• Title/Summary/Keyword: Movies

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A Study on the Relationship between Camera and Subject for Visualization of Image - A Focus on the Status of Watch a Movie with Small Mobile Device - (영상의 시각화를 위한 카메라와 피사체의 상관관계 연구 - 스마트폰 사용자의 영상 시청 현황을 중심으로 -)

  • Ko, Hyun-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.119-126
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    • 2019
  • Watching movies is common on a big screen like a theater or on a big-screen TV. nowadays, small platform such as mobile devices is increasing rapidly for watch a movie. These changes are deeply related to the advent of Internet-based video streaming services such as OTT. OTT's development has provided in free video viewing system without using the set-top box is free from the limitations of time and space. Leading the market is Netflix[1], which started its business with Internet-based DVD rental service. Netflix, which is growing in tandem with the mobile market, had 193.26[2] million members as of the end of 2018. Other OTT participating companies include content-based Pooq, TVing, platform-based Olleh TV Mobile, Oksusu and LTE video portal. The size of such new growth projects has grown gradually, with 25.4 percent of all smartphone users currently watching video content with small mobile devices. Therefore, de-largeization, it is thought that visual language is needed for viewing small mobile devices that are capable of OTT services. To this end, this paper will identify the problem in viewing popular video content with small mobile devices and Survey and study its impact on viewers using the questionnaire.

The Role of Counterfactual Thinking in Media's Criminogenic Effects: Criminal Intent with the Mutability of Punishment Consequences (미디어의 범죄유발 효과에 있어서 사후가정사고의 역할: 처벌결과의 전환성에 따른 범죄의도)

  • Sangyeon Yoon;Di Zhang;Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.18 no.3
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    • pp.329-347
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    • 2012
  • Criminal media such as dramas and movies are growing in popularity. However, the effects of criminal media as well as its psychological mechanism are not clearly examined. Based on social learning theory (Bandura, 1978), past studies showed that arrest and punishment to the criminal in media have a suppressing effect. The present research examined the ironic possibility that media coverage of punishment could increase the audience's criminal intention and proposed the mediating role of counterfactual thinking in the effect. We hypothesized that when punishment was depicted as accidental rather than unavoidable in media coverage, perceived high mutability and counterfactuals focusing on the accidental factors could clarify the ways to commit the crime without being caught and subsequently increase future criminal intention. In this study, 95 college students read a story of plagiarizing either no, accidental, or inevitable punishment, and later asked to report their intention to plagiarize. An ANCOVA with participants' own history of plagiarism as a covariate found that the intention of plagiarism in future was significantly different. The results showed that the intention of plagiarism in the accidental punishment condition was higher than that in the inevitable punishment condition. Further, the intention of plagiarism in the accidental punishment condition was the same level with non-punishment condition. The findings suggest that whether criminals are caught or not is not enough to reduce criminal intentions of audience, but how criminals are caught matters.

Reproducing Summarized Video Contents based on Camera Framing and Focus

  • Hyung Lee;E-Jung Choi
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.85-92
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    • 2023
  • In this paper, we propose a method for automatically generating story-based abbreviated summaries from long-form dramas and movies. From the shooting stage, the basic premise was to compose a frame with illusion of depth considering the golden division as well as focus on the object of interest to focus the viewer's attention in terms of content delivery. To consider how to extract the appropriate frames for this purpose, we utilized elemental techniques that have been utilized in previous work on scene and shot detection, as well as work on identifying focus-related blur. After converting the videos shared on YouTube to frame-by-frame, we divided them into a entire frame and three partial regions for feature extraction, and calculated the results of applying Laplacian operator and FFT to each region to choose the FFT with relative consistency and robustness. By comparing the calculated values for the entire frame with the calculated values for the three regions, the target frames were selected based on the condition that relatively sharp regions could be identified. Based on the selected results, the final frames were extracted by combining the results of an offline change point detection method to ensure the continuity of the frames within the shot, and an edit decision list was constructed to produce an abbreviated summary of 62.77% of the footage with F1-Score of 75.9%

