• Title/Summary/Keyword: 장르의 흥행

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The impacts of theme, genre, and existence of originals on the number of visitors of children performance: Focusing on the interaction effect of school periods (어린이공연의 내용, 장르, 원작유무가 공연 흥행에 미치는 영향: 등교기간의 조절효과를 중심으로)

  • Kim, Tae-Hee;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.4762-4768
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    • 2013
  • This paper investigated the impacts of theme, genre, and existence of originals on the number of visitors of children performance. Especially, we focused on the interaction effect of school periods with these variables. Using 954 performance data between 2010-2011 at Fantasia Theater run by Bucheon Culture Foundation, we found that entertaining performance, musical performance, and performance with existing originals had more visitors than others. Also, these impacts strongly existed during school periods. In result, this study found that school period should be considered seriously for the success of children performance.

재미있는 책이야기

  • Korean Publishers Association
    • The Korean Publising Journal, Monthly
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    • s.171
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    • pp.48-48
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    • 1995
  • 흥행만을 염두에 두고 원작의 지명도에 기대서 영화를 제작하는 '책과 영화'의 밀월관계는 책을 살리기보다는 죽이는 결과를 낳는 경우가 많다. 두 장르의 명분있는 공존이 절실한 상황이다.

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A mobile system development which has function of movie success prediction and recommendation based on deep learning (딥러닝 기반 영화 흥행 예측 및 영화 추천 모바일 시스템 개발)

  • Kim, Kyeong-Seok;Jang, Jae-Jun;Kang, Hyun-Kyu
    • Annual Conference on Human and Language Technology
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    • 2019.10a
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    • pp.443-448
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    • 2019
  • 본 논문은 공공 데이터 Open API와 TMDB(The Movie Database) API를 이용하여 사용자의 선호 영화를 Google에서 제공해주는 Tensoflow로 인공신경망 딥러닝 학습하여 사용자가 선호하는 영화를 맞춤 추천하는 애플리케이션의 설계 및 구현에 대하여 서술한다. 본 애플리케이션은 사용자가 쉽게 영화를 추천받을 수 있도록 만들어진 애플리케이션으로 기존의 필터링 방식으로 추천하는 방식의 애플리케이션들과 달리 사용자의 취향을 딥러닝 학습을 통해 최적의 영화 Contents를 추천함과 아울러 기존 영화의 특성을 학습하여 흥행할 신규 영화를 예측하는 기능 또한 제공한다. 본 애플리케이션에 사용된 신규 영화 흥행 예측 모델은 약 85%의 정확도를 보이며 사용자 맞춤추천의 경우 기존 장르 추천이나 협업 필터링 추천보다 딥러닝을 통한 장르, 감독, 배우 등의 보다 세밀한 학습 추천이 가능하다.

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RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

A Study on the Direction of Future Development of Auto Battler Genre (오토배틀러 장르의 향후 발전 방향성에 대한 연구)

  • Lee, Won-Hyeok;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.653-656
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    • 2020
  • 최근 새롭게 만들어진 게임 장르 중의 하나인 오토배틀러 장르는 인기가 뜨겁게 끓어오른 만큼 식는 속도 역시 빠르게 진행되었다. 침체된 오토배틀러 장르의 현 상황에서 출시 초기 유저들을 끌어들였던 오토배틀러 장르만의 특징과 차별화 된 재미요소, 흥행의 이유를 되새기고 불완전한 게임 시스템을 보완하여 유저들에게 차별화된 재미를 전달하기 위한 새로운 발전 방향에 대해 분석하고, 유저들이 해당 장르의 게임을 플레이 하면서 느낀 오토배틀러 만의 특징과 재미요소를 설문조사를 통해 파악하여 향후 오토배틀러 장르의 발전을 위하여 새로운 방향을 제시한다.

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Analysis the Commercial Success Factors of the One Source Multi-Use Contents (One Source Multi-Use 콘텐츠의 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.788-791
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    • 2010
  • One Source Multi-Use(원 소스 멀티 유스)'란 하나의 소재를 서로 다른 장르에 적용해 파급효과를 노리는 마케팅 전략을 말한다. 이 같은 '원 소스 멀티 유스'의 대표적인 소재가 바로 만화다. 그러나 근래에 들어서는 만화를 비롯하여 소설, 게임, 애니메이션, 영화 등을 원천소스로 하여 다양한 장르로 변형되고 있다. 그중 대표적인 것이 '공포의 외인구단'과 '바람의 나라'를 들 수 있다. '공포의 외인구단'은 이현세의 원작이고(1982-1983)이고 '바람의 나라'는 김진의 만화가 원전이다(1992-2008현재). '공포의 외인구단은 곧바로 영화화 됐으며 20년 후인 2009년에 드라마로 만들어 졌다. '바람의 나라는' 1997년 국내 최초의 온라인게임으로 만들어져 현재까지 많은 사랑을 받으며 서비스되는 게임이며 또한 2006년과 2007년에는 뮤지컬로도 만들어졌고 최근에는 TV드라마로 만들어져 많은 인기를 얻고 있다. 또 다른 예로는 '툼레이더'를 들 수 있는데 이는 게임이 원작이고 게임의 인기를 업고 영화로 만들어졌으며 세계적인 흥행성공에 힘입어 속편까지 제작된 상태이다. 이에 본 연구에서는 '원 소스 멀티 유스'의 대표적인 성공사례인 '바람의 나라'와 '툼 레이더'의 여러 요소 중 시각적인 요소인 캐릭터와 영상이미지의 분석을 통해 흥행요인을 도출하고자 한다.

