• Title/Summary/Keyword: Movies

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A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

A Study on MMIP Data Service providing additional Information of multiple Movie Information Programs (복수의 영화정보 프로그램의 부가정보를 제공하기 위한 MMIP 데이터서비스에 관한 연구)

  • Kwangil KO
    • Convergence Security Journal
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    • v.22 no.4
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    • pp.119-127
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    • 2022
  • A movie information program has a positive effect on the viewer's intention to watch the movie by providing an indirect experience of the movie based on trust. In order to increase the effectiveness of a movie information program, a data service that provides the additional information on the movies introduced in a movie information program has been studied. However, since the study limited the data service to one movie information program, it was difficult to apply it to the actual environment of general cable broadcasting companies or satellite broadcasting companies that transmit multiple movie information programs. Therefore, this study expanded the existing research limited to one movie information program to provide additional information of several movie information programs. This study is meaningful in that it suggests a data service that can be operated in the realistic environment of a broadcaster that actually transmits several movie information programs.

A study on DVB-SI based additional information transmission method of data service linked with movie information TV program (영화정보 프로그램 연동형 데이터서비스의 DVB-SI 기반 부가정보 전송 방법에 관한 연구)

  • Kwangilm KO
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.91-98
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    • 2022
  • Because the movie has the characteristics of a cultural product where experience is important, a promotional strategy is used to convert viewers into movie audiences by providing indirect experiences of movies through professional movie information programs. Considering that the movie information program is a strategic publicity medium that raises the audience's intention to watch a movie, a study on the data service that provides useful additional information to the viewer in conjunction with the movie information program is meaningful. Against this background, this study contains the core research contents in the development of data service linked with movie information program. Specifically, additional information of the movie information program was defined. And to provide the additional information to the data service, the digital broadcasting international standard DVB-SI-based additional information transmission method was devised.

A Study on the Fabrication of Facial Blend Shape of 3D Character - Focusing on the Facial Capture of the Unreal Engine (3D 캐릭터의 얼굴 블렌드쉐입(blendshape)의 제작연구 -언리얼 엔진의 페이셜 캡처를 중심으로)

  • Lou, Yi-Si;Choi, Dong-Hyuk
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.73-80
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    • 2022
  • Facial expression is an important means of representing characteristics in movies and animations, and facial capture technology can support the production of facial animation for 3D characters more quickly and effectively. Blendshape techniques are the most widely used methods for producing high-quality 3D face animations, but traditional blendshape often takes a long time to produce. Therefore, the purpose of this study is to achieve results that are not far behind the effectiveness of traditional production to reduce the production period of blend shape. In this paper, in order to make a blend shape, the method of using the cross-model to convey the blend shape is compared with the traditional method of making the blend shape, and the validity of the new method is verified. This study used kit boy developed by Unreal Engine as an experiment target conducted a facial capture test using two blend shape production techniques, and compared and analyzed the facial effects linked to blend shape.

Lotte Shopping's Marketing Strategy for Achieving the Goal of Becoming a Global Leader (글로벌 기업 도약을 위한 롯데쇼핑의 마케팅전략)

  • Lee, Jinyong;Kim, Chung Koo;Joo, Young-Hyuck
    • Asia Marketing Journal
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    • v.12 no.1
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    • pp.81-101
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    • 2010
  • Lotte Shopping Co. started its business from Lotte Department Store. From the beginning, Lotte Shopping Co. opened the largest department store and, since then, has expanded its business size through the processes of active developments of its own stores and merges and acquisitions of other companies. Currently, it operates a variety of retail shops such as department stores, discount stores, movies theaters, shopping malls, and supermarkets along with a TV home-shopping station and an online shopping mall. Lotte group, a business conglomerate Lotte Shopping belongs to, has an objective of becoming TOP 10 business group in Asia by 2018. Lotte group declared its vision statements in 2009 and has spent its effort to accomplish the goal. Lotte Shopping is implementing the group-level growth strategy through merges and acquisitions and diverse marketing programs. We will briefly investigate the current situation of Lotte Shopping and will then analyze its 1) entertainment shopping center and multi-channel strategy, 2) global market entry, and 3) education system.

