• 제목/요약/키워드: Digital movie

Search Result 255, Processing Time 0.025 seconds

A Movie Recommendation System processing High-Dimensional Data with Fuzzy-AHP and Fuzzy Association Rules (퍼지 AHP와 퍼지 연관규칙을 이용하여 고차원 데이터를 처리하는 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
    • /
    • v.17 no.2
    • /
    • pp.347-353
    • /
    • 2019
  • Recent recommendation systems are developing toward the utilization of high-dimensional data. However, high-dimensional data can increase algorithm complexity by expanding dimensions and be lower the accuracy of recommended items. In addition, it can cause the problem of data sparsity and make it difficult to provide users with proper recommended items. This study proposed an algorithm that classify users' subjective data with objective criteria with fuzzy-AHP and make use of rules with repetitive patterns through fuzzy association rules. Trying to check how problems with high-dimensional data would be mitigated by the algorithm, we performed 5-fold cross validation according to the changing number of users. The results show that the algorithm-applied system recorded accuracy that was 12.5% higher than that of the fuzzy-AHP-applied system and mitigated the problem of data sparsity.

The Analysis of D-CATV VOD Service Users and Their Usage Patterns (D-CATV VOD 서비스 이용자에 대한 분석과 이용행태에 관한 연구)

  • Kang, Won Young;Seo, Chang Ho;Choi, Seong Jhin
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.931-938
    • /
    • 2018
  • D-CATV VOD service provides various contents such as drama and movie with high quality regardless of time and place. As the usage time of the VOD service increases, the viewing time of real-time terrestrial broadcasting is shortened. As the demand for VOD service is high and the number of digital users is increasing, the VOD market is rapidly growing. Therefore this study investigates the age and gender analysis of digital cable TV users and analyzed the usage patterns and audience cases of users. VOD service has been shown to be used by many users for the first time through remote control and free coupons. Non-users of VOD service did not use it because of charge and did not feel the necessity, but some non-users did not recognize the free VOD service.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
    • /
    • v.20 no.2
    • /
    • pp.219-230
    • /
    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

A Study on the Artistic Analysis of Modern Commercial Movies (Focusing on "1987(2017)") (현대 상업영화의 예술성 분석연구 (영화 "1987(2017)"을 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
    • /
    • v.16 no.5
    • /
    • pp.425-433
    • /
    • 2018
  • Korea's film industry structure is focused on commercial movies centering on large companies, and its diversity and artistry are relatively overlooked. In addition to trends in the digital media age, the flood of consumable contents on the basis of special effects such as C.G, And is losing popularity as a popular art. The popular art should lead the mature social culture with the educational enlightenment character which induces the indirect experience and the wide insight of the world through the material and expression about the humanities study of the individual and the society. The analysis of the society's artistry and artistry about the movie "(2017)" can be a measure of the definition and kind of artistry in commercial movies and methodology about the manifestation of artistry. As a research methodology, we try to measure the future of the film industry by analyzing the status of the film as popular art, such as intellectual exploration and logical completeness of the essence of society, Through analyzing and criticizing the artistic characteristics in commercial films, I would like to suggest some improvement points by deriving the indicators of the artistic nature of commercial films. The film "1987" is a good example of an ideal commercial film with an artistry that cultivates cultural literacy, promotes civic consciousness through enlightenment messages, and plays a role of self-reflection through art experience. In other words, it shows the possibilities of commercial film with artistry in popular culture, such as a humanistic examination of true history and society, and an introspective gaze of the director expressed through the film society.

A framework of management for preventing illegal distribution of pdf bookscan file (PDF 형식 북스캔 파일 불법 유통 방지를 위한 관리 프레임워크)

  • Lee, Kuk-Heon;Chung, Hyun-Ji;Ryu, Dae-Gull;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.23 no.5
    • /
    • pp.897-907
    • /
    • 2013
  • Since various smart devices are being developed, a growing number of people are reading eBooks instead of paper books. However, people started making eBooks on their own by scanning paper books because there are not enough eBooks provided from market. The term "Bookscan" was made with this reason. The number of bookscan company is increasing because the equipment is too expensive. However, the commercial activity of bookscan company is against copyright law. Also bookscan files are in danger of being illegally distributed on web, because bookscan companies are not protecting copyright. Publication market follows the same procedure with sound market which was collapsed due to copyright problem. Therefore, the technical methods should be prepared for law system against bookscan. The previous ICOP(Illegal Copyrights Obstruction Program) system has been applied to sound and movie files, but not applied to publication. This paper suggests the framework for bookscan file management based on practical mechanism.

