• Title/Summary/Keyword: 흥행

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The Research Work of Development of Imaging Media and Expansion of The Animation Expression - Focusing on The Expansion of Space for Frozen (영상미디어 기술의 발달과 애니메이션 표현력의 확장에 대한 연구 -<겨울왕국>에서 나타난 공간의 확장 중심으로)

  • Lim, Jae Min;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.325-347
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    • 2014
  • "The art challenges the technology, and the technology inspires the art." By this word John Lasseter expressed Pixar animations main soul of story. Media technology has a close relation with the animation. As media developed more and more, an animation has been widen a lot and have given new visions to the audiences. We can see such this figure from the history of the Disney animation. They had tried to make all the kind of animations such a silent animation, planetary animation, black and white animation and the multi colored animation. Lately Disney had made animation that has traditional style. But the method of making traditional animation stable side story's holdup the audience. So Disney animation decided to change this method. For the result of Disney animation studio effort Frozen had produced after a computer graphics work following Rapunzel. What was the reason for entertain well of Frozen? Not only changing the method of producing traditional to computer graphic is could not make entertain well. We can see from the Frozen concordance of the original idea and modern scenario, OST the perfection of computer graphics work. In this paper work Disney animation has worked from the silent animation to computer graphic works result of "The Frozen". For the contribution of technology development makes able to analyze animations expression and relation. There is a lot shots that hard to analyze in the Frozen. But I will study it with the method named "Expansion in space" to making main analyzing expressive extension that appears on the scene.

Analysis of the Type of Narrative Structure of the '10 Million Films' ('천만 영화'의 서사구조 유형 분석)

  • Tae, Ji-Ho;Kim, DaeKeun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.287-298
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    • 2020
  • The purpose of this study is to analyze the narrative structure and types of films that has attracted more than 10 million viewers ('10 million films') among films released in Korea, and deal with the implications of the current Korean film industry. To this end, this study investigated the relationship between films and their narrative as a product of the film industry. To approach this, We dealt with the features of structuralist analysis and archetype or mythological narrative analysis. For a detailed analysis, a total of 27 films of "10 million films" were categorized using Northrop Frye's original narrative analysis method. As a result of the study, 13 comedy structures, 7 romance structures, 4 tragic structures, and 3 irony and satire structures. It was confirmed that the "comedy" and "romance" structures had a high percentage of all 10 million films, and occupied the top ranks in the box office rankings. In conclusion, this study confirmed the narrative rules and customs of films hitting Korean box offices, and through this, it was possible to examine a rough topography of the film consumption of the public in the Korean film industry. This can be said to provide a clue as to how the narrative of the film should be constructed when producing a film from an industrial perspective.

A Comparison of Predicting Movie Success between Artificial Neural Network and Decision Tree (기계학습 기반의 영화흥행예측 방법 비교: 인공신경망과 의사결정나무를 중심으로)

  • Kwon, Shin-Hye;Park, Kyung-Woo;Chang, Byeng-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.593-601
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    • 2017
  • In this paper, we constructed the model of production/investment, distribution, and screening by using variables that can be considered at each stage according to the value chain stage of the movie industry. To increase the predictive power of the model, a regression analysis was used to derive meaningful variables. Based on the given variables, we compared the difference in predictive power between the artificial neural network, which is a machine learning analysis method, and the decision tree analysis method. As a result, the accuracy of artificial neural network was higher than that of decision trees when all variables were added in production/ investment model and distribution model. However, decision trees were more accurate when selected variables were applied according to regression analysis results. In the screening model, the accuracy of the artificial neural network was higher than the accuracy of the decision tree regardless of whether the regression analysis result was reflected or not. This paper has an implication which we tried to improve the performance of movie prediction model by using machine learning analysis. In addition, we tried to overcome a limitation of linear approach by reflecting the results of regression analysis to ANN and decision tree model.

Three Stage Performances and Herding of Domestic and Foreign Films in the Korean Market (한국 시장에서 상영한 한국영화와 외국영화의 3단계 성과와 군집행동(Herding behavior)현상의 분석)

  • Hahn, Minhi;Kang, Hyunmo;Kim, Dae-Seung
    • Asia Marketing Journal
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    • v.11 no.4
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    • pp.21-48
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    • 2010
  • This article analyzes film performances in the Korean movie market utilizing three-stage models that incorporate available information in three different stages of the movie life cycle, i.e., at the time of its release, at the end of the first week, and at the end of its life cycle. Based on the premise that the performance of a movie is affected principally by factors of scale, evaluation, and competition, we attempted to ascertain the effects on these factors on performances, and how they differ in different stages. Also, by analyzing domestic and foreign movies released in Korea separately, we were able to compare the different effects of the three factors on the performances of the two categories of movies. Additionally, our movie performance models incorporated herding behavior among the customers. Our results demonstrate that herding is prominently observed after the first week only for domestic movies. In general, the scale factor has been shown to be most important for movie performances in all stages. For foreign films, it is particularly critical for the first week and total performances. Whereas the evaluation factor influences domestic film performance more strongly at the screen choice stage, it affects the performance of foreign films more strongly in the later stages of the life cycle. As compared to foreign films, domestic film performance appears to be more sensitive to the competition factor. We also discuss the effects of covariates such as genre and symbolicity on movie performance.

