• Title/Summary/Keyword: Movie Trends

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The Impact of the United States Fashion on Korean Fashion in 20th Century

  • Oh, Keunyoung;Choi, Jeongwook
    • Journal of Fashion Business
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    • v.21 no.3
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    • pp.80-92
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    • 2017
  • Fashion trend is more than a social phenomenon that multitudes of people accept as popular styles of clothing. The purpose of this study was to understand the influence of fashion trend over time and distance. Geographically thousands of miles apart, the U.S. has strongly influenced fashion in Korea, revealed by references and historic depictions collected from literature and web sites. Results of the study are summarized as five issues: First, emergence of female missionaries from the U.S. American missionaries working in the late Great Korean Empire performed a significant role importing Western culture to Korea. Second, as opportunities of education increased, women studying abroad introduced Western fashion to Koreans when they returned to Korea. They were more open to Western culture than other Koreans and moderately harmonized their Korean sentiment and Western culture, mitigating cultural shock and enabled other Koreans to accept Western culture. Third, the effect of fashionistas on media. Singers working for U.S. armies stationed in Korea and movie stars appearing in Hollywood movies profoundly affected Korean pop culture and fashion trends in Korea. Fourth, following First Lady Jacqueline Kennedy of the U.S. She was an influential figure in those days and a fashion leader as well. Lastly, acceptance of working girl fashion depicted in American television shows. American working girls depicted on American TV shows were highly admired by young Korean women, so the fashion of American working girls became a major fad among young Korean women.

Analysis on the Media Content Research Trends in Media Convergence Era Based on Intellectual Information Technology (지능정보기술 기반 미디어 컨버전스 시대의 콘텐츠 연구경향 분석)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.113-122
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    • 2020
  • This study is the research tendency(2016~2019) on the content and the intelligent information technology. After the IIT emerged as a social topic, related research increased, and interest in VR and AR was the highest. In games, more research has been done on VR and AR. In the case of big data technology, it was a tendency to pay attention to the study of movie contents. Many studies have attempted a technological approach to IIT. With regard to artificial intelligence technology, there were differences by technology and content area, mainly viewed from a legal and institutional perspective.

Use of Drones in the cultural industries (드론의 문화산업분야 활용방안에 관한 연구)

  • Yoon, Hongkeun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.99-112
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    • 2015
  • Drones are more formally known as unmanned aerial vehicles without a human pilot aboard. Its flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground. This research aims to analyze market trends and technological developments of drones, use cases and constraints of drones in the cultural industries take advantage of the possibility of future drones. Drones are looking for broadcasting, movie, theater, games, toys drones and racing games in a variety of cultural industry. The biggest problem of drone shall provide penalties for breaches of privacy and security issues in the debate. Drones performances are required such as battery capacity and compactness because of the technical limitations. The drones are expected to be used in various fields such as journalism drone, performance tools, augmented reality games, kidult culture. The drones can create a new cultural industry market such as the combination of robotics and drone journalism, drone crowded theater, utilizing drones character games, racing games etc. In conclusion, drones help reduce manpower, time and costs dramatically and will contribute to creating added value in the cultural industries.

The Effects of Cinema Costumes on Fashion -Based onEdith Head's Work- (영화예술에 나타난 의상이 유행에 미친영향 - Edith Head의 영화 의상을 중심으로 -)

