• Title/Summary/Keyword: Movie technology

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Study on AI-based content reproduction system using movie contents (영화를 이용한 AI 기반 콘텐츠 재생산 시스템 연구)

  • Yang, Seokhwan;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.336-343
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    • 2021
  • AI technology is spreading not only to industrial fields, but also to culture, art, and content fields. In this paper, we proposed a system based on AI technology that can automate the process of reproducing contents using characters for movie contents. After creating the basic appearance of the character by using the StyleGAN2 model from the video extracted from the movie contents, analyzing the character's personality and propensity using the extracted dialogue data, it was determined from the contemplative appearance based on the yin-yang and five elements to the character's propensity. Accordingly, the external characteristics are reflected in the character. Using the OpenPose model, a character's motion is created, and the finally generated data is integrated to reproduce the content. It is expected that many movie contents can be reproduced through the study of the proposed system.

Predicting the Number of Movie Audiences Through Variable Selection Based on Information Gain Measure (정보 소득율 기반의 변수 선택을 통한 영화 관객 수 예측)

  • Park, Hyeon-Mock;Choi, Sang Hyun
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.19-27
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    • 2019
  • In this study, we propose a methodology for predicting the movie audience based on movie information that can be easily acquired before opening and effectively distinguishing qualitative variables. In addition, we constructed a model to estimate the number of movie audiences at the time of data acquisition through the configured variables. Another purpose of this study is to provide a criterion for categorizing success of movies with qualitative characteristics. As an evaluation criterion, we used information gain ratio which is the node selection criterion of C4.5 algorithm. Through the procedure we have selected 416 movie data features. As a result of the multiple linear regression model, the performance of the regression model using the variables selection method based on the information gain ratio was excellent.

Content-based Video Information Retrieval and Streaming System using Viewpoint Invariant Regions

  • Park, Jong-an
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.1
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    • pp.43-50
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    • 2009
  • This paper caters the need of acquiring the principal objects, characters, and scenes from a video in order to entertain the image based query. The movie frames are divided into frames with 2D representative images called "key frames". Various regions in a key frame are marked as key objects according to their textures and shapes. These key objects serve as a catalogue of regions to be searched and matched from rest of the movie, using viewpoint invariant regions calculation, providing the location, size, and orientation of all the objects occurring in the movie in the form of a set of structures collaborating as video profile. The profile provides information about occurrences of every single key object from every frame of the movie it exists in. This information can further ease streaming of objects over various network-based viewing qualities. Hence, the method provides an effective reduced profiling approach of automatic logging and viewing information through query by example (QBE) procedure, and deals with video streaming issues at the same time.

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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.

Research on the Development of North American Movie Industry in 2018 (2018년 북미영화산업 발전 연구)

  • Peng, Bo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.15-24
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    • 2019
  • Hollywood traditional movie companies are continuously challenged by new-type companies represented by the streaming content platforms. Based on the latest market statistics, and with a multidimensional approach involving the production, distribution, projection and overseas market, etc, this paper analyzes the changes and development of North American movie industry in its process of coping with the globalization and digitalization of media in 2018, and summarizes the effective measures for Hollywood mainstream movie companies to adjust their own structures and operation mechanism to maintain their development in the environment of new media consumption.

A Study of Ending Credit in Animations-Focused on Credit Cookie (극장판 애니메이션의 엔딩 크레딧 양상연구: 쿠키 영상을 중심으로)

  • Park, Sung-Won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.1
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    • pp.187-198
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    • 2020
  • With the development of technology and the creation of an entertainment environment for leisure, various marketing strategies are being used in the film industry. Among them, the use of the credit cookie of ending credits was very effective in producing the series. The ending credit is the time it takes to show the names of the people who made the movie, which is meaningless to the audience. There is a cost to produce a ending credit but It wasn't made because no revenue was generated. The credit cookie was inserted into this ending credit area, which brought new pleasure to the audience. Most of them were epilogue images showing the story behind the movie, NG images showing the NG situation during film production, and In videos mentioned in the movie but not shown in the movie itself. As various ideas about credit cookie were connected with marketing, a series movie and a spin-off foretelling the derivative works after the screening work were produced and have a new meaning. As a result, the time of ending credits, which had no commercial value, became the methodology of the most powerful promotional strategy. Looking at the difference between live-action film and animation in producing such credit cookie, unlike live-action films that edit the remaining parts after shooting, the NG video of the animation has a lot of time and money to produce. So, it hasn't try very well, and it seems to have been actively produced when moving from 2D animation to 3D animation. This is because 3D animation, which has already been modeled, can create new NG scenes by simply adding animating based on the layout of the created scene. Since it is possible to produce an episode movie at a low cost and time, and to use the scenes of the movie after the production, it will be necessary to strategically produce credit cookie for promotion in animation.

