• Title/Summary/Keyword: Movie industry

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Object Modeling for 3D Digital Image Compositing (3D 영상 합성을 위한 물체 모델링)

  • 박범식;김윤호;류광렬
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.808-812
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    • 2003
  • The technology and concept of multimedia expands with the rapid growth of Digital technology. Digital broadcasting has already begun and movie industry is also switching the way of visualization from analog to digital. Image compositing is the core of the computer graphics related multimedia technology. Currently, various computer graphic technologies are being developed. Nevertheless, image compositing are being done manually because of not only the expensiveness image compositing equipments, but also the lack of experts in this area. This paper present a new image compositing technique for 3-Dimensional graphics and digital sources. A 2-Dimensional subject which will be used as a background was expanded into a 3-Dimensional by using the tracking technique. Thereafter, Effective image compositing has been obtained by precisely cooperating digital source images and 3-Dimensional model using 3-Dimensional graphics editing tool.

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Building Korean Head-related Transfer Function Database (한국형 머리전달함수 데이터베이스 구축)

  • Son, Daehyuk;Park, Youngjin;Park, Yoonsik;Jang, Sei-Jin
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.24 no.4
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    • pp.282-288
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    • 2014
  • Three-dimensional multimedia industry such as 3D TV, movie and broadcast has been developed vividly. For generating 3D contents with high quality, virtual auditory display, so called VAD, is being researched to offer more realistic experience to listeners. When people render VAD using headphones or two speakers, head-related transfer function(HRTF) plays a key role. The best solution is measuring all individuals' HRTFs, but it is hard to measure all listeners' HRTFs. To overcome this difficulty, many research groups have tried to construct their own measurement system and to build HRTF databases. However, some of them have not enough subjects or spatial resolution and they are mainly focused on Caucasian. There exists difference between Korean and Caucasian in a view of physical features. In other words, if Koreans hear three-dimensional sound rendered by HRTF database based on Caucasian, performance might be hindered. To verify this possibility and remedy the drawbacks, construction of new HRTF database aimed at Korean is needed. Therefore, our laboratory built HRTF measurement system which can measure HRTF of three-dimensional space with dense spatial resolution. With this system, 55 Korean males and 45 females' HRTFs were measured and Korean HRTF database was built based on these data.

Analysis on Annual Film Distribution Portfolio of Lotte Entertainment (영화 투자배급사의 연간 포트폴리오 분석: 롯데엔터테인먼트를 중심으로)

  • Park, Seung Hyun;Ju, Young Kee
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.83-92
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    • 2014
  • We examined the annual film distribution portfolio of a Korean film distributor, Lotte Entertainment, investigating how the company puts big-budget films and low-budget movies together. As a result, the distributor was found to invest more than 80% of its whole budget in producing medium-size movies. The more successful box office, however, was witnessed from big-budget films that the company spent more than 6 billion Korean wons. With respect to genre, comedy and drama were the most and second-most frequently produced. However, Those two genres were not the most successful genres in the box office. Korean movie-goers favored actions and thriller the most and second most. Comedy took only the third place of the Korean box office, signifying a discord between the portfolio and the Korean box office.

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.

Value Articulation Strategy of Media and Content Company: Mainly Focused on Iconix's Animation 'Pororo' Case (미디어 콘텐츠 기업의 무형자산 중심 지식재산 가치 연결 전략: 아이코닉스 애니메이션 뽀로로에 대한 탐색적 사례연구)

  • Ko, Young-Hee;Lee, Seo-Hyun
    • Knowledge Management Research
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    • v.17 no.3
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    • pp.181-206
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    • 2016
  • Under the influence of growing popularity of "hallyu" (Korean wave), corporates that have copyrights such as music, movie, drama as their core competitiveness are showing continuing growth. In Addition, they built on contents are rapidly growing, interests in protection and management of intellectual property rights linked to contents are growing. Global contents development corporates are making great efforts to create profits out of copyrights. They could utilize original contents to strengthen brand value use it to produce additional contents in current market. Also they take advantage of existing storyline of the contents and strong brand to explore new markets. This paper looks into Value articulation model by Professor James Conley and analyzed the firms that utilized intellectual property rights to extend the period of protection, strengthen their competitiveness and succeeded in breaking into new market by using the rights they possess. Also, this paper examines the usage of intellectual property rights and business expansion strategy of of Iconix, the Korean entertainment company, which gained tremendous popularity in last ten years using this model. In Value articulation model, Conley classifies the process of exploiting the portfolio of the single product's(or service's) intellectual property right for a period of time into three stages ; value transference, value translation, value transportation. Pororo's strategy of utilizing intellectual property right is suggestive to domestic entertainment companies. Under the influence of hallyu" (Korean wave), domestic contents such as movies, dramas and music are enjoying the high level of popularity recently not to mention animations. In reality, Korean entertainment companies who have no background or experience of Intellectual property rights are not creating enough added values compared to fast growing market. It is believed Iconix's intellectual property rights management strategy will suggest positive aspects to domestic companies. Moreover, I hope various intellectual property rights management strategies including Conley's value articulation are studied and they can make contributions to managing domestic entertainment companies.