A study of measures to improve the system for the construction of deep tunnels in urban area (도심지 대심도 터널 건설을 위한 제도개선 방안 연구)

  • Hoonki Moon;Joon-Shik Moon;Jongho Shin
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.25 no.6
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    • pp.469-478
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    • 2023
  • The deep tunnel in urban area is a future-oriented construction plan that allows the above-ground space to be used as an eco-friendly park and transportation infrastructure to be constructed in the underground space. However, tunnel construction is often depicted as to cause ground collapse in some media and movies. In fact, while the construction of a deep tunnel in the urban area is underway, the project face with difficulties due to opposition complaints from residents near the route. In this study, we sought to identify perceptions on deep space development and citizen concerns through a public opinion survey regarding deep tunnels. By analyzing laws relevant with the promotion of deep tunnel construction, we reviewed the possibility of public engagement at each stage of the construction and investigated separated surface rights related to compensation for underground space. Through the results of the public opinion survey, it was identified that the concerns of citizens were problems that current technology could solve. Citizen's concerns were improved into a system that confirmed the stability of tunnel construction through public participation, and improvement measures were presented to encourage cooperation from those concerned regarding the establishment of divided superficies.

A study on the Convergence Learning Guidance Method for Adolescents with Disabilities Applying the Eurhythmics Rhythm Element (유아문화예술교육의 학습원리와 교육효과를 적용한 교수학습지도방안 연구)

  • Byun Gi Dam;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.551-557
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    • 2024
  • Early childhood cultural and artistic education is a process of expressing oneself and understanding society, which has a great impact on the lives of young children. It utilizes the principle of individualization, which means that individual diversity should be considered because each toddler has different developmental characteristics; the principle of play-centeredness, which means that toddlers form active attitudes toward experiential activities through enjoyment through play; the principle of integration, which is the foundation for holistic development; and the principle of direct experience, which means that toddlers have the experience of touching and manipulating materials. In the introduction, children are encouraged to explore and think about materials, read and share books together, and express their thoughts creatively through artistic expressions such as art, music, physical expression, drama, movies, and photography in the first and second phases. In the final stage, a teaching and learning plan was developed that consisted of a circle time for the children to share their opinions with each other in the process of appreciating the results created by the children and presenting their thoughts. As the educational effectiveness of early childhood cultural arts education is best developed in the early childhood period, when learning is emphasized by children exploring according to their interests, this study presented a learning guidance plan that reflects various educational methods and genre convergence education that can be applied to early childhood cultural arts education.

A Study on the Effect of the Creative Characteristics of the Film Crew on the Success of Movies (영화제작진 특성과 영화성과 관계 연구)

  • Moon Sung Joon;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.681-686
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    • 2024
  • The film crews is a unique organization composed of members with expertise in each field and operated temporarily for a relatively short period of time. This study attempted to infer that the group characteristics and ability of the film crews to draw out the members' capabilities will affect the success or failure of the film, and to investigate their influence relationship. To this end, the research model was designed with diversity, cohesion, and information utilization as independent variables, and the artistry and box office performance of the film as dependent variables. As a result of the analysis, it was found that the diversity of the film crew affects both the artistry and box office performance, and the cohesion only affects the artistry. However, it was found that information utilization had no effect on film performance. It was confirmed that the diversity of the film crews was related to the film performance, and the cohesion had a limited effect. The results of this study provide implications that the design concept of the film crews based on diversity may be more important than process factors such as information utilization.

A Study on College Students' Perceptions of ChatGPT (ChatGPT에 대한 대학생의 인식에 관한 연구)

