• Title/Summary/Keyword: film studies

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Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
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    • v.6 no.3
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    • pp.29-40
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    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

The Comparison of Electrical Conductivity for Soil Solutions Extracted in Field Capacity and Saturation-Paste (포장용수량과 포화 반죽 토양용액의 전기전도도 비교)

  • Lee, Ye-Jin;Lee, Jong-Sik;Yang, Jae-E.
    • Korean Journal of Soil Science and Fertilizer
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    • v.43 no.6
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    • pp.776-781
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    • 2010
  • Estimating the electrical conductivity of the saturation-paste (SP) is a common method to assess soil salinity. To assess soil salinity realistically, it is important to extract soil solution under field capacity. However, few studies on salinity assessment have been conducted for soil solution extracted under field capacity (-33 kPa; FC) moisture condition due to difficulty in soil solution extraction. This study was conducted to evaluate whether saturation-paste can represent field condition. Soil solutions were extracted from 22 soils in the plastic film house (PFH) and 18 soils in the reclaimed land (RL) at saturation and field capacity moisture conditions. Those were analyzed for pH, EC, cations ($K^+$, $Ca^{2+}$, $Mg^{2+}$, $Na^+$) and anions ($Cl^-$, ${NO_3}^-$, ${PO_4}^{3-}$, ${SO_4}^{2-}$). Both cations and anions of soil solution extracted from FC showed high correlations with ions extracted from SP in the PFH and the RL, except for ${NO_3}^-$, ${PO_4}^{3-}$ in the RL. Results of the t-test, the ECe and $EC_{FC}$ were not significant at significance level 0.05. The slopes of the equations between $EC_{FC}$ and ECe at more than sand 50% soils were higher than less than sand 50% soils, and differences of saturation percentage between SP and FC showed larger as increasing sand percentage. EC was related to soil water retention by soil texture. To determine the EC, soil texture and other soil properties which effect the soil moisture should be considered.

An Analysis of Movie Consumption Behavior from Transaction Cost Perspectives (거래비용관점에서 본 영화 소비행위 분석)

  • Park, Hye Youn;Kim, Jai Beom;Lee, Chang Jin
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.3-33
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    • 2017
  • The present study analyzed movie consumption behavior from the perspective of transaction cost, taking into account the possible incurrence of additional costs in the process of consumers obtaining movie information to choose movies. Regression and multinomial logistic regression analyses were performed in the analysis by taking movie information and the individuals' social demographic characteristics as independent variables and the number and frequency of movies watched as dependent variables, using information from the "2015 movie consumer survey." The results showed that consumers considering elements such as "directors" and "online reviews" were found to be more active in movie consumption. The analysis of movie-watching frequency showed that the information considered when choosing a movie was different for high- and low-frequency movie viewers. Putting these factors together suggests that movie consumption can vary according to an individual's cultural capital, preferences, and their degree of movie information awareness. While existing studies have mostly analyzed the determinants of box office performance, the significance of the present study is its empirical analysis of individual movie information in terms of transaction cost. Based on the results above, it can be inferred that the cyclical structure of trading expenses influences movie consumption and, once preferences are formed through a certain level of consumption, the trading cost expenses decrease, which results in increasing consumption. Therefore, film makers need to establish and execute marketing strategies that appropriately use movie information so that consumers can reduce the trading costs necessary for movie watching.

The space implementation of movie With gods and the meaning (영화 ≪신과 함께-죄와 벌≫속 공간의 구현양상과 그 의미)

  • Yi, Hyang-ae;Kim, Sinjeong
    • 기호학연구
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    • no.54
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    • pp.177-203
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    • 2018
  • On this study, we analyzed the movie With gods's narrative structure. This movie makes most people who has seen it feel deeply moved. We think that people can get deep feeling from a film at last after people who has seen the movie accept a context, story, and a message of the movie gladly. We focused on a special system in this movie With gods that can make give an ordinary message and big touch to people. Also we focused on every episodes of every space in a movie, and someone who moved freely between the spaces. A repetitive form and repetitive contents in a narrative become a special code itself -repetitiveness- for people and make them do auto-communication. Specifically, an information, the movie's repetitiveness, out of people become a special code for them, and then that make people bring memory and new information by themselves. Watching movie, people can look back up on life with every trial in the movie. In short, a repetitiveness and an auto-communication are a special system in the movie, that can make deeply touched.

Electrical Properties for Enhanced Band Offset and Tunneling with a-SiOx:H/a-si Structure (a-SiOx:H/c-Si 구조를 통한 향상된 밴드 오프셋과 터널링에 대한 전기적 특성 고찰)

