• Title/Summary/Keyword: Movie Education

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Bayesian Approach to Users' Perspective on Movie Genres

  • Lenskiy, Artem A.;Makita, Eric
    • Journal of information and communication convergence engineering
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    • v.15 no.1
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    • pp.43-48
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    • 2017
  • Movie ratings are crucial for recommendation engines that track the behavior of all users and utilize the information to suggest items the users might like. It is intuitively appealing that information about the viewing preferences in terms of movie genres is sufficient for predicting a genre of an unlabeled movie. In order to predict movie genres, we treat ratings as a feature vector, apply a Bernoulli event model to estimate the likelihood of a movie being assigned a certain genre, and evaluate the posterior probability of the genre of a given movie by using the Bayes rule. The goal of the proposed technique is to efficiently use movie ratings for the task of predicting movie genres. In our approach, we attempted to answer the question: "Given the set of users who watched a movie, is it possible to predict the genre of a movie on the basis of its ratings?" The simulation results with MovieLens 1M data demonstrated the efficiency and accuracy of the proposed technique, achieving an 83.8% prediction rate for exact prediction and 84.8% when including correlated genres.

The Meeting between Engineering Education and Humanities through a Movie (영화를 통한 공학교육과 인문학의 만남)

  • Kim, Joong-chul
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.57-63
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    • 2015
  • The purpose of this paper is to find a method to combine engineering education and the humanities by means of the movie genre. Although the science technology has developed and our living standard has improved, humanities has a tendency to be underestimated. Humanities has been treated as something antiquated, uninteresting or worn-out because it has no economic value or usefulness in itself. Engineering students need flexible, analytic and critical thought as well as the qualities in constructing key questions and trying to solve themselves. Communicative and understanding abilities are also required to them. Movies as a constructive visual device show problems with the reality. Especially, the science-related movie genre offers them an opportunity to think over why humanities matters as well as what matters in human being. The movies make engineering students think, discuss and argue on the humanity.

Usefulness and capability of three-dimensional, full high-definition movies for surgical education

  • Takano, M.;Kasahara, K.;Sugahara, K.;Watanabe, A.;Yoshida, S.;Shibahara, T.
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.39
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    • pp.10.1-10.5
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    • 2017
  • Background: Because of changing surgical procedures in the fields of oral and maxillofacial surgery, new methods for surgical education are needed and could include recent advances in digital technology. Many doctors have attempted to use digital technology as educational tools for surgical training, and movies have played an important role in these attempts. We have been using a 3D full high-definition (full-HD) camcorder to record movies of intraoral surgeries. Method: The subjects were medical students and doctors receiving surgical training who did not have actual surgical experience (n = 67). Participants watched an 8-min, 2D movie of orthognathic surgery and subsequently watched the 3D version. After watching the 3D movie, participants were asked to complete a questionnaire. Result: A lot of participants (84%) felt a 3D movie excellent or good and answered that the advantages of a 3D movie were their appearance of solidity or realism. Almost all participants (99%) answered that 3D movies were quite useful or useful for medical practice. Conclusions: Three-dimensional full-HD movies have the potential to improve the quality of medical education and clinical practice in oral and maxillofacial surgery.

A study on Developmental and Constraint Factors of Sports Movie

  • MOON, Bo Ra;KIM, Hae Yu;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.5 no.2
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    • pp.47-53
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    • 2021
  • Purpose: The purpose of this study is to generate industrial insights for developing sports movie industry. Related studies are scare. Research design, data, and methodology: The study employed case study and selected typical case samples who seem informative about sport movie industry. The authors interviewed six experts who are experienced in sport movie and related academic sector. Interviews were audio-taped and the text were decoded by multiple reading. Through this process, the study categorized significant meanings and produced results. Interviewees reviewed again the final findings to confirm validity, which calls member check. Results: It was suggested that developmental factors of sports movie were the realization of realistic sports scenes by using technologies. Second, participants told that contents of sport movie need to reflect real stories and it should tell the stories. Regarding constraints of sport movies, movie producers feel difficulty to make scenes in that sports are inherently quickly performed. Another constraints are that production cost is expensive but audiences are barely attended. Conclusions: For promoting economic outcomes and developing sport movie industry, government needs to financially support related markets to support sport movie producers assisting them to concentrate their movie works. Future directions for related-studies were discussed.

A Suggestion on Using Animated Movie as Learning Materials for University Liberal Arts English Classes

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.98-105
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    • 2022
  • This study's purpose is to suggest a pedagogical method based on using animated movie in liberal arts English classes and to examine the direction that using animated movie as learning material should take. To this end, in this study, the content understanding and expression concentration stages using animated movie are presented. After students learned in class through animated movie, two tests were conducted to investigate the change in learners' acquisition of English expressions. As a result, subjects' learning of English expressions showed a significant improvement over time. An open-ended questionnaire was also conducted to ascertain learners' satisfaction level and their perceptions of classes using animated movie, with learners' satisfaction found to be high overall (77.1%). Students identified the reasons for their high satisfaction rate as the following: "fun and a touching story", "beneficial composition of textbooks", "efficient teaching methods", "sympathetic topics", and "appropriate difficulty". When using video media in class, instructors should maximize and leverage the advantages of video media, which are rich both in context and in their linguistic aspects.