Collaborative Movie Recommender Considering User Profiles Explicitly

  • Qing Li;Kim, Byeong-Man;Shin, Yoon-Sik;Lim, En-Ki
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.386-388
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    • 2003
  • We are developing a web-based movie recommender system that catches and reasons with user profiles and ratings to recommend movies. In the paper, we outline the current status of our implementation with particular emphasis on the mechanisms used to provide effective recommendations. Social recommender systems collect ratings of items from many individuals and use nearest-neighbor techniques to make recommendations to a user. However, these methods only depend on the ratings and ignore other useful information. Our primary concern is to provide an approach that can recommend the movies based on not only the user ratings but also the significant amount of other information that is available about the nature of each items - such as cast list or movie genre. We experimentally evaluate our approach and compare them to conventional social filtering, which suggests merits to our approach.

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Proposal of a Successful Model for Applications Related to Movie Content: Focusing on Consumer Attitudes and Viewing Intentions According to the IS Sucecess Model (영화 콘텐츠 관련 어플리케이션의 성공적 모델 제안: IS Success Model에 따른 소비자 태도와 관람의도를 중심으로)

  • Lee, Kang-Suk
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.430-441
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    • 2022
  • With the development of ICT technology, various mobile applications have appeared one after another, and they have penetrated deeply into the lives of individuals. In order to explore the key factors that movie content-related applications should have through empirical studies, this study used the information system success model to investigate the influence of each quality factor on movie consumers' attitudes toward movies and their viewing intentions. As a result of the study, it was derived that the most important factor among the quality factors of movie content-related applications was the information quality factor, followed by the service quality being the next most important factor. In this study, based on the results of this study, the direction of application related to movie contents as a new distribution channel was proposed by suggesting a way to improve applications related to movie contents for the development of the domestic movie industry.

Utilizing Shutter and Storytelling in Motion Picture Taking (영화촬영에서의 셔터의 활용과 스토리텔링)

  • Ryu, Jae-Hoon
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.574-585
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    • 2014
  • Filming of movie is not working for translating scenario of story or character's moving. Director of Photography accumulates emotion in scenario through image. The accumulation of continuation is the essence of movie. Therefore, cinematographer strives consistently to analysis scenario and to express through visual which operation of the most basis can be filming technology. Eventually, Filming of movie is based on mean of technology to show artistry work. Accordingly, searching the most fundamental of filming's technical factor considerably help to understand movie art. There are variation technology factors to expose character's emotion. And the most simple and influential try by only using the pure function of camera is utilizing shutter without supporting lighting and production design. As a result, this thesis discuss about essential and basic factors of utilizing shutter.

The Study of Human Body Expression and Fashion Design Appeared in Popular Culture -Focused on Movies in Korea and American- (대중문화에서 보여지는 신체표현과 복식디자인 연구 - 미국과 국내 영화를 중심으로 -)

  • 권기영
    • The Research Journal of the Costume Culture
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    • v.12 no.4
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    • pp.676-690
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    • 2004
  • The purpose of this study is to investigate the symbolic meaning in body image and fashion style portrayed in Korea and American movies in aspects of sex, race, nature, and technology. The researcher analyzed movies in Korea and USA, and the results were as follows. In aspects of sex, movies portrayed new masculinity and femininity escaped from previous gender stereotypes, and the clothing styles characterized sex identity and sex roles. In aspects of race, more various races appeared in America movies than Korea's, and the appearance and stereotypes related with race were blurred by the globalization and the change of film market environments. In aspects of nature, Korea movie portrayed the human being as lyrical appearance in nature, and America movie expressed the human as a strong men conquering the nature in adventure movie or super human image combined with nature thing which endowed nature's superior characteristics to human body in fantasy and science fiction movies. In aspects of technology, the human bodies were described as cyborg, alien, or super human, which symbolized the do-identification in digital world, de-boundarization between human and machines, and the human's uncertainty.

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