• Title/Summary/Keyword: Movies

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A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Implementing Instructional Modules for Engineering Ethics into Engineering Curricula (공학윤리 교육모듈 컨텐츠를 이용한 전공교과목에서의 공학윤리 교육)

  • Lee, Young-Nam;Kim, Dae-Wook;Yu, Ji-Beom;Hwang, Sung-Ho;Kim, Hyun-Soo
    • Journal of Engineering Education Research
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    • v.10 no.4
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    • pp.78-92
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    • 2007
  • This study presents how the engineering ethics instructional modules have been developed based on Korean culture and how they are implemented into the existing engineering curricula at Sungkyunkwan University. The engineering ethics instructional modules were designed to be taught by engineering faculty members who did not have any teaching experience in ethics. As a result, it was determined that the engineering ethics instructional modules should include a detailed instructor lesson plan and all supporting resources such as slides (Power Point base), and handouts, or assessment units (pre- and post-test). Two 75 minute modules developed in this study consist of the diverse instructional activities for various student group sizes. In order to improve students' interests and classroom attention, various visual and audio resources such as famous movies, cartoons, and poems were included in the instructional resources. In addition, a number of case studies which might happen in the students' daily lives were chosen. The resulting ethical module No. 1 has been instructed in the existing engineering classes during the 1st semester in 2007. Overall, the students reported positive impressions of the modules and the faculty members also reported favorable perceptions of the modules. Also, team based activities encouraged students to participate in constructing the event trees, which are a basic analysis tool for ethics case studies. The results of this study will provide a guideline of implementing engineering ethics into the engineering curricula to other engineering programs and schools.

Preference-Based Segment Buffer Replacement in Cluster VOD Servers (클러스터 VOD서버에서 선호도 기반 세그먼트 버퍼 대체 기법)

  • Seo, Dong-Mahn;Lee, Joa-Hyoung;Bang, Cheol-Seok;Lim, Dong-Sun;Jung, In-Bum;Kim, Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.797-809
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    • 2006
  • To support the QoS streams for large scale clients, the internal resources of VOD servers should be utilized based on the characteristics of the streaming media service. Among the various resources in the server, the main memory is used for the buffer space to the media data loaded from the disks and the buffer hit ratio has a great impact upon the server performance. However, if the buffer data with high hit ratio are replaced for the new media data as a result of the number of clients and the required movie titles are increased, the negative impact on the scalability of server performance is occurred. To address this problem, the buffer replacement policy considers the intrinsic characteristics of the streaming media such as the sequential access to large volume data and the highly disproportionate preference to specific movies. In this paper, the preference-based segment buffer replacement policy is proposed in the cluster-based VOD server to exploit the characteristics of the streaming media. Since the proposed method reflects both the temporal locality by the clients' preference and the spatial locality by the sequential access to media data, the buffer hit ratio would be improved as compared to the existing buffer replacement policy. The enhanced buffer hit ratio causes the fact that the performance scalability of the cluster-based VOD server is linearly improved as the number of cluster nodes is increased.

Default Voting using User Coefficient of Variance in Collaborative Filtering System (협력적 여과 시스템에서 사용자 변동 계수를 이용한 기본 평가간 예측)

  • Ko, Su-Jeong
    • Journal of KIISE:Software and Applications
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    • v.32 no.11
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    • pp.1111-1120
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    • 2005
  • In collaborative filtering systems most users do not rate preferences; so User-Item matrix shows great sparsity because it has missing values for items not rated by users. Generally, the systems predict the preferences of an active user based on the preferences of a group of users. However, default voting methods predict all missing values for all users in User-Item matrix. One of the most common methods predicting default voting values tried two different approaches using the average rating for a user or using the average rating for an item. However, there is a problem that they did not consider the characteristics of items, users, and the distribution of data set. We replace the missing values in the User-Item matrix by the default noting method using user coefficient of variance. We select the threshold of user coefficient of variance by using equations automatically and determine when to shift between the user averages and item averages according to the threshold. However, there are not always regular relations between the averages and the thresholds of user coefficient of variances in datasets. It is caused that the distribution information of user coefficient of variances in datasets affects the threshold of user coefficient of variance as well as their average. We decide the threshold of user coefficient of valiance by combining them. We evaluate our method on MovieLens dataset of user ratings for movies and show that it outperforms previously default voting methods.

A Study on User's Perception Survey for the Validity of Establishment of a Public Libraries: Focused on Sasanggu in Busan (공공도서관 건립의 타당성을 위한 이용자 인식조사 연구 - 부산시 사상구를 중심으로 -)

  • Kang, Eun Yeong
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.2
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    • pp.79-104
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    • 2020
  • This is a study to establish the feasibility in terms of the use of the J library, which will be built in Jurye-dong, Sasang-gu, Busan. Accordingly, this study conducted a community analysis and user survey to confirm the necessity of building a library and suggested directions for services that the library should provide in the future. To this end, a community analysis was conducted primarily on Sasang-gu, such as population distribution status, cultural institution status, and Sasang-gu vision. Afterwards, visitors to Sasang Library, Small Library, and Community Center were surveyed on the status of use of existing public libraries and the awareness of J Library to be built in the future. As a result of the survey, the necessity and intention to use J Library were found to be high, and the expectation for prompt provision of sufficient printed materials such as books and magazines was the highest. In the case of the desired space, the demand for 'open space' and 'small meeting space(family room)' was high, In the case of specialized services, there was a high demand for humanities, arts & music, movies, etc., but it was shown that they showed a general interest in various fields.

