• Title/Summary/Keyword: 영화 스크립트

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Assessing Box Office Performance Using Movie Scripts Text Mining (영화 스크립트 텍스트 마이닝을 통한 흥행성과 예측)

  • Ha, Hyunsoo;Hwang, Byeong-Yeon
    • Annual Conference of KIPS
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    • 2016.10a
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    • pp.556-558
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    • 2016
  • 영화 흥행 실패의 리스크를 줄이기 위해 객관적인 흥행 예측 지표가 요구된다. 본 논문에서는 영화 스크립트의 텍스트를 분석하여 흥행성과를 예측하는 기법을 제안한다. 객관적인 흥행 예측 지표는 누적 관객 수와 누적 매출액으로 설정하였다. 실험은 2010년 1월 1일부터 2016년 8월까지 개봉한 영화중에서 누적 관객 수와 누적 매출액을 기준으로 상위 50위까지의 영화 스크립트를 분석하여 진행했다. 실험을 통해 영화 제작에 앞서 스크립트 분석만을 활용한 영화 흥행성과 예측이 가능함을 보였다.

Collaborative Script Analysis Platform for Cinemetrics Based on Story (스토리 차원의 Cinemetrics를 위한 협업적 스크립트 분석 플랫폼)

  • Park, Seung-Bo;Hong, Min-Sung;Kim, Hyunsik;Baek, Yeong-Tae;You, Eun-Soon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.29-32
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    • 2014
  • 영화의 다양한 정보들을 측정하고 씨네메트릭스와 관련된 기존의 연구들은 스토리 차원의 정보들을 활용하지 못하는 문제가 있다. 본 논문에서는 스토리 차원의 씨네메트릭스 연구를 위해 영화의 설계도와 같은 스크립트에 대한 데이터 수집과 분석을 가능케 하는 협업적 스크립트 분석 플랫폼을 제안하고 개발한다. 이를 위해 자동으로 스크립트를 파싱하고 사용자들이 협업적으로 결과물의 오류를 수정하여 분석 데이터로 활용할 수 있는 소프트웨어를 개발하고 제공하고자 한다. 따라서 사용자에 의해 오류가 수정되고 걸러지게 하여 완성도 높은 영화 데이터 축적을 가능케 하는 협업적 스크립트 분석 플랫폼의 구조를 제시하고, 구현 결과에 대해 설명한다.

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Development of Collaborative Script Analysis Platform Based on Web for Information Retrieval Related to Story (스토리 정보의 검색을 위한 웹 기반의 협업적 스크립트 분석 플랫폼 개발)

  • Park, Seung-Bo;Kim, Hyun-Sik;Baek, Yeong-Tae;You, Eun-Soon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.9
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    • pp.93-101
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    • 2014
  • Movie stories can be retrieved efficiently by analyzing a script, which is a blueprint of the movie. Although the movie script is described in the formatted structure of Final Draft, it is hard to restore the type without analyzing the story of the sentences since the scripts open on the website are mostly broken. For this purpose, it is necessary to develop and provide the web-based script analysis software so that users collaboratively and freely check and correct the errors in the results after automatically parsing the script. Hence, in this paper we suggest the structure of the web-based collaborative script analysis platform that enables users to modify and filter the type error of the script for high level of film data accumulation and performance evaluation for the implementation results is conducted. Through the experiment, accuracy of automatically parsing appears to be 64.95% and performance of modification by collaboration showed 99.58% of accuracy of parsing with errors mostly corrected after passing through 5 steps of modification.

Visualization using Emotion Information in Movie Script (영화 스크립트 내 감정 정보를 이용한 시각화)

  • Kim, Jinsu
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.69-74
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    • 2018
  • Through the convergence of Internet technology and various information technologies, it is possible to collect and process vast amount of information and to exchange various knowledge according to user's personal preference. Especially, there is a tendency to prefer intimate contents connected with the user's preference through the flow of emotional changes contained in the movie media. Based on the information presented in the script, the user seeks to visualize the flow of the entire emotion, the flow of emotions in a specific scene, or a specific scene in order to understand it more quickly. In this paper, after obtaining the raw data from the movie web page, it transforms it into a standardized scenario format after refining process. After converting the refined data into an XML document to easily obtain various information, various sentences are predicted by inputting each paragraph into the emotion prediction system. We propose a system that can easily understand the change of the emotional state between the characters in the whole or a specific part of the various emotions required by the user by mixing the predicted emotions flow and the amount of information included in the script.