  • Kim, Hongrae;Pham, Duy phong;Oh, Donghyun;Park, Somin;Rabelo, Matheus;Kim, Youngkuk;Yi, Junsin
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.34 no.4
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    • pp.251-255
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    • 2021
  • a-Si is commonly considered as a primary candidate for the formation of passivation layer in heterojunction (HIT) solar cells. However, there are some problems when using this material such as significant losses due to recombination and parasitic absorption. To reduce these problems, a wide bandgap material is needed. A wide bandgap has a positive influence on effective transmittance, reduction of the parasitic absorption, and prevention of unnecessary epitaxial growth. In this paper, the adoption of a-SiOx:H as the intrinsic layer was discussed. To increase lifetime and conductivity, oxygen concentration control is crucial because it is correlated with the thickness, bonding defect, interface density (Dit), and band offset. A thick oxygen-rich layer causes the lifetime and the implied open-circuit voltage to drop. Furthermore the thicker the layer gets, the more free hydrogen atoms are etched in thin films, which worsens the passivation quality and the efficiency of solar cells. Previous studies revealed that the lifetime and the implied voltage decreased when the a-SiOx thickness went beyond around 9 nm. In addition to this, oxygen acted as a defect in the intrinsic layer. The Dit increased up to an oxygen rate on the order of 8%. Beyond 8%, the Dit was constant. By controlling the oxygen concentration properly and achieving a thin layer, high-efficiency HIT solar cells can be fabricated.

Study on the Platinum Deposition in Membrane of Polymer Electrolyte Membrane Fuel Cell during Electrode Degradation Process (고분자전해질 연료전지의 전극 열화 과정에서 고분자막에 석출된 백금에 관한 연구)

  • Oh, Sohyeong;Gwon, Hyejin;Yoo, Donggeun;Park, Kwonpil
    • Korean Chemical Engineering Research
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    • v.60 no.2
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    • pp.202-207
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    • 2022
  • The study on electrode degradation of Proton Exchange Membrane Fuel Cell (PEMFC) was mainly studied on the particle growth and active area reduction of Pt on the electrode. The degradation of the electrode catalyst Pt in contact with the membrane affects the deterioration of the polymer membrane, but there are not many studies related to this. In this study, the phenomenon of the deposition of deteriorated Pt inside the polymer membrane during the accelerated electrode catalyst degradation test and its effects were studied. The voltage change (0.6 V ↔ 0.9 V) was repeated up to 30,000 cycles to accelerate the platinum degradation rate. When the voltage change cycle was repeated while oxygen was introduced into the cathode, the amount of Pt deposited inside the film was larger than when nitrogen was introduced. As the number of voltage change cycles increased, the amount of Pt deposited inside the membrane increased, and Pt dissolved in the cathode moved toward the anode, showing a uniform distribution throughout the membrane at 20,000 cycles. In the process of the accelerated electrode catalyst degradation test, the hydrogen crossover current density of the membrane did not change, and it was confirmed that the deposited Pt did not affect the durability of the membrane.

A Study of Determinants of Video-on-Demand View : Focusing on the Correlation between COVID-19 and Movie Views (영화 VOD 시청 건수 결정요인 : 코로나 19와 영화 시청의 관계를 중심으로)

  • Hong, Jin-Woo;Ha, Ji-Hwang;Jo, Jee-Hyung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.117-130
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    • 2021
  • The government's social distancing policy and concerns about COVID-19 are increasing restrictions on outdoor leisure activities. Based on the decrease in outdoor leisure activities and the increase in indoor leisure activities, The purpose of this study is to examine the correlation between the degree of new confirmed cases of COVID-19 and the number of VOD views. This study conducted a time series analysis for 348 days from February 18, 2020 to January 31, 2021. Data were collected from the number of daily VOD views provided by the Korean Film Council and the number of new confirmed cases of COVID-19 provided by the Korea Centers for Disease Control and Prevention. The analysis showed that the number of confirmed COVID-19 cases has a significantly positive effect on the number of daily movie VOD views at the 5% significance level. This results indicate that the more confirmed cases of COVID-10, the more people watch movie VOD as indoor leisure activities. While previous studies examined the relationship between the confirmed cases of COVID-19 and indoor leisure activities in general, this study tried to academically contribute by analyzing the impact on specific indoor leisure activities. The practical implications of this study are as follows. The results of this study show that efficient promotions are possible based on significant social issues, such as infectious diseases. According to the results, promotions that respond quickly to changes are more effective than long-term promotions considering the climate or seasons. Due to the limitations of the data, the current study was conducted based only on PPV, but future research should also consider various billing forms such as PPM and SVOD.

Fundamental Studies on the Net-Shape of the Drag Net-II On the Section Shape of the Simplified Model of the Bag Net in Four-Point Suspension (저예망의 어구형상에 관한 기초적 연구-II 단순화모형에 의한 4폭짜리 자루그물의 단면형상)

  • Lee, Ju-Hee
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.20 no.2
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    • pp.65-71
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    • 1984
  • As a primary step in studying the relationship between the arrangement of netting and the section shape of the bag net in the four-seam trawling net, a series of experiments were performed with the simplified model of the bag net made of vinyl film. This model was suspended horizontally in circularly flowing water, with two pairs of suspending threads to four points of symetry at the border of the bag mouth in place of both wing nets. And then, the area distribution of each panel in the bag net was arranged by the portion of the length of the side panel, q to that of the lower or upper panel, p at the border of bag mouth. In the experiments, the section shape of the bag mouth photographed and the tensions on both pairs of suspending threads were measured with two loadcells in circularly flowing water. From the results that the section shape of the bag mouth in circularly flowing water is controlled by the area distribution of panels in the bag net, the author estimated an experimental equation. h/w=k sub(1) e super(k) 2 super(q/p)+C, where h is the central height of the bag mouth, and w is the lateral width of that.

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Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.