A Study on the Performance Evaluation of Machine Learning for Predicting the Number of Movie Audiences (영화 관객 수 예측을 위한 기계학습 기법의 성능 평가 연구)

  • Jeong, Chan-Mi;Min, Daiki
    • The Journal of Society for e-Business Studies
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    • v.25 no.2
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    • pp.49-63
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    • 2020
  • The accurate prediction of box office in the early stage is crucial for film industry to make better managerial decision. With aims to improve the prediction performance, the purpose of this paper is to evaluate the use of machine learning methods. We tested both classification and regression based methods including k-NN, SVM and Random Forest. We first evaluate input variables, which show that reputation-related information generated during the first two-week period after release is significant. Prediction test results show that regression based methods provides lower prediction error, and Random Forest particularly outperforms other machine learning methods. Regression based method has better prediction power when films have small box office earnings. On the other hand, classification based method works better for predicting large box office earnings.

An Experimental Evaluation of Box office Revenue Prediction through Social Bigdata Analysis and Machine Learning (소셜 빅데이터 분석과 기계학습을 이용한 영화흥행예측 기법의 실험적 평가)

  • Chang, Jae-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.167-173
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    • 2017
  • With increased interest in the fourth industrial revolution represented by artificial intelligence, it has been very active to utilize bigdata and machine learning techniques in almost areas of society. Also, such activities have been realized by development of forecasting systems in various applications. Especially in the movie industry, there have been numerous attempts to predict whether they would be success or not. In the past, most of studies considered only the static factors in the process of prediction, but recently, several efforts are tried to utilize realtime social bigdata produced in SNS. In this paper, we propose the prediction technique utilizing various feedback information such as news articles, blogs and reviews as well as static factors of movies. Additionally, we also experimentally evaluate whether the proposed technique could precisely forecast their revenue targeting on the relatively successful movies.

The Expression of Computer Graphic Movement by The Phenomenon in Motion of Center of Mass at A Collision of Bodies (물체의 충돌 시 질량 중심의 위치이동 효과의 컴퓨터그래픽 표현)

  • 정병태
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.853-858
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    • 2001
  • When an absolute elastic collision occurs between a motion body and the another body inside a closed space, according to the current physical law and thus a computer graphical expression, it is defined that the center of mass of the closed space is not moved. This paper defines a physical law which includes a minor facts of the center of mass of a closed space moves during an absolute elastic collision occurs between a motion body and another body inside a closed space. The law defined in this paper has been verified using approximate lab equipments, and using this, graphical expression models and mathematical expressions for an absolute elastic collision between two bodies inside a closed space are del ed. When the minor effects of the center of mass moves is applied to the multi-body dynamic simulation program or haptic program, more accurate motion could be expressed. This definition can also be applied to an animation movie or other graphical motion expression for more realistic expression.

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Research Trends of Fashion Field among Chinese Students in Korea - Focused on Graduate Degree Thesis - (재한 중국인 유학생의 패션 분야 연구 동향 - 대학원 학위논문을 중심으로 -)

  • Wei, Fei;Park, Eun Kyung
    • Journal of the Korean Society of Costume
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    • v.66 no.1
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    • pp.58-72
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    • 2016
  • Since the mid 2000s, a large number of Chinese students have come to Korea to study. This study investigates the research trends of Chinese students studying in the fashion field in Korea. For this study, a total of 235 graduate degree theses on fashion written by Chinese students in Korea (from 1992 to 2014) were collected through the RISS website. Various keywords were used to find the theses, including fashion, clothing and costume. Factors used in the analysis of these theses were the number of theses per year, major of the student, research trend of specific areas and research target area. The results are as follows: Most of the theses were written by Fashion/Clothing majors (141 theses/60% of the total), while other majors - such as Business Administration, International Trade, Economics, Journalism/Broadcasting, and Movie Entertainment - made up the rest (94/40%). The theses researched in the study were focused on a specific field in fashion. Fashion Marketing/Socio-Psychology of Clothing was the most popular field (113/48.1%), and Fashion Design/Aesthetics came in second (87/37.0%). Other topics, such as Costume History, Clothing Construction/Textile Science, Costume Culture, followed. Chinese student's research target area was very limited, with Chinese Study being the most popular area, and Korean and Chinese Comparative Study coming in second.

A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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