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A Study on the Effect of the Creative Characteristics of the Film Crew on the Success of Movies (영화제작진 특성과 영화성과 관계 연구)

  • Moon Sung Joon;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.681-686
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    • 2024
  • The film crews is a unique organization composed of members with expertise in each field and operated temporarily for a relatively short period of time. This study attempted to infer that the group characteristics and ability of the film crews to draw out the members' capabilities will affect the success or failure of the film, and to investigate their influence relationship. To this end, the research model was designed with diversity, cohesion, and information utilization as independent variables, and the artistry and box office performance of the film as dependent variables. As a result of the analysis, it was found that the diversity of the film crew affects both the artistry and box office performance, and the cohesion only affects the artistry. However, it was found that information utilization had no effect on film performance. It was confirmed that the diversity of the film crews was related to the film performance, and the cohesion had a limited effect. The results of this study provide implications that the design concept of the film crews based on diversity may be more important than process factors such as information utilization.

몬스터하우스

  • Sin, Seon-Ja
    • Digital Contents
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    • no.9 s.160
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    • pp.90-93
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    • 2006
  • 흥행의 귀재 스티븐 스필버그가 오랜 동료 로버트 저메키스와 함께 제작한 애니메이션 <몬스터 하우스>는 제목 그대로 집 자체가 괴물인 영화다. 집 창문이 야수의 눈처럼 이글거리고, 양탄자가 혓바닥이 되어 세상의 모든 것을 집어삼킨다. <몬스터 하우스>는 그렇게 낯선 폐가가 주는공포를 기발한 상상력으로 완성해낸다. 특히 배우들의 움직임과 표정을 세밀하게 포착한 퍼포먼스 캡처기술을 사용해 마치 실사와 같은 테크닉을 발휘하며 작품속에 몰입하게 만든다. 메가폰은 스필버그가 발탁했다는 신인 감독 길캐넌이 잡았고, 각본은 <유령신부>의 파멜라페틀러가 썼다. 다양한표정연기를 선보이는 캐릭터들이 선사하는 유머와 공포를담은<몬스터하우스>의매력을 되짚어본다.

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3D 입체영상 서비스를 위한 파일포맷 기술 개요

  • Lee, Jang-Won;Kim, Gyu-Heon;Seo, Deok-Yeong;Park, Gwang-Hun
    • Broadcasting and Media Magazine
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    • v.15 no.1
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    • pp.90-99
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    • 2010
  • 최근 전자업계의 가장 중요한 화두의 하나는 3D이다.'아바타(Avatar)'의 흥행을 시작으로 한 영화시장에는 물론이고, 3DTV의 등장으로 방송 및 가전시장에서도 저변이 확대되고 있다. 이에 방송 및 통신망을 활용하여 3D 입체영상을 유통하기 위한 공통의 표준규격을 제공하는 파일포맷 기술의 중요성이 부각되고 있다. 본 논문은 이러한 3D 입체영상 서비스를 위한 파일포맷 기술로서, MPEG에서 지난 2009년10월 표준화가 완료된 '스테레오 스코픽응용포맷' 기술의 전반에 대해 소개한다.

A Study on Development of Smartphone Mobile Application for Word-of-Mouth Marketing in Low-Budget Independent Film (저예산 독립영화의 구전 마케팅을 위한 스마트폰 모바일 애플리케이션 모델 개발)

  • Kim, Hye-Won
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.540-543
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    • 2011
  • 본 논문은 저예산영화의 흥행을 위해 구전마케팅을 하기위한 마케팅툴의 개발이 목적이다. 무선인터넷과 모바일의 컨버전스로 천만 명의 사용자를 갖게 될 스마트폰의 저예산 독립영화의 애플리케이션을 개발을 통해 최적의 애프릴케이션 서비스, 기능, 환경 등을 알아낸다. 이로써 저예산 독립영화의 마케팅 기반을 구축하여 한국영화 산업의 발전에 기여하고자 한다.

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초다시점(SMV) 3D 디스플레이의 소개

  • Kim, Seong-Gyu
    • Information and Communications Magazine
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    • v.31 no.2
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    • pp.37-43
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    • 2014
  • 현재 3D 디스플레이는 입체 영화의 흥행 성공으로 안경식 3DTV 및 3D 모니터 등으로 국내 디스플레이 대기업들이 세계적으로 선도하는 상황에 있다. 그러나 안경 착용의 불편함 그리고 눈의 피로현상 등의 문제로 진정한 3D 디스플레이의 대중적 상용화를 위한 기술 발전이 더 필요한 상황이다. 본 고에서는 이러한 핵심 문제점들을 최소화할 가능성을 갖는 초다시점 기술에 대하여 그 기술의 개념 및 발전과 현재 상황 그리고 핵심연구 주제 등에 대하여 기술한다.

조선시대 산대놀이 복식의 변모과정과 의복상징에 관한 연구

  • 이일지
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.22-22
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    • 2003
  • 본 논문은 산대놀이가 제의적인 성격과는 달리 숙종 이후부터 흥행을 목적으로 한 순수한 놀이문화로 변모하게 된 과정을 검토하고 광범위한 조선시대 나례와는 달리 17세기 이후 재창출된 문화로서 조선 전·후기의 문화적 특징을 연구하고자 한다. 쇠퇴기인 일제 강점기까지 민간 예능인들이 장시를 중심으로 양반에 대한 풍자 고발 문화를 복식에서 어떻게 형상화하였는지 그 구성상 특징과 상징적 의미를 논하고자 한다. 이 연구를 통해서 과거의 전통극을 현대적 의미로 대중화시킬 수 있다는 가능성을 확인하고 한국복식에서 공연복식의 위치를 규명하고자 한다.

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