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A Comparison Study of the Determinants of Performance of Motion Pictures: Art Film vs. Commercial Film (영화 유형별 영화 흥행 성과 예측 요인의 비교 연구: 예술 영화와 상업 영화 비교를 중심으로)

  • Kim, So-Young;Im, Seung-Hee;Jung, Ye-Seul
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.381-393
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    • 2010
  • The purpose of this research is to identify the different determinants according to the types of motion pictures; art film and commercial film. We found that the regression equations of two types of motions pictures are structurally different. More specifically, we identified that the number of screens, viewers' evaluation, and genres have a significant relationship with the performance of motion pictures both in the commercial and art film. However, director, ratings, critics, power of agency, nationality, and the timing of release affect the performance of motion pictures just on the art films.

The Research on Witch in (<마법소녀 마도카☆마기카>에서 마녀에 관한 연구)

  • Yun, Young-Seok
    • Cartoon and Animation Studies
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    • s.39
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    • pp.1-25
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    • 2015
  • "Magical girl" is one of many popular genres that are watched in Japanese animation. The characteristics of "Magical girl" genre shows that most main heroine as the girl in young age, and this young girl play her role as a character with supernatural power. The majority in population of Japanese animation consumers were men. However, women began to become this population of Japanese animation consumers with the beginning of "Magical girl" genre, which also became a cause for the birth of "Shojo anime". The first "Shojo anime", as well as the first animation of "Magical girl" genre in Japan was , and this piece made a great hit when it was broadcasted. Since the great hit of , new pieces of animation in "Magical girl" genre has broadcasted through television continually, making other great hits also with in 1982 and< Sailor Moon> in 1992. Discussing of which, made not only a great hit in Japan, but worldwide as well, that its new season of TV series, , is broadcasted in 2014. "Magical girl" genre was loved by viewers of Japanese animation for a long time, and it is still broadcasted regularly today. In observation of pieces in "Magical girl" genre, magical girls who appear as a main character either fight for the world they live in, or take on an adventure, or take an action according to their idealistic purpose. However, the magical girls who appear in take an action not for the peace of their world, but rather for their own benefits and purposes. In , magical girls fight against the witches and their familiar spirits, which end up in a horrible conclusion. The witches who magical girls fought against were not already the witches in the beginning, but in fact were the other magical girls who took their action in the past. It Magical girls in present time were having witch hunt against the witches, who were once another magical girls in the past. Unlike traditional "Magical girl" genre, where witches and magical girls were used to be an that magical girls end up turning into witches. Witches did not exist in the beginning, but rather someone had to be one, to be hunted down in witch hunt. The cause of witch hunt did not exist in the beginning, but rather the ones had to be tagged as witches to be hunted down. Therefore, this paper is written to discuss an existence of witch in research of its historic origin of witch hunt, and on the witches appear in .

A Study of Japanese Performers in 1915' KEIJO ENGEIKAN : Theater, Performance, and Nakalai ToSui (1915년 경성 연예관의 일본공연단 연구 - 극장, 퍼포먼스, 나카라이 도수이(半井桃水))

  • Hong, Seun-Young
    • Cross-Cultural Studies
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    • v.40
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    • pp.239-264
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    • 2015
  • In the early 20th century, Japan built theaters to take possession of colonial culture while establishing the Imperial University, libraries, and museums to accumulate and spread the knowledge of "imperial" Japan. Many different genres made a hit in theaters including theatrical troupes, theatrical companies, and motion pictures. One of the various features of expositions was "spectacles" or unusual events. They were integrated with a national festival in celebration of "5th anniversary of political commencement." In 1915, the longest hit series in Keijo (Seoul) was the dance performance by professional Japanese beauties and entertainers, whose songs delivered the legitimacy of governance. This study focused on the performance in the space of "cultural" spread called theaters, thus examining the "imperial" cultural waves they were in charge of. The study also focused on the tensional relations of Hierarchie along those cultural borders. The performance at the theater Engeikan(演芸館) in 1915 was especially an epoch-making event in the Japanese theatrical community of Keijo (Seoul): first, it marked the emergence of large-scale performance hall called Engeikan(演芸館); secondly, the performance kept its ongoing, stable streak for about 50 days; and it led to the appearance of leading troupes including Geijutuza(芸術座), which put on a show in Keijo (Seoul) in November, 1915. The study examined the issues of theater Engeikan(演芸館) performance in 1915 involving the art company, performance genre, and audience composition, showed that there was the coexistence of entertainment and governance through cultural ruling while securing amusement and entertainment, and found it was accompanied by the organized operation of "Keijo Sponsorship Council(京城協贊會)" which brought together the cultural capabilities of Japanese people living in Joseon. The performance at theater Engeikan(演芸館) in Keijo (Seoul) in 1915 fully reflected the issues involving the tensional relations between different artistic genres, the competing relations between the subjects of performance, and the cultural power.

The Determinants of the Use of Calligraphy in the Movie Poster (영화 포스터에서의 캘리그래피 사용에 관한 연구: 영화 스토리의 배경과 장르의 영향에 대해)

  • Ahn, Hee Ran;Shin, Hyung-Deok;Chung, Taeyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.63-72
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    • 2014
  • This study focused on the determinants of the use of Caligraphy in the movie posters, which may have impacts on movie promotion. Caligraphy has been of interest as a tool to carry emotional factors of movies to potential movie-goers. Movies have characteristics of experience goods of which consumers may not know the value of the products before they actually experience the products. This study collected data of the top 200 movies during 2003 and 2013 from Korian Film Council database and analyzed the relations between the characteristics of movies and the use of Caligraphy design in the posters. As a result, we found that history-based movies and drama-genre movies have adopted Caligraphy. We confirmed that the Caligraphy design have functioned effectively in Korean movie posters.