Uses of Science Fiction Movie Education Materials for the Middle School Female Students to Enhance Their Interests in Science (여학생의 과학에 대한 관심 고취를 위한 공상과학영화 교육매체의 활용)

  • Kim, Maljin;Shim, Sugie
    • Journal of Science Education
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    • v.35 no.2
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    • pp.221-229
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    • 2011
  • These days effective science education programs are required for girls to encourage them to pursue their career in science and engineering areas. This paper presents the preliminary results of an analysis performed to measure the effectiveness of a middle school education program, in which a science fiction movie as a multimedia educational material is shown to students and afterward discussion and review process for the scientific subjects included in the movie are given to them. The analysis is based on a study of students' responses on surveys performed after showing the science fiction movies during a science camp and a regular school class. The survey results of female students are compared with those of male students. The results indicate that the education program using science fiction movies could be more effective to female students than to male students in motivating and enhancing their interest in scientific subjects. A preliminary guide and afterward review and discussion on the scientific contents dealt in the movie turned out to be helpful to enhance the effectiveness of this science education program.

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The use and prospect of 3D Computer Animation (3D Computer Animation의 활용과 전망)

  • 김홍산
    • Archives of design research
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    • v.21
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    • pp.233-243
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    • 1997
  • In 1970s, Computer Graphics of still and geometry changed computer Animation of image, and Computer Animation has diversely been used in movie, TV, fashion, sports, education, basic science, medical science, etc. by the development of LSI technology and the large size of computer in 1980s. Since Computer Animation was first used by movie of Futureworld in 1973, we easily experienced the essence of Computer Animation made of the Little Mermaid. Beauty and the Beast, the Lion King, Aladdin, etc. in Disney Animation and Terminator. Jurassic Park, the Mask, etc. in movie. And in other countries that have got the diversely special effect and knowhow in technology are effectively using the Computer Animation now. What situation we Korea are in now, if we compare the Computer Animation with that of other country using the progressive movie\ulcorner Although we first producted the movie title of Ticket, 10years ago, we have rarely been used it in movie, yet. Therefore, we know that it is very important for us to examine the historical and technical side for the purpose of overcoming the technological gap.

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An Analysis of the Factors Affecting the Movie's Popularity (영화 흥행에 영향을 미치는 요인 분석)

  • Lee, Jeongwon;Jeon, Byungil;Kim, Semin;Lee, Gyujeon;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.496-499
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    • 2019
  • The study aims to collect detailed movie information from box office of the Korea Film Council and data on Naver's movie ratings to analyze important factors affecting the movie's popularity based on movie audiences and ratings.

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Practical Strategies of 5th Grade Subject Class Using Movie Materials in Elementary School (영화자료를 활용한 초등학교 5학년의 실제적인 교과수업 방안)

  • Hong Ki-Cheon;Nam Eun-A
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.68-77
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    • 2006
  • The educational effect of movie is very high. This paper suggests a practical scheme applying multimedia materials to some subject classes. At present film education consists of 3 methods, integrated method, regular method, and professional method in the 7th curriculum. The simplest method is integrated method. Most previous researches tried to apply to middle or high schools, or only one subject class. So we apply integrated method into 5th grade elementary students. At first teaching schedule is constructed on Korean, Social, Science, Ethics, and Art classes, and then movie materials are applied. Finally we let students write study book. Study book says that students take great interest and can promote the thought ability.

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Analysis of the Pedagogical Perspectives Represented in the Movie Dangerous Minds: Based on the Constructivist Framework

  • Jeong, Kyeong-Ouk
    • International Journal of Contents
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    • v.9 no.4
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    • pp.45-51
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    • 2013
  • The purpose of this paper is to analyze educational theories and practices represented in the movie Dangerous Minds. This paper begins by giving the overview of the movie. Then this paper makes an analysis of the pedagogical methods and practices used by the teacher in the movie, which can encourage students to fulfill their academic success and social mobility. The lives of students at risk are transformed through the teacher's beliefs and pedagogical practices based on the constructivism, leading students on a path of selfdiscovery and self-empowerment. What is imperative in the students' lives here is their intrinsic motivation and self-efficacy toward the self and their educational system. By providing constructivist pedagogical paradigms and viewing these media texts within the context of an urban school, this paper intends to introduce educational theories and methods which can create better educational environment for students. In short, this study explores teaching theories and methods represented in the movie based on the constructivist perspectives, which are supposed to fully cultivate the potential of students.