• Title/Summary/Keyword: Action movie

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Classification of Characters in Movie by Correlation Analysis of Genre and Linguistic Style

  • You, Eun-Soon;Song, Jae-Won;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.49-55
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    • 2019
  • The character dialogue created by AI is unnatural when compared with human-made dialogue, and it can not reveal the character's personality properly in spite of remarkable development of AI. The purpose of this paper is to classify characters through the linguistic style and to investigate the relation of the specific linguistic style with the personality. We analyzed the dialogues of 92 characters selected from total 60 movies categorized four movie genres, such as romantic comedy, action, comedy and horror/thriller, using Linguistic Inquiry and Word Count (LIWC), a text analysis software. As a result, we confirmed that there is a unique language style according to genre. Especially, we could find that the emotional tone than analytical thinking are two important features to classify. They were analyzed as very important features for classification as the precision and recall is over 78% for romantic comedy and action. However, the precision and recall were 66% and 50% for comedy and horror/thriller. Their impact on classification was less than romantic comedy and action genre. The characters of romantic comedy deal with the affection between men and women using a very high value of emotional tone than analytical thinking. The characters of action genre who need rational judgment to perform mission have much greater analytical thinking than emotional tone. Additionally, in the case of comedy and horror/thriller, we analyzed that they have many kinds of characters and that characters often change their personalities in the story.

A PRIME FACTORIZATION ALGORITHM, IN ACTIONSCRIPT

  • Song, Tai-Sung
    • East Asian mathematical journal
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    • v.19 no.1
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    • pp.81-89
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    • 2003
  • There are many algorithms for factoring integers. The trial division algorithm is one of the most efficient algorithms for factoring small integers(say less than 10,000,000,000). For a number n to be factored, the runtime of the trial division algorithm depends mainly on the size of a nontrivial factor of n. In this paper, we create a function named factors that can implement the trial division algorithm in ActionScript and using the factors function we construct an interactive Prime Factorization Movie and an interactive GCD Movie.

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A Study of Ending Credit in Animations-Focused on Credit Cookie (극장판 애니메이션의 엔딩 크레딧 양상연구: 쿠키 영상을 중심으로)

  • Park, Sung-Won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.1
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    • pp.187-198
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    • 2020
  • With the development of technology and the creation of an entertainment environment for leisure, various marketing strategies are being used in the film industry. Among them, the use of the credit cookie of ending credits was very effective in producing the series. The ending credit is the time it takes to show the names of the people who made the movie, which is meaningless to the audience. There is a cost to produce a ending credit but It wasn't made because no revenue was generated. The credit cookie was inserted into this ending credit area, which brought new pleasure to the audience. Most of them were epilogue images showing the story behind the movie, NG images showing the NG situation during film production, and In videos mentioned in the movie but not shown in the movie itself. As various ideas about credit cookie were connected with marketing, a series movie and a spin-off foretelling the derivative works after the screening work were produced and have a new meaning. As a result, the time of ending credits, which had no commercial value, became the methodology of the most powerful promotional strategy. Looking at the difference between live-action film and animation in producing such credit cookie, unlike live-action films that edit the remaining parts after shooting, the NG video of the animation has a lot of time and money to produce. So, it hasn't try very well, and it seems to have been actively produced when moving from 2D animation to 3D animation. This is because 3D animation, which has already been modeled, can create new NG scenes by simply adding animating based on the layout of the created scene. Since it is possible to produce an episode movie at a low cost and time, and to use the scenes of the movie after the production, it will be necessary to strategically produce credit cookie for promotion in animation.

An Empirical Investigation of IT Adoption: Based on Movie Website (정보기술 수용에 관한 실증적 연구 : 영화관 웹사이트를 중심으로)

  • Kim, Jong-Weon;Jeong, Seok-Chan;Kim, Eun-Jung
    • The Journal of Information Systems
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    • v.16 no.4
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    • pp.157-176
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    • 2007
  • Most of the Information Systems(IS) literature has focused on utilitarian or hedonic Information Technology(IT) to explain and predict IT adoption and use. This study investigates the relationships among individuals' beliefs and intention to use of movie website, which has both utilitarian and hedonic characteristics simultaneously. As a theoretical background, this study adopts Technology Acceptance Model(TAM) and Motivation Theory, in which the former is well-known as a theory of IT adoption and use in IS field, and the latter is famous for a theory of individual's behavior in organizational behavior field. With 153 responses, five hypotheses are tested by using structured equation model. The results show that perceived ease of use positively influences perceived usefulness and perceived enjoyment, and that all individuals' beliefs have a positive impact on intention to use of movie web-site. Based upon the study results, movie website's managers and professionals can plan and conduct their courses of action effectively for users' continuous visits on their operating website.

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Polyphonic Adaptation of Double Spy Motif in Visual Contents -Focusing on the Novel and Movie <Tinker, Tailor, Soldier, Spy> (이중첩자 모티프 영상서사의 다성성(polyphony)적 변형 연구 -<팅커, 테일러, 솔저, 스파이>를 중심으로)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.29-39
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    • 2012
  • This paper focused on the difference between an adaptation of novel and movie and the common process of making spy novel into an action-packed movie. The polyphony what Mikhail Bakhtin said turned out to be the way of description for double spy, a major motif of narrative in this novel and movie. There is a new possibility of adaptation that has a dialogical narrative, character description by multiple narrators and repetition of the same place. It was suggested the possibility of polyphonic adaptation by the consideration for a narrative aspect in the process of making the novel into the movie. This study will be expected to be help for studies of an adaptation between the novel and movie.