  • 이정희
    • Journal of the Korean Society of Costume
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    • v.31
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    • pp.145-164
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    • 1997
  • Cinema costume can stimulate the public to synchronize with and replicate what they see in the movies. Especially when the public thinks the stars in the movies . Especially when the public thinks the stars in the movies are beautiful or dramatic the styles of cinema costumes powerfully affect them. Thus cinema costume designers quickey become fashion designers. Edith Head who strongly believed cinema costumes to be an effective means of portraying the Character's personality and psychological make-up was an innovative designer whose costumes manifested this belief. She enhanced the character's individual image and distinction for the public through her artistic design in costumes. She adapted a realistic approach but her costumes invariably produced aesthetic ef-fects. Since the Academy Awards added the category of costume design she led the field with 35 nominations and eight oscars during 33 years of her productive work. Edith head was a dominant figure in costume design; her creations were highly renowned as an art form while they gained popularity. The purpose of this study was to reveal the ef-fects of Edith Head's cinema costume designs on fashion. This study was also to emphasize the powerful influence on ashion of cinema costume and cinema costume designers in general. The study was done through literature movies for which she created costumes fashion magazines and Edith Head's original sketches. The influence of Edith Head's costume de-sign on fashion is as follows: 1. She introduced and lead the casual fashion in the 1950's combining simplicity and sophistication. 2. She altered uniforms and reconstructed public clothing for multiple functions. 3. She rearranged high school prom dresses through the movie 'A Place in the Sun" to en-hance characteristic of each gender and the Dandy Look of the 1930's into men's apparel in the 1970's through the movie "The Sting" 4. She expanded the traditional style in the 1940's and became a leader in ecological style. 5. She adapted glitter from astronaut's ap-parel into public clothing. 6. She resturctured Sabrina Pants in the 1960's to accentuate the individuals strength by overcoming one's weakness without minimi-zing it's aesthetic appeal and reintroduced the pants in the 1990's. 7. She introduced elegant negligees to gen-eral public and maintained it in the public do-main. As it is revealed Edith Head's costume de-sign not only impacted the field of fashion dur-ing her time but also is presently influencing modern fashion throughout the world as it is witnessed by repeated reintroduction of her fashion styles. Reviewing her cinema costumes it is concluded that cinema costumes it is concluded that cinema costumes powerfully af-fect the public through a visual channel more than any other routes. Cinema costumes can become the origin of fashion by stimulating the public to synchronize with and replicate what they see in the movies. Since cinema costumes can launch fashion trend it requires further research. Based on what is revealed in this study. it would be beneficial to examine how cinema costumes affect people socially and culturally and how they could provide resources for re-search in fashion trends. It is also the writers opinion that there should be more designers such as Edith head who could lead the field of costume design into the twenty-first century.

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The Hanbok in the Korean Movies from 1950's to 1980's (1950년대에서 1980년대의 영화에 나타난 한복)

  • Soh, Hwang Oak;Kim, Yu Seung
    • Journal of the Korean Society of Costume
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    • v.64 no.2
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    • pp.126-134
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    • 2014
  • This study studied female Hanbok that appeared in Korean movies in different periods, and investigated the changes and flow of the Hanbok in the movies based on the design and the form. Research scope is limited to Hanbok in Korean movies released between 1950' and 1980', and in order to study Hanbok in movies, snapshots of Korean movies for each period are used. Pictures are sourced from the Korean movie database, and forms and colors of Hanbok in the pictures are classified into 7 categories. Based on this, characteristics, changes and flow of Hanbok for each period are studied. Based on this, by investigating the Hanbok in Korean movies from silhouette and design perspectives and comparing each period, it is found that the following changes have been made: From 1950' to 1980', generally Min Jeogori (Normal Korean traditional jacket) had a higher rate. Up to early 1960', wide collar and collar strip were trends, but from 70' to 80', they have been remarkably narrowed. After liberation, ease and functional elements of western clothing were accepted. From 1950' to 80', generally wide and round shape sleeve were used. Also, from 50' to 80', normally skirt and Jeogori had the same color and fabric. Lastly. as Hanbok with western style fabric, rather than traditional Hanbok fabric was increasing, Hanbok with variously patterned fabric was shown. The lack of colored pictures led of limited research materials, and so a more accurate and sophisticated research on material and design was not possible, However, it is meaningful that this study has investigated changes and flow of Hanbok in modern Korean movies.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

A Study on Glamour Look Expressed in Fashion (Part I) (현대패션에 표현된 글래머 룩에 관한 연구 (제1보))

  • Hahn, Soo-Yeon;Yang, Sook-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.8
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    • pp.1288-1300
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    • 2006
  • Glamour in fashion, which stands for attractive physical feature with certain mystique, has been used without accurate analysis thereof. This thesis is purported to provide comprehensive study of glamour in fashion and to contemplate glamour look reflected in fashion history, thereby to establish the styles of glamour expressed in fashion trends and to provide the basis which can be utilized in the categorical basis of fashion design. For such purposes, this thesis first provides the study on the glamour in fashion, and to conduct a case study by analyzing photographic materials. The glamour expressed in the fashion design can be classified into the following six aesthetic values: luxury, excess, masquerade, appropriation, sensuality and decadence. In the modern history, glamour looks in fashion design started out as so-called Blooming Age Glamour Look, dating from the late nineteenth century to the late 1920s, which was represented by luxurious haute couture style of courtesans. Thereafter Golden Age Glamour Look appeared in the movie costumes in the Hollywood from the late 1920s to mid-1950s. Sensuality, decadence and masquerade are the central features. Subsequently, Pop Age Glamour Look appeared with fashion styles of pop stars, which can be characterized by appropriation and excess. In the 1980s and the 1990s, Glamour Renaissance Look appeared as glamour looks which were spread out to people in various classes, which is characterized by luxury and appropriation. Based upon the foregoing historical survey, there are four representative styles in glamour looks, including (1) luxury glamour derived from Blooming Age Glamour Look, (2) hyperfeminine glamour derived from Golden Age Glamour Look, (3) kitsch glamour derived from Pop Age Glamour Look, and (4) romantic glamour derived from Glamour Renaissance Look.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