  • Rhee, Jung-uk;Kim, Hee Ra;Shin, Hye Won
    • Journal of Korean Home Economics Education Association
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    • v.35 no.4
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    • pp.1-12
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    • 2023
  • At a time when interest in the educational use of ChatGPT is increasing, it is necessary to investigate the perception of ChatGPT among college students. A survey was conducted to compare the current status of internet and interactive artificial intelligence use and perceptions of ChatGPT after using it in the following courses in Spring 2023; 'Family Life and Culture', 'Fashion and Museums', and 'Fashion in Movies' in the first semester of 2023. We also looked at comparative analysis reports and reflection diaries. Information for coursework was mainly obtained through internet searches and articles, but only 9.84% used interactive AI, showing that its application to learning is still insufficient. ChatGPT was first used in the Spring semester of 2023, and ChatGPT was mainly used among conversational AI. ChatGPT is a bit lacking in terms of information accuracy and reliability, but it is convenient because it allows students to find information while interacting easily and quickly, and the satisfaction level was high, so there was a willingness to use ChatGPT more actively in the future. Regarding the impact of ChatGPT on education, students said that it was positive that they were self-directed and that they set up a cooperative class process to verify information through group discussions and problem-solving attitudes through questions. However, problems were recognized that lowered trust, such as plagiarism, copyright, data bias, lack of up-to-date data learning, and generation of inaccurate or incorrect information, which need to be improved.

Creating and Utilization of Virtual Human via Facial Capturing based on Photogrammetry (포토그래메트리 기반 페이셜 캡처를 통한 버추얼 휴먼 제작 및 활용)

  • Ji Yun;Haitao Jiang;Zhou Jiani;Sunghoon Cho;Tae Soo Yun
    • Journal of the Institute of Convergence Signal Processing
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    • v.25 no.2
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    • pp.113-118
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    • 2024
  • Recently, advancements in artificial intelligence and computer graphics technology have led to the emergence of various virtual humans across multiple media such as movies, advertisements, broadcasts, games, and social networking services (SNS). In particular, in the advertising marketing sector centered around virtual influencers, virtual humans have already proven to be an important promotional tool for businesses in terms of time and cost efficiency. In Korea, the virtual influencer market is in its nascent stage, and both large corporations and startups are preparing to launch new services related to virtual influencers without clear boundaries. However, due to the lack of public disclosure of the development process, they face the situation of having to incur significant expenses. To address these requirements and challenges faced by businesses, this paper implements a photogrammetry-based facial capture system for creating realistic virtual humans and explores the use of these models and their application cases. The paper also examines an optimal workflow in terms of cost and quality through MetaHuman modeling based on Unreal Engine, which simplifies the complex CG work steps from facial capture to the actual animation process. Additionally, the paper introduces cases where virtual humans have been utilized in SNS marketing, such as on Instagram, and demonstrates the performance of the proposed workflow by comparing it with traditional CG work through an Unreal Engine-based workflow.

A Research on the Men's Costume on the Bigdata of Movie Napoleon

  • Weolkye KIM;Sangwon LEE
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.29-36
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    • 2024
  • The public can now access movies faster and more easily thanks to over-the-top (OTT) services. The audience may be impacted by period dramas, where accurate costume reproduction is crucial. For filmmakers, it is critical to replicate period costumes using precise historical information. The goal of this study is to act as a reference so that, when it comes to period dramas, viewers can evaluate them using impartial criteria and movie producers can use data based on fact to plan their costumes. The film Napoleon won the British Academy Award for Costume after hiring costume experts to create 95% of the entire costume, according to data from the Napoleon I Museum. Following the French Revolution, the ostentatious and ornate men's attire vanished, to be replaced by a more modest and functional outfit. For tops, vests were cut to waist length, shirts, cravats, and carrick were worn, and tailcoats were the norm. The pants were swapped out for loose-fitting ones. The glitzy hues and embellishments from the bygone era progressively vanished and formed the foundation of the contemporary men's costume, which is dominated by black. The hats worn were tricorn, bicorn, top hat, and bowler, and the hairstyle changed from long to short gradually. The civil class wore short tops called carmagnoles. Napoleon wore a high-collared Napoleon collar and a tailcoat with a bicorn, which became his emblem. Green, navy, and white were the colors of the uniform, and a gray woolen coat was worn outside. The elaborately decorated costumes were worn to court and to banquets; the Napoleonic coronation costume was embellished with gold embroidery on silk, red velvet, and martyred hair; the post-revolutionary costumes gradually became more colorful. In the movie Napoleon, period clothing items were well represented, with the aristocracies wearing dark tailcoats, vests, shirts, and cravats. Based on the data from the men's costume, Napoleon's outfit in the movie was made more similarly. This study's limitation is that not every character in the movie could have their costume examined, and the material matter could not be precisely determined by examining the images displayed on the screen. Given that portraits typically feature a great deal of noble imagery, the clothing worn by common people is also associated with data limitations when it comes to movie costume design.