The present and prospect of Online Video, Music service and Media Usage (온라인 동영상, 음악서비스 및 미디어 이용 현황과 전망 - 20대 대학생을 중심으로)

  • Kim, Sun-Jin
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.137-144
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    • 2015
  • This study tried to anticipate the near future changes of domestic online video, music service and media usage through the status quo. The research group was focused on the twenties, University students because they are the active media contents users. It surveyed the students in Busan, and used the method of descriptive statistics analysis for the understanding of the present state and near future prospect. This study shows that almost half of them use both services, and three people out of ten are the heavy users who use the services for over 3 hours a week. The streaming method is higher proportion than download method in using type. They are getting accustomed to pay contents cost, but it couldn't be said the paying content cost has been established. Preferred contents genre appears to be the RMC(Ready Made Contents) such as existing broadcaster contents and movies. Notable result on media usage was the proportion of the so-called 'Zero-TV'. It was 32%, significantly higher than the proportion of the total population(4.4%). Integrating the analysis results, we can expect that the usage pattern will be changed gradually, thus the advent of various revenue models will emerge.

A Study on the HDTV Programming of Three Major Terrestrial Broadcasting Systems (지상파방송 3사의 HDTV프로그램 편성에 관한 연구)

  • Yu, Sae-Kyung;Kim, Mi-Ra
    • Korean journal of communication and information
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    • v.29
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    • pp.111-145
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    • 2005
  • In this study, the problems In the current HDTV programming strategies were critically inquired into and reform measures were sought through in-depth interview with HDTV programming staff and program directors of the three major terrestrial broadcasting systems that are in their fourth year of HDTV broadcasting, and through analysis of the characteristics of HDTV programming. The analysis of this study showed that the time allocated to HDTV programs far exceeded the thirteen hours per week set by the Korean Broadcasting Commission. However, the percentage of HDTV programs broadcasted during the prime time was low, which as a result, limited the opportunity for the audiences to experience HDTV. furthermore, the low percentage of programs such as documentaries, sports, movies, etc. that are preferred by early adopters and through which the features of HDTV including high quality of picture, wide screen, etc. can be fully applied and shown did not appear to help in accelerating the popularization of HDTV In order to improve these problems, despite their having to bear the initial production costs, the broadcasting systems must come up with an aggressive strategies for the programming of documentaries, sports programs and dramas in order to strengthen the competitiveness in HDTV production and secure future adopters, and together with this, full support from the policy planning authorities and companies manufacturing electric home appliances, the other leaders in DTTB(Digital Terrestrial Television Broadcasting) transition, are necessary in order to promote the production of HD contents.

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Press Activity toward the South by North Korea during the Korean War: Focusing on the Chosuninmin Bo and the Haebang Ilbo (한국전쟁 기간 북한의 대남한 언론활동: "조선인민보"와 "해방일보"를 중심으로)

  • Kim, Young-Hee
    • Korean journal of communication and information
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    • v.40
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    • pp.287-320
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    • 2007
  • This study was to look into the press policy and the related activities performed by North Korea in the South during the Korean War and to evaluate them. In order to understand the concrete contents of the activities and their characteristics, the two representative newspapers published in the South by North Korea at that times - the Chosuninmin Bo and the Haebang Ilbo - were reviewed and analyzed. North Korea operated broadcasting and started newspapers just after the possession of Seoul. and also performed various positive press activities - such as the distribution of the newspapers and periodicals of North Korea and U.S.S.R., putting the movies on the screen, and founding the weekly, etc. But the target of all the media were the same. It aimed to support Kim Il-Sung's scheme which intended to carry out the war successfully and to make the South under occupation Communism System by introducing the Northern law and system. The two newspapers, as agent of power, made only such a role to agitate and exaggerate the false things with unrealistic optimism. They intended to ideologically mobilize the South people and to affect on their perspectives and acts. However the media including the two newspapers being operated in the South during the war had not got the faith or the good response from the South people as an audience. Most of South Koreans were tired with their endless and one-sided propaganda, agitation and ideological enlightenment. It could therefore be evaluated that the press activities by North Korea in the South during the Korean War resulted with many limitations in ideologically organizing and mobilizing the South Koreans.

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Understanding the Performance of Collaborative Filtering Recommendation through Social Network Analysis (소셜네트워크 분석을 통한 협업필터링 추천 성과의 이해)

  • Ahn, Sung-Mahn;Kim, In-Hwan;Choi, Byoung-Gu;Cho, Yoon-Ho;Kim, Eun-Hong;Kim, Myeong-Kyun
    • The Journal of Society for e-Business Studies
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    • v.17 no.2
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    • pp.129-147
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    • 2012
  • Collaborative filtering (CF), one of the most successful recommendation techniques, has been used in a number of different applications such as recommending web pages, movies, music, articles and products. One of the critical issues in CF is why recommendation performances are different depending on application domains. However, prior literatures have focused on only data characteristics to explain the origin of the difference. Scant attentions have been paid to provide systematic explanation on the issue. To fill this research gap, this study attempts to systematically explain why recommendation performances are different using structural indexes of social network. For this purpose, we developed hypotheses regarding the relationships between structural indexes of social network and recommendation performance of collaboration filtering, and empirically tested them. Results of this study showed that density and inconclusiveness positively affected recommendation performance while clustering coefficient negatively affected it. This study can be used as stepping stone for understanding collaborative filtering recommendation performance. Furthermore, it might be helpful for managers to decide whether they adopt recommendation systems.