Clustering-based Hierarchical Scene Structure Construction for Movie Videos (영화 비디오를 위한 클러스터링 기반의 계층적 장면 구조 구축)

  • Choi, Ick-Won;Byun, Hye-Ran
    • Journal of KIISE:Software and Applications
    • /
    • v.27 no.5
    • /
    • pp.529-542
    • /
    • 2000
  • Recent years, the use of multimedia information is rapidly increasing, and the video media is the most rising one than any others, and this field Integrates all the media into a single data stream. Though the availability of digital video is raised largely, it is very difficult for users to make the effective video access, due to its length and unstructured video format. Thus, the minimal interaction of users and the explicit definition of video structure is a key requirement in the lately developing image and video management systems. This paper defines the terms and hierarchical video structure, and presents the system, which construct the clustering-based video hierarchy, which facilitate users by browsing the summary and do a random access to the video content. Instead of using a single feature and domain-specific thresholds, we use multiple features that have complementary relationship for each other and clustering-based methods that use normalization so as to interact with users minimally. The stage of shot boundary detection extracts multiple features, performs the adaptive filtering process for each features to enhance the performance by eliminating the false factors, and does k-means clustering with two classes. The shot list of a result after the proposed procedure is represented as the video hierarchy by the intelligent unsupervised clustering technique. We experimented the static and the dynamic movie videos that represent characteristics of various video types. In the result of shot boundary detection, we had almost more than 95% good performance, and had also rood result in the video hierarchy.

  • PDF

The Prediction of the Helpfulness of Online Review Based on Review Content Using an Explainable Graph Neural Network (설명가능한 그래프 신경망을 활용한 리뷰 콘텐츠 기반의 유용성 예측모형)

  • Eunmi Kim;Yao Ziyan;Taeho Hong
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.4
    • /
    • pp.309-323
    • /
    • 2023
  • As the role of online reviews has become increasingly crucial, numerous studies have been conducted to utilize helpful reviews. Helpful reviews, perceived by customers, have been verified in various research studies to be influenced by factors such as ratings, review length, review content, and so on. The determination of a review's helpfulness is generally based on the number of 'helpful' votes from consumers, with more 'helpful' votes considered to have a more significant impact on consumers' purchasing decisions. However, recently written reviews that have not been exposed to many customers may have relatively few 'helpful' votes and may lack 'helpful' votes altogether due to a lack of participation. Therefore, rather than relying on the number of 'helpful' votes to assess the helpfulness of reviews, we aim to classify them based on review content. In addition, the text of the review emerges as the most influential factor in review helpfulness. This study employs text mining techniques, including topic modeling and sentiment analysis, to analyze the diverse impacts of content and emotions embedded in the review text. In this study, we propose a review helpfulness prediction model based on review content, utilizing movie reviews from IMDb, a global movie information site. We construct a review helpfulness prediction model by using an explainable Graph Neural Network (GNN), while addressing the interpretability limitations of the machine learning model. The explainable graph neural network is expected to provide more reliable information about helpful or non-helpful reviews as it can identify connections between reviews.

Analysis of popular artistry of film industry on the trend of filming of Webtoon (Focusing on "Along with the Gods(2017)") (웹툰의 영화화 트렌드에 대한 영화산업의 대중예술성 분석연구 (영화 "신과 함께(2017)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
    • /
    • v.16 no.5
    • /
    • pp.391-398
    • /
    • 2018
  • Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.

A Study on Revaluation of copy theory in Representational Gaps Extinction of CGI (CGI(Computer-Generated Imagery)의 재현적 간극 소멸에서 보여지는 모사이론의 재평가에 관한 연구)

  • Chung, Kue-Hyung
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.103-128
    • /
    • 2012
  • Study about existence of illusion which human beings feel from imitated image based reality have been continuing by copy theory and conventionalism for a long time. Traditional copy theory which had controlled representation theory from plato have explained illusion by similarity of image and representation objects. According to copy theory, image is natural sign unlike language but the late in the 20th century, conventionalism from N, Goodman insists they are not any special similarity between image and representation objects. They insist image and conventional sign just as language. These opposit theory rearranged conventionalism by the entrance on the cognitive science. The copy theory couldn't explain the problem of representational gap between reality and duplication, but photo media makes new paradigm about theory of the illusion. The problem of representational gap was disappeared by CGI images on the base of digital media. We are exposed exquisite duplication for a example, movie, advertisement, printings. Sometimes duplications are more real than the original works. Digital is a non-material object by 0 and 1. Specially real lighting skill and mechanism are copied perfectly by photon mapping skills and the duplications are produced more real than the original works. By disappearance of representational gap, we need new theory model for explaining of digital illusion and copy theory can be the key.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.102-108
    • /
    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.