Incorporating Social Relationship discovered from User's Behavior into Collaborative Filtering (사용자 행동 기반의 사회적 관계를 결합한 사용자 협업적 여과 방법)

  • Thay, Setha;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.1-20
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    • 2013
  • Nowadays, social network is a huge communication platform for providing people to connect with one another and to bring users together to share common interests, experiences, and their daily activities. Users spend hours per day in maintaining personal information and interacting with other people via posting, commenting, messaging, games, social events, and applications. Due to the growth of user's distributed information in social network, there is a great potential to utilize the social data to enhance the quality of recommender system. There are some researches focusing on social network analysis that investigate how social network can be used in recommendation domain. Among these researches, we are interested in taking advantages of the interaction between a user and others in social network that can be determined and known as social relationship. Furthermore, mostly user's decisions before purchasing some products depend on suggestion of people who have either the same preferences or closer relationship. For this reason, we believe that user's relationship in social network can provide an effective way to increase the quality in prediction user's interests of recommender system. Therefore, social relationship between users encountered from social network is a common factor to improve the way of predicting user's preferences in the conventional approach. Recommender system is dramatically increasing in popularity and currently being used by many e-commerce sites such as Amazon.com, Last.fm, eBay.com, etc. Collaborative filtering (CF) method is one of the essential and powerful techniques in recommender system for suggesting the appropriate items to user by learning user's preferences. CF method focuses on user data and generates automatic prediction about user's interests by gathering information from users who share similar background and preferences. Specifically, the intension of CF method is to find users who have similar preferences and to suggest target user items that were mostly preferred by those nearest neighbor users. There are two basic units that need to be considered by CF method, the user and the item. Each user needs to provide his rating value on items i.e. movies, products, books, etc to indicate their interests on those items. In addition, CF uses the user-rating matrix to find a group of users who have similar rating with target user. Then, it predicts unknown rating value for items that target user has not rated. Currently, CF has been successfully implemented in both information filtering and e-commerce applications. However, it remains some important challenges such as cold start, data sparsity, and scalability reflected on quality and accuracy of prediction. In order to overcome these challenges, many researchers have proposed various kinds of CF method such as hybrid CF, trust-based CF, social network-based CF, etc. In the purpose of improving the recommendation performance and prediction accuracy of standard CF, in this paper we propose a method which integrates traditional CF technique with social relationship between users discovered from user's behavior in social network i.e. Facebook. We identify user's relationship from behavior of user such as posts and comments interacted with friends in Facebook. We believe that social relationship implicitly inferred from user's behavior can be likely applied to compensate the limitation of conventional approach. Therefore, we extract posts and comments of each user by using Facebook Graph API and calculate feature score among each term to obtain feature vector for computing similarity of user. Then, we combine the result with similarity value computed using traditional CF technique. Finally, our system provides a list of recommended items according to neighbor users who have the biggest total similarity value to the target user. In order to verify and evaluate our proposed method we have performed an experiment on data collected from our Movies Rating System. Prediction accuracy evaluation is conducted to demonstrate how much our algorithm gives the correctness of recommendation to user in terms of MAE. Then, the evaluation of performance is made to show the effectiveness of our method in terms of precision, recall, and F1-measure. Evaluation on coverage is also included in our experiment to see the ability of generating recommendation. The experimental results show that our proposed method outperform and more accurate in suggesting items to users with better performance. The effectiveness of user's behavior in social network particularly shows the significant improvement by up to 6% on recommendation accuracy. Moreover, experiment of recommendation performance shows that incorporating social relationship observed from user's behavior into CF is beneficial and useful to generate recommendation with 7% improvement of performance compared with benchmark methods. Finally, we confirm that interaction between users in social network is able to enhance the accuracy and give better recommendation in conventional approach.