A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

Movie Choice under Joint Decision: Reassessment of Online WOM Effect

  • Kim, Youngju;Kim, Jaehwan
    • Asia Marketing Journal
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    • v.15 no.1
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    • pp.155-168
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    • 2013
  • This study describes consumers' movie choices in conjunction with other group members and attempts to reassess the effect of the online word of mouth (WOM) source in a joint decision context. The tendency of many people to go to movies in groups has been mentioned in previous literature but there is no modeling research that studies movie choice from the group decision perspective. We found that ignoring the group movie-going perspective can result in a misunderstanding, especially underestimation of genre preference and the impact of the WOM variables. Most of the studies to measure online WOM effects were done at the aggregate level, and the role of online WOM variables(volume vs valence) is mixed in the literature. We postulate that group-level analysis might offer insight to resolve these mixed understanding of WOM effects in the literature. We implemented the study via a random effect model with group-level heterogeneity. Romance, drama, and action were selected as genre variables; valence and volume were selected as online WOM variables. A choice-based conjoint survey was used for data collection and the models was estimated via Bayesian MCMC method. The empirical results show that (i) both genre and online WOM are important variables when consumers choose movies, especially as group, and (ii) the WOM valence effect are amplified more than the volume effect does as individuals are engaged in group decision. This research contributes to the literature in several ways. First, we investigate movie choice from a group movie-going perspective that is more realistic and consistent with the market behavior. Secondly, the study sheds new light on the WOM effect. At group-level, both valence and volume significantly affect movie choices, which adds to the understanding of the role of online WOM in consumers' movie choice.

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A Study on the Production Efficiency of Movie Filming Environment Using 360° VR (360VR을 활용한 영화촬영 환경을 위한 제작 효율성 연구)

  • Lee, Young-suk;Kim, Jungwhan
    • Journal of Korea Multimedia Society
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    • v.19 no.12
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    • pp.2036-2043
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    • 2016
  • The $360^{\circ}$ Virtual Reality (VR) live-action movies are filmed by attaching multiple cameras to a rig to shoot the images omni-directionally. Especially, for a live-action film that requires a variety of scenes, the director of photography and his staff usually have to operate the rigged cameras directly all around the scene and edit the footage during the post-production stage so that the entire process can incur much time and high cost. However, it will also be possible to acquire high-quality omni-directional images with fewer staff if the camera rig(s) can be controlled remotely to allow more flexible camera walking. Thus, a $360^{\circ}$ VR filming system with remote-controlled camera rig has been proposed in this study. The movie producers will be able to produce the movies that provide greater immersion with this system.

Study on Determinants of Intention to Watch Movie Applying the Theory of Planned Behavior: Focused on Role of Presentation Format of Movie Poster (계획행동 이론을 적용한 영화관람 의도의 결정요인에 관한 연구: 영화포스터 표현형식의 조절역할을 중심으로)

  • Jo, Sung geun;Kim, Jong Geun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.177-186
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    • 2015
  • This study is related to determination of the intention to watch a movie, which is affected by various emotional, environmental, and behavioral factors. In case of personal factors, personal taste formed on the basis of previously experienced movie related information affects selection of movies, while environmental factors are affected mostly by residental community experience, cognitive attitude, subjective norms, as well as the view of values. In this study, the determinants on decision to watch movie have been analyzed applying the theory of planned behavior. Taking into consideration that the determination, based on either personal factors or environmental factors, of consuming movie products stars from reasonable information collecting and that movie poster has been the primary source of information on movie products since the inception of the movie industry, this study analyzed tastes of movie watchers and many variables of movie poster format on determination of intention to watch movie. The results from this empirical study indicate that movie poster is effective means of low cost marketing inducing movie watching in terms of consuming minimum time and space with high speed of delivery while satisfying primary interest on the movie product. It is suggested movie posters should be prepared to make appeal to each generation of target consumers and be put on the market as a product of artistic work.

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Classification and Meaning of Interaction Movie to Communicate Stories on Directing a Game -Toward of Video Game 'Uncharted 2'- (스토리 전달을 위한 게임연출에서 인터랙션 무비의 분류와 의미 -비디오게임'언차티드2'를 중심으로-)

  • Kim, Yeong-Sil;Yang, Hwang-Kyu;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.102-110
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    • 2011
  • This study is to reveal the meaning of the interaction between a player and a game with the approach of an operational interaction such as joystick and keyboard, and also a representational interaction that the player takes during the game. It has been usually recognized that cut-scene in existing games is just limited to the role of opening scene that delivers mainly a background story of the game, and has the only passive function that serves additionally the expression of the state of the player or the replay of the results of the player's action. But in the aspect of game-direction, the study of the player's action about the interaction movie of 'Uncharted2', for example, one of the most representative video games, shows the possible classification of interaction movie along with three functions(situation direction, induced selective-action, information transfer). As a result, it is judged that interaction movie is not an additional element for the game-play, but rather takes the function of as an interface. The effective application of interaction movie could help a smooth connection between the recognizability from the view point of the player and the playing from the main character's viewpoint, ultimately leading to a direct means to maximize the delivery of the story.