• Title/Summary/Keyword: Movie Education

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A Study on the Development of Korean Film Technology in the Era of the 4th Industrial Revolution (4 산업혁명 시대의 한국영화기술 발전방안에 관한 연구)

  • Lim, Gyoo Gun;Kim, Mu Jeong;Yu, Dengsheng
    • Journal of Information Technology Services
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    • v.18 no.3
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    • pp.37-51
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    • 2019
  • This study aims to establish the direction of development of Korean cinematography technology in the era of the 4th Industrial Revolution and present future development plan. First, in order to diagnose the current status, supporting policies of various countries and film technology research trends were analyzed. Each country is expanding the support for film technology including tax credits. Through the analysis of patents and research papers, recent issues have shown that Virtual Reality, HMD, Artificial Intelligence, and Big Data are applied to film technology. Next, the survey results of Korean film technology level for filmmakers were 70% for production, 47.5% for distribution, and 60.3% for screening comparing to the level of the leading country. The gap was caused by the lack of funds for research and development and insufficient government support policies. In addition, interviews with film makers revealed the need to support filmmaking that combines technologies such as localized film technology, artificial intelligence, and deep learning. Finally, it is suggested that technology sharing platform should be developed in the future through the discussions of technology, science and academic experts', and technology development should be carried out in the field. As a result, film technology R&D should be promoted in order to develop technologies specific to movies. Advanced technology foundation for the growth of film technology should be developed to systematically equip the infrastructures such as education and human resources. In addition, technology development that links standardization should be carried out. In this study, we propose the development of Korean film technology to prepare for the 4th Industrial Revolution, and it is expected that the 2022 film technology power nation will be realized.

The collective appreciation of film and the creation of social value - Community cinema in Japan (영화의 공동감상과 사회적 가치 창출 - 일본의 커뮤니티 시네마를 중심으로)

  • Jieun Jang
    • Trans-
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    • v.14
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    • pp.123-155
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    • 2023
  • This study analyzes the characteristics of the social value creation process through the collective appreciation of film. It focuses on the historical development of community cinema in Japan. In modern-day Japan, where digital video is easily accessible and the use of private, personalized media spaces widespread, a sub-culture of collective film appreciation is spreading, as more and more Japanese begin to attend movie screenings in non-commercial theaters. In addition, Japanese community cinema center has begun to integrate and support this viewing experience, which has come to be known as community cinema. A literature review revealed the following characteristics of community cinema. First, local theater screening groups or appreciation groups cooperate with residents to establish and operate movie theaters. Second, these spaces create theoretical and practical participatory learning opportunities that foster understanding of and participation in film culture, through large-scale associations with organizations or institutions that offer viewings. Third, based on collective appreciation, the film culture created through repeated joint viewings produces a social arena in which community can be realized. In these communities film can be put to socially productive uses, such as problem solving.

Impact of Cutback of Screen Quota in Korean Movie Market: Three Years Before and After the Screen Quota Reduction in 2006 (스크린 쿼터 축소의 영향분석)

  • Kim, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.238-250
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    • 2011
  • In 2006, the number of days of the screen quota (theatrical movie screening days of Korean produced films in a year required by the law) was reduced to 73 days from 146 days per year. Three years after the reduction of screen quota, this paper studies the impact of reduction of screen quota system on Korean produced films. Using Non-parametric statistics, Gini Index and Regression analysis, this study shows that the average number of Korean moviegoer of Korean films which was released last three years(2007-2009) after the cutback of screen quota in 2006 is reduced to 640,109.9123 from 1,107,217.82 for three years(2003-2005) before the cutback. And this is significant in statistics. while Hollywood film gets 76,168,518 more audiences than the total number of audience for 2003-2005, the total numbers of Korean films is cut to 218,917,590 (2007-2009) from 245,802,356 (2003-2005). Gini Index of 2009(0.84) indicates that the inequality of a distribution of box office performance of Korean films is getting worse after the cutback. For now, the reduction of screen quota has negative effects for Korean films. Only the technological advance, education of relates personnel, redesigning of the related infrastructure, market-driven movies, creative production, and the promotion of the independent films can reduced the negative effects.

An Analysis on TV VOD Demand: Focusing on Time Series Analysis (TV VOD 수요 분석: 시계열분석을 중심으로)

  • Kim, Ki Jin;Choi, Sung-Hee
    • Review of Culture and Economy
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    • v.21 no.3
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    • pp.59-88
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    • 2018
  • This study examines demand of the Korean TV VOD using monthly aggregate data and time series analysis models. In particular, the impact of box office attendance, number of IPTV subscribers, income and price of substitutes on TV VOD market is analyzed. Data on TV VOD download during the period 2013 January to 2018 June are used for the empirical analysis. TV VOD demand shows lower level of seasonality than box office attendance and the share of monthly top1 movie in TV VOD platform is also lower than that of box office attendance. The relationship between a movie's holdback and box office performance does not seem consistent. The empirical result of ARDL model reveals that in the short-run box office attendance, number of IPTV subscribers and price of substitutes have significant impact on TV VOD demand. The result on the long-term relation shows that income is the only determinant of TV VOD demand. The impact of box office attendance on TV VOD is not shown to be robust both for the short-term and long-term.