A Dynamic Analysis of Digital Piracy, Ratings, and Online Buzz for Korean TV Dramas (국내 TV 드라마 디지털 불법복제, TV 시청률, 온라인 입소문 간의 동태적 분석)

  • Kim, Dongyeon;Park, Kyuhong;Bang, Youngsok
    • Journal of Intelligence and Information Systems
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    • v.28 no.3
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    • pp.1-22
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    • 2022
  • We investigate the dynamic relationships among digital piracy activities, TV ratings, and online buzz for Korean TV dramas using a panel vector autoregression model. Our main findings include 1) TV ratings are negatively affected by digital piracy activities but positively affected by google buzz, 2) digital piracy activities are negatively affected by TV ratings and social buzz, and 3) social buzz and google buzz are positively influenced by each other. While many empirical studies were conducted to reveal the effects of music or movie piracy, our understanding of drama piracy is limited. We provide empirical evidence of the dynamic relationships between drama piracy, TV ratings, and online buzz. Our findings show the presence of indirect piracy effects on TV ratings through online buzz. Further, we reveal that social buzz and google trends play different roles in promoting TV ratings and piracy activities. We discuss the implications of our findings for theory and practitioners.

A study on the use of a Business Intelligence system : the role of explanations (비즈니스 인텔리전스 시스템의 활용 방안에 관한 연구: 설명 기능을 중심으로)

  • Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.155-169
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    • 2014
  • With the rapid advances in technologies, organizations are more likely to depend on information systems in their decision-making processes. Business Intelligence (BI) systems, in particular, have become a mainstay in dealing with complex problems in an organization, partly because a variety of advanced computational methods from statistics, machine learning, and artificial intelligence can be applied to solve business problems such as demand forecasting. In addition to the ability to analyze past and present trends, these predictive analytics capabilities provide huge value to an organization's ability to respond to change in markets, business risks, and customer trends. While the performance effects of BI system use in organization settings have been studied, it has been little discussed on the use of predictive analytics technologies embedded in BI systems for forecasting tasks. Thus, this study aims to find important factors that can help to take advantage of the benefits of advanced technologies of a BI system. More generally, a BI system can be viewed as an advisor, defined as the one that formulates judgments or recommends alternatives and communicates these to the person in the role of the judge, and the information generated by the BI system as advice that a decision maker (judge) can follow. Thus, we refer to the findings from the advice-giving and advice-taking literature, focusing on the role of explanations of the system in users' advice taking. It has been shown that advice discounting could occur when an advisor's reasoning or evidence justifying the advisor's decision is not available. However, the majority of current BI systems merely provide a number, which may influence decision makers in accepting the advice and inferring the quality of advice. We in this study explore the following key factors that can influence users' advice taking within the setting of a BI system: explanations on how the box-office grosses are predicted, types of advisor, i.e., system (data mining technique) or human-based business advice mechanisms such as prediction markets (aggregated human advice) and human advisors (individual human expert advice), users' evaluations of the provided advice, and individual differences in decision-makers. Each subject performs the following four tasks, by going through a series of display screens on the computer. First, given the information of the given movie such as director and genre, the subjects are asked to predict the opening weekend box office of the movie. Second, in light of the information generated by an advisor, the subjects are asked to adjust their original predictions, if they desire to do so. Third, they are asked to evaluate the value of the given information (e.g., perceived usefulness, trust, satisfaction). Lastly, a short survey is conducted to identify individual differences that may affect advice-taking. The results from the experiment show that subjects are more likely to follow system-generated advice than human advice when the advice is provided with an explanation. When the subjects as system users think the information provided by the system is useful, they are also more likely to take the advice. In addition, individual differences affect advice-taking. The subjects with more expertise on advisors or that tend to agree with others adjust their predictions, following the advice. On the other hand, the subjects with more knowledge on movies are less affected by the advice and their final decisions are close to their original predictions. The advances in predictive analytics of a BI system demonstrate a great potential to support increasingly complex business decisions. This study shows how the designs of a BI system can play a role in influencing users' acceptance of the system-generated advice, and the findings provide valuable insights on how to leverage the advanced predictive analytics of the BI system in an organization's forecasting practices.