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The Third Communication Channel in the Diffusion Process (확산과정에서의 세 번째 의사전달경로)

  • Park, Sang-June;Shin, Changhoon
    • Asia Marketing Journal
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    • v.8 no.3
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    • pp.1-11
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    • 2006
  • The Bass model assumes two communication channels: mass-media and word-of-mouth. In this paper, we call the mass-media Type I channel of communications. The word-of-mouth channel means interaction between non-adopters and adopters. Let us call it Type II channel of communications. In the real world, however, the non-adopters who are not aware of the innovation can be affected by communications with other non-adopters who are aware of it. Let us call it Type III channel of communications to differentiate with Type II channel. This paper analyzes the impact of Type III channel on diffusion process. The result shows that exponential growth patterns (for example, the adoption patterns of the blockbuster movies) can be observed when non-adopters are influenced by other non-adopters who aware of the innovation.

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Zero-shot Korean Sentiment Analysis with Large Language Models: Comparison with Pre-trained Language Models

  • Soon-Chan Kwon;Dong-Hee Lee;Beak-Cheol Jang
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.43-50
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    • 2024
  • This paper evaluates the Korean sentiment analysis performance of large language models like GPT-3.5 and GPT-4 using a zero-shot approach facilitated by the ChatGPT API, comparing them to pre-trained Korean models such as KoBERT. Through experiments utilizing various Korean sentiment analysis datasets in fields like movies, gaming, and shopping, the efficiency of these models is validated. The results reveal that the LMKor-ELECTRA model displayed the highest performance based on F1-score, while GPT-4 particularly achieved high accuracy and F1-scores in movie and shopping datasets. This indicates that large language models can perform effectively in Korean sentiment analysis without prior training on specific datasets, suggesting their potential in zero-shot learning. However, relatively lower performance in some datasets highlights the limitations of the zero-shot based methodology. This study explores the feasibility of using large language models for Korean sentiment analysis, providing significant implications for future research in this area.

DOOH media; Suggestion of using transmedia storytelling approach (옥외광고, 매체로서의 외연 확장을 위한 트랜스미디어 스토리텔링 전략 활용)

  • Kim, Yoon Jung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.81-90
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    • 2024
  • The purpose of this study is to examine the possibility of combining DOOH advertising, which has fully met the functional requirements of a standalone digital medium, with transmedia storytelling as a expansion of a new advertising area. This researcher examined the concept of transmedia storytelling used in various fields and its application cases in dramas, movies, and webtoons, and analyzed examples of transmedia storytelling approaches in the field of advertising. As a result of the analysis, it was analyzed that although OOH advertising has brought many changes in the way of content implementation with the advent of digital signage, DOOH advertising needs to be approached in a more diverse way in a situation where the boundaries that were considered to be the unique domain of each content are blurring. In particular, it has been analyzed that it can not only fulfill its role as an independent medium but also expand the scope of DOOH advertising by combining it with transmedia storytelling enthusiasts. These results suggest the need to incorporate DOOH advertising with transmedia storytelling strategies.

Topic-centered English Learning Method Using Animated Movie with Reference to Awareness of Social Issues (애니메이션을 활용한 주제 중심의 영어 학습 방안: 사회문제 인식을 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.217-225
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    • 2024
  • This study explores the use of animation as a tool for both English learning and recognizing social problems. In addition, this study examines how topic-centered learning paired with animation affects the acquisition of English vocabulary and expressions specific to discussing social problems. To achieve these goals, the study used two animations, Zootopia and Luca, and focused specifically on discrimination and prejudice. Conversation analysis, discussion activities, and learning of vocabulary and expressions in context were conducted. To evaluate the research, pre-tests, post-tests, a questionnaire, and thinking notes containing learners' opinions were used. Pre- and post-tests were administered to determine the extent of improvement in students' vocabulary and expression learning, and they reveal a statistically significant difference between the two tests. A questionnaire and thinking notes were analyzed in order to understand learners' responses and attitudes toward the class, and the results demonstrate an overall satisfaction with this class using animation topics (81.8%). The data highlights three reasons for this satisfaction: developing an in-depth understanding of movies, enhanced awareness of social problems, and increased engagement through the use of animations. These findings highlight the importance of conducting an in-depth analysis of the targeted topic when using animation.