The Impact of Distributors in the Movie Exhibition Market: Focusing on Distributor Types (한국 영화 상영시장에서 배급사의 영향: 배급사 유형을 중심으로)

  • Choi, Sung-Hee
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.105-128
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    • 2017
  • The purpose of this paper is to analyze the impact of distributors on the movie exhibition by distributor types. For the analysis, the concept 'screen elasticity of box office' is adopted. Using the weekly screening data of 94 hit movies released in Korea in 2014 and 2015, the panel analysis estimates the 'screen elasticity of box office' with the Hausman-Taylor estimator. The results show that the screen elasticity of box office is smaller for vertically integrated distributors(CJ E&M and Lotte Entertainment) and Hollywood distributors than the local distributors(Showbox and NEW) that do not own integrated cinemas. This means that exhibitors allocate a larger number of screens to vertically integrated distributors and Hollywood distributors. As the two distributor groups had higher market share during the period, the results imply that the screen elasticity is related to the market performance of distributors. Smaller screen elasticity of the vertically integrated distributors might be related not to the ownership to theaters but to higher market share of the distributors.

Producing Radiotherapy Guidance Movie for patients (방사선치료 안내동영상 제작)

  • Wang, Chul-Hwan;Kang, Seung-Hee;Moon, Bong-Ki;Park, Dong-Wook;Won, Yeong-Jin;Park, Kwang-Hyeon;Kim, Joo-Hyeon;Bang, Seung-Mi
    • Quality Improvement in Health Care
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    • v.19 no.1
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    • pp.56-61
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    • 2013
  • Objectives: This video has been produced to provide better awareness for our patients about radiotherapy treatment for anxiety and stress. This video will give inexperienced patients a better understanding of the processes and expectations of the radiotherapy. We have produced a radiotherapy guidance video regarding work flow and a method of radiotherapy to relieve anxiety and stress. It also improves patients satisfaction and understanding of radiotherapy to provide a high-quality health care for radiotherapy patients with indirect experience. Methods: We have evaluated the effectiveness of the video compared to our existing verbal method. See below for the evaluation criteria; 1) Patients satisfaction rate of guidance 2) a comparison of understanding of radiotherapy 3) a comparison of a time of education for patients 4) a researching of an incidence rate of radiotherapy. Results: When compared to the verbal explanation the patients had a increased level of understanding of the radiotherapy treatment. The time to educate patient was decreased and the level of incidents during the treatment was decreased due to the patient having a better understanding of the whole process. Conclusion : In conclusion, the audiovisual education increased the understanding of radiotherapy for patients compared to verbal education. The video also helped patients to cooperate in treatment room so we can provide premium radiotherapy treatment. By reducing the treatment time and education processa we improved the patients overall experience.

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A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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The Study of the Direction of Development of the Korean Feature Length Animation for Movie Theater : in the Case of 〈 Leafle, A Hen into The Wild 〉 (한국 극장용 장편 애니메이션 산업의 발전 방향에 대한 연구: 〈마당을 나온 암탉〉을 중심으로)

  • Kim, Yoon-A;Mok, Hae-Jung
    • Cartoon and Animation Studies
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    • s.26
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    • pp.109-130
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    • 2012
  • The purpose of this study is to suggest the direction of the development of the feature length animation for movie theater by analyzing of the reasons of the success of . released in 2011 has broken box office records by drawing 2 millions since drew 760 thousands in 1976. This can be one of the success model of the animation for movie theater, considering it has had trouble not only in planning ability and scenario power but also in producing environment where subcontracts are prevalent. This box office hit seems to have been possible through cooperation and division of movie crews and animation crews. Many kinds of materials are reviewed and producer Kim Seonku was interviewed for analysis of the reasons of box office success. Followings are five reasons of success found as the result of analysis and the body of this article is composed of the argument and analysis of each. 1.This animation was planned and produced in the same way of commercial feature films. 2.There was detailed division of work while producing 3. Various kinds of investments were made sequentially, 4. Major film distributor like Lotte and CJ could be motivated 5. There were producers who can mediate between the animation and film field This study suggests the direction both in the aspect of industry and the aspect of training professionals as the result of analysis. In the industrial aspect, transitional cooperation is needed between animation filed and film field which can motivate distributor. Industrial approach like planning, investment, distribution and marketing is absolute for the success of animation for movie theater. Also in the aspect of training professionals, curriculum needs to be improved in the university because the ability and passion of the professionals in the field of animation industry are the most important and education is the most approachable way.

Development of Multimedia Design Contents using Mobile Virtual Reality

  • Duan, Xiao-Yun;Kim, Byung-Taek;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.10
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    • pp.41-45
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    • 2017
  • Virtual Reality (VR) is widely used in various fields, and it is expanding game and movie toward health care, business Software, education, and web services. Especially various researches are actively conducted in the field of exhibition, utilizing smart phone based detachable HMD (Head Mounted Display). The VR exhibition solves addresses both temporal and spacial constraints overcoming the unilateral information transfer exhibitions. This paper presents a method to overcome the limitation of time, space, and unidirectional information transfer in offline exhibition, and also presents a new method that utilizes multimedia visual design artwork as VR contents.

A Study on the effective computer usage in design education (디자인 교육에 있어서 컴퓨터의 효율적 활용방안 연구)

  • 김진용
    • Archives of design research
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    • v.13 no.1
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    • pp.219-225
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    • 2000
  • Most of designers use applied software of computer programs instead of traditional tools such as brushes, poster colors, etc. for drawing and designing. For example applied software programs for design are applied the workings printing, presentation, movie, animation, character design as well as industrial design. Especially, quality of applied software programs in the field of visual communication design influence on the design results in future. Therefore, many college attempt to invest budget to inhrence the quality of software program in design education. However, effectiveness of investment is lowered due to the professional lack of software knowledge. This study tries to explore how the investment for software program in visual communication design becomes more effective, and to suggest how the order of software program, design curriculum through the affective computer usage in design education will be more useful than now. By comparing and contrasting the different cases in the computer environments of the colleges, this study was processing, the result of this study will contribute to the design education of visual communication.

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