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

  • Choe, Hong-Seok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.131-134
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    • 2008
  • 오늘날 3D 캐릭터 애니메이션은 실사영화, 애니메이션, 게임, 광고 등 대다수의 영상물에서 쉽게 접할 수 있다. 캐릭터의 부드러운 움직임은 모션캡쳐(Motion Capture)나 숙련된 애니메이터의 키 프레임(Key Frame) 작업의 결과물일 것이다. 이런 작업들은 고가의 장비나 많은 인력을 요구하고 완성된 결과물은 수정하거나 효과를 주기가 힘들다. 본 연구에서는 3D Studio MAX Script를 이용한 삼차원 회전 값의 연산으로 바이페드(Biped)의 포즈나 애니메이션을 합성하고 보다 사실적인 합성을 위한 방법을 제시하고자 한다.

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Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

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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A Study on Correcting Virtual Camera Tracking Data for Digital Compositing (디지털영상 합성을 위한 가상카메라의 트래킹 데이터 보정에 관한 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.39-46
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    • 2012
  • The development of the computer widens the expressive ways for the nature objects and the scenes. The cutting edge computer graphics technologies effectively create any images we can imagine. Although the computer graphics plays an important role in filming and video production, the status of the domestic contents production industry is not favorable for producing and research all at the same time. In digital composition, the match moving stage, which composites the captured real sequence with computer graphics image, goes through many complicating processes. The camera tracking process is the most important issue in this stage. This comprises the estimation of the 3D trajectory and the optical parameter of the real camera. Because the estimating process is based only on the captured sequence, there are many errors which make the process more difficult. In this paper we propose the method for correcting the tracking data. The proposed method can alleviate the unwanted camera shaking and object bouncing effect in the composited scene.

Applications of English Education with Remote Wireless Mobile Devices (무선 원격 시스템의 모바일 장치를 이용한 영어 학습 방법 연구)

  • Lee, Il Suk
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.255-262
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    • 2013
  • Useful applications for English education enable immediate conversion of mobile devices into remote wireless systems for classroom computers. Once the free software has been installed in the main computers in the classroom, using powerpoint, students can operate the computers through their mobile devices by installing Air mouse on them. By using this, the students can draw or write on the "board" to manipulate the educational resources from where they are/from their seats. The study of English language encompasses not only academic study but also language training. Until recently, the issue of the English language learning has been ridden with certain problems-instead of being a tool that facilitates communication, its main purpose has been for school grades, TOEIC, and TOEFL. This study suggests English language learning methodology using various applications such as mobile, VOD English language content, and movie scripts in implementing easy and fun English language learning activities that can be studied regularly. This is operationalized by setting a specific limit on learning and by using various media such as podcast, Apps, to increase interest, motivation, and self-directed learning in a passive learning environment.

A Study on the Management of Manhwa Contents Records and Archives (만화기록 관리 방안 연구)

  • Kim, Seon Mi;Kim, Ik Han
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.35-81
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    • 2011
  • Manhwa is a mass media (to expose all faces of an era such as politics, society, cultures, etc with the methodology of irony, parody, etc). Since the Manhwa records is primary culture infrastructure, it can create the high value-added industry by connecting with fancy, character, game, movie, drama, theme park, advertising business. However, due to lack of active and systematic aquisition system, as precious Manhwa manuscript is being lost every year and the contents hard to preserve such as Manhwa content in the form of electronic records are increasing, the countermeasure of Manhwa contents management is needed desperately. In this study, based on these perceptions, the need of Manhwa records management is examined, and the characteristics and the components of Manhwa records were analyzed. And at the same time, the functions of record management process reflecting the characteristics of Manhwa records were extracted by analyzing various cases of overseas Cartoon Archives. And then, the framework of record-keeping regime was segmented into each of acquisition management service areas and the general Manhwa records archiving strategy, which manages the Manhwa contents records, was established and suggested. The acquired Manhwa content records will secure the context among records and warrant the preservation of records and provide diverse access points by reflecting multi classification and multi-level descriptive element. The Manhwa records completed the intellectual arrangement will be preserved after the conservation in an environment equipped with preservation facilities or preserved using digital format in case of electronic records or when there is potential risk of damaging the records. Since the purpose of the Manhwa records is to use them, the information may be provided to diverse classes of users through the exhibition, the distribution, and the development of archival information content. Since the term of "Manhwa records" is unfamiliar yet and almost no study has been conducted in the perspective of records management, it will be the limit of this study only presenting acquisition strategy, management and service strategy of Manhwa contents and suggesting simple examples. However, if Manhwa records management strategy are possibly introduced practically to Manhwa manuscript repositories through archival approach, it will allow systematic acquisition, preservation, arrangement of Manhwa records and will contribute greatly to form a foundation for future Korean culture contents management.