullet$ 구성 내용 NeoGate : 인터넷 홈쇼핑 서비스 WebTheater: 연극/영화/비디오/음악 등 문화정보 서비스 WebCollege: 토익/생활영어 등 교육정보 서비스 대화방/게시판 등 각종 BBS기능 추가 개발중 2. 국내외 인터넷 쇼핑몰 현황 1) 해외 $\textbullet$ '97년 전자상거래 사업규모 80억 달러 추정(Forrester Research) -'96년 대비 10배 증가/2002년에 서비스의 총가치 3270억 달러 예상 $\textbullet$ Amazon(1 천 8백만 달러/96년), Cdnow(6백만달러/96년) 등이 유명 2) 국내 $\textbullet$ 인터파크, 인터넷백화점(롯데)을 선두로 우후죽순격으로 생겨난 인터넷 쇼핑몰간에 치열한 경쟁체제가 구축돼가는 전자상거래(인터넷홈쇼핑)의 초기단계이다.(중략)

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사용자 시점에 준거한 디지털콘텐츠 인식의 틀 연구 - CC matrix' 제안과 활용 사례 -

  • Ha, Dong-Won
    • 한국게임학회지
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    • v.6 no.1
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    • pp.48-51
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    • 2009
  • 디지털콘텐츠 산업분류체계를 비롯한 기존 방식으로는 현재의 디지털콘텐츠를 통찰력 있게 보기 힘듭니다. 이는 디지털콘텐츠 일반에 대한 인식의 틀이 부실한 탓입니다. 넓은 의미의 텍스트에서, 시점(視點)은 인식의 틀입니다. 문학과 미술, 영화와 관련된 콘텐츠 하부영역에서는 시점 연구가 체계적으로 이루어져 왔습니다. 이러한 시점 연구결과들을 통합하고 정리하여 디지털콘텐츠에 접목시켰습니다. 연구자는 콘텐츠와 그것의 사용자에 대한 관계를 두가지 기준으로 구분하였습니다. 하나는 콘텐츠와 사용자 자아인 페르소나 사이에 성립되는 '맥락인지적시점(ContextualView)'이고 나머지 하나는 콘텐츠를 비추는 눈인 '시각적시점(CameraView)'입니다. 맥락인지적시점은다시 '인물', '상대', '관객'으로 구분하였고 시각적시점은 '일인칭', '이인칭', '삼인칭'으로구분하였습니다. 그리고 이를 씨실과 날실로 연결하여 'CCmatrix'라 하였습니다. 그리고 월드 오브워크래프트를 'CCmatrix'로 분석하고 캐릭터 수준별로 일정한 패턴을 발견하였습니다. 또 다른 활용으로는 디지털콘텐츠의 시점역사를 정리하고 활용가능성을 보였습니다.

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Augmented Reality based Interactive Storyboard System (증강현실 기반의 인터랙티브 스토리보드 제작 시스템)

  • Park, Jun
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.17-22
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    • 2007
  • In early stages of film or animation production, storyboard is used to visually describe the outline of a story. Drawings or photographs, as well as the texts, are employed for character / item placements and camera pose. However, commercially available storyboard tools are mainly drawing and editing tools, not providing functionality for item placement and camera control. In this paper, an Augmented Reality based storyboard tool is presented, which provides an intuitive and easy-to-use interface for storyboard development. Using the presented tool, non-expert users may compose 30 scenes in his or her real environments through tangible building blocks which are used to fetch corresponding 3D models and their pose.

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Automatic Camera Control for Automated Digital Cinematography from Text (텍스트로부터의 자동 디지털 영상제작을 위한 카메라 자동제어)

  • 장세민;박종철
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.904-906
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    • 2004
  • 영화를 제작하는 과정에 필수적으로 사용되고 있는 대본에는 필요한 부분마다 영상기법이 명시되어 있어서 실제 장면을 구현하는 과정에 원작자가 의도하는 상황을 비교적 정확하게 재현하는 것이 가능하다. 이에 비하여 교통사고 사건보고서나 동화 등을 기반으로 디지털 영상을 자동으로 제작하려는 경우 이러한 영상기법이 명시되어 있지 않다. 그러므로 자연언어로 기술된 자료로부터 디지털 영상을 자동으로 제작하기 위해서는 작가의 의도를 파악하여 적절한 영상기법을 추출하는 방안이 있어야 한다. 본 논문의 선행 연구에서는 동화를 대상으로 하는 애니메이션 자동 생성을 위해서 시간 관리, 참조 해결, 위치 설정, 세부 명령 결정 및 다수 캐릭터 제어 등의 요소 기술이 필요하다는 것을 보이고 특히 시간 관리 중에서 적절한 장면전환이 필요한 경우를 자동으로 파악하는 방안을 제시하였다. 본 논문에서는 결합범주문법을 사용하여 동화 문장에 나타나는 작가의 의도를 분석하고, 이에 부합하는 다양한 카메라 운용기법을 자동으로 파악하여 적용한 디지털 영상 제작 방안을 제시하고 구현한 시스템을 보인다.

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Acculturation of Oriental Martial Art's Image in Literary Text ('무협' 텍스트의 근대적 변용 - 영화를 통한 문화적 재현에 관한 일고(一考))

  • Kim, Kyung-Seog
    • Cross-Cultural Studies
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    • v.22
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    • pp.29-49
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    • 2011
  • This study is focused on looking into the essence and application in the modem history of 'Martial Art Culture' that is a representative cultural code in the East Asia. Doubting and reconstructing the paradigm of the past and present, Postmodernism in the 21st century has defined marital arts as a new cultural phenomenon. This study begins by doubting whether the essence of martial arts was a cultural conduct to train both bodies and spirits. Practically used as a fighting skill since the primitive age, martial arts has fallen into sports or cultural behaviors due to the invention of the state-of-the-art modern weapons. However modern people misunderstand that martial arts of East Asia is originated a kind of cultural behaviors. It implies there is a fundamental mistake in the wat Western civilization evaluates the orientalism. This study analyzes this mistake through access method based on realities of modern history. This trial will contribute to expanding the thinking range, inquiring into varied cultural phenomena including martial arts which are misunderstood in modern history.

Sentiment Analysis System by Using BERT Language Model (BERT 언어 모델을 이용한 감정 분석 시스템)

  • Kim, Taek-Hyun;Cho, Dan-Bi;Lee, Hyun-Young;Won, Hye-Jin;Kang, Seung-Shik
    • Annual Conference of KIPS
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    • 2020.11a
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    • pp.975-977
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    • 2020
  • 감정 분석은 문서의 주관적인 감정, 의견, 기분을 파악하기 위한 방법으로 소셜 미디어, 온라인 리뷰 등 다양한 분야에서 활용된다. 문서 내 텍스트가 나타내는 단어와 문맥을 기반으로 감정 수치를 계산하여 긍정 또는 부정 감정을 결정한다. 2015년에 구축된 네이버 영화평 데이터 20 만개에 12 만개를 추가 구축하여 감정 분석 연구를 진행하였으며 언어 모델로는 최근 자연어처리 분야에서 높은 성능을 보여주는 BERT 모델을 이용하였다. 감정 분석 기법으로는 LSTM(Long Short-Term Memory) 등 기존의 기계학습 기법과 구글의 다국어 BERT 모델, 그리고 KoBERT 모델을 이용하여 감정 분석의 성능을 비교하였으며, KoBERT 모델이 89.90%로 가장 높은 성능을 보여주었다.

Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.