• Title/Summary/Keyword: internet movie

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A Study on Dissonance Functions of Scenes and Background Music in Movies

  • Um, Kang-iL
    • International journal of advanced smart convergence
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    • v.9 no.4
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    • pp.96-100
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    • 2020
  • Soundtrack dissonance, which appears in the background music of a movie scene, is a phenomenon of using songs or compositions that contrast with the general sentiment of the situation. A sad scene usually uses a slow tempo of sad music to match the mood of the scene. However, sometimes, in order to play background music that follows a depressing, sad, or anxious scene, there is a case of inserting music with an opposite atmosphere such as bright music, exciting music, fast-tempo music, or magnificent music. The method of presenting music that is contrary to the mood of the scene is a kind of psychological technique that inflicts a kind of mental shock on the audience and makes them remember a particular situation. In this study, we have investigated the meaning coming from scenes and Soundtrack Dissonance in movies, in order to understand the role that music and images play.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

State Information Based Recommendation Algorithm for Minimizing the Malicious User's Influence (상태 정보를 활용하여 악의적 사용자의 영향력을 최소화 하는 추천 알고리즘)

  • Noh, Taewan;Oh, Hayoung;Noh, Giseop;Kim, Chong-Kwon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1353-1360
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    • 2015
  • With the extreme development of Internet, recently most users refer the sites with the various Recommendation Systems (RSs) when they want to buy some stuff, movie and music. However, the possibilities of the Sybils with the malicious behaviors may exists in these RSs sites in which Sybils intentionally increase or decrease the rating values. The RSs cannot play an accurate role of the proper recommendations to the general normal users. In this paper, we divide the given rating values into the stable or unstable states and propose a system information based recommendation algorithm that minimizes the malicious user's influence. To evaluate the performance of the proposed scheme, we directly crawl the real trace data from the famous movie site and analyze the performance. After that, we showed proposed scheme performs well compared to existing algorithms.

Sentiment Prediction using Emotion and Context Information in Unstructured Documents (비정형 문서에서 감정과 상황 정보를 이용한 감성 예측)

  • Kim, Jin-Su
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.40-46
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    • 2020
  • With the development of the Internet, users share their experiences and opinions. Since related keywords are used witho0ut considering information such as the general emotion or genre of an unstructured document such as a movie review, the sensitivity accuracy according to the appropriate emotional situation is impaired. Therefore, we propose a system that predicts emotions based on information such as the genre to which the unstructured document created by users belongs or overall emotions. First, representative keyword related to emotion sets such as Joy, Anger, Fear, and Sadness are extracted from the unstructured document, and the normalized weights of the emotional feature words and information of the unstructured document are trained in a system that combines CNN and LSTM as a training set. Finally, by testing the refined words extracted through movie information, morpheme analyzer and n-gram, emoticons, and emojis, it was shown that the accuracy of emotion prediction using emotions and F-measure were improved. The proposed prediction system can predict sentiment appropriately according to the situation by avoiding the error of judging negative due to the use of sad words in sad movies and scary words in horror movies.

A Development and Application of Science Learning Material Including SF Movies (SF 영화를 활용한 과학학습자료 개발 및 적용)

  • Lee, Yong-Gyu;Guk, Dong-Sik
    • Journal of the Korean earth science society
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    • v.25 no.8
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    • pp.748-753
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    • 2004
  • The purpose of study is to develop the web-contents for web based instruction (WBI) with the Science Fiction Movie (SF) and investigate the effects of application to the science learning. The results are as follows. 1) Science fiction movies for the earth science classes of middle school were selected, that is the Armageddon, the Apollo13 and the Total Recall. They are related to the chapters, the Earth and the Stars in the 8th grade science textbook. 2) The developed WBI materials were applied to the science classes of the 2nd grade in middle school through the Internet Line. and then the changes of attitude on science and recognition on using the science fiction movies to the class were analyzed. The results show that the science fiction movies have so much related to the contents of science learning and the developed WBI materials are effective to the science classes(p<0.05), but no meaningful (p>0.05) to the attitude on the science excluding the students' interest to science learning.

Multipoint multimedia communcation service in broadband ISDN part I: a conversational communcation on DAVID STB environment (광대역ISDN상의 다지점 멀티미디어 통신서비스 I부:DAVIC 표준 STB에서의 대화형 멀티미디어통신)

  • 황대환;이종형;박영덕;조규섭
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.23 no.4
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    • pp.821-835
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    • 1998
  • The Digital Audio-Visual Council(DAVIC) that was established to develop useful multimedia communication services has completed the specifications for providing on-demand services such as Movie on Demand(MoD), Teleshopping and accepting Internet service. And then they are proceeding the works to suport converstional communcation services like Plain Old Telecphone Service(POTS), Video telephone, Video teleconferencing. In this paper, we prpose an efficient terminal architecture which can provide conversational multimedia communication services on DAVIC Set-Top Box (STB) environments. To apply the implemented conversational terminal to the multipoint communication environment, we considered the factors of Qurlity of Services(QoS) that determine grade of conversational communication service. We also present the inter-working scheme and that system structure to satisfy QoS by using new MPEG video bridge which gurantees end to end delay requirements as major element of QoS for achieving the real time communication and does not accompany visual quality degradation.

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Collaborative Filtering for Recommendation based on Neural Network (추천을 위한 신경망 기반 협력적 여과)

  • 김은주;류정우;김명원
    • Journal of KIISE:Software and Applications
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    • v.31 no.4
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    • pp.457-466
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    • 2004
  • Recommendation is to offer information which fits user's interests and tastes to provide better services and to reduce information overload. It recently draws attention upon Internet users and information providers. The collaborative filtering is one of the widely used methods for recommendation. It recommends an item to a user based on the reference users' preferences for the target item or the target user's preferences for the reference items. In this paper, we propose a neural network based collaborative filtering method. Our method builds a model by learning correlation between users or items using a multi-layer perceptron. We also investigate integration of diverse information to solve the sparsity problem and selecting the reference users or items based on similarity to improve performance. We finally demonstrate that our method outperforms the existing methods through experiments using the EachMovie data.

A Study on the Meaning of The First Slam Dunk Based on Text Mining and Semantic Network Analysis

  • Kyung-Won Byun
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.164-172
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    • 2023
  • In this study, we identify the recognition of 'The First Slam Dunk', which is gaining popularity as a sports-based cartoon through big data analysis of social media channels, and provide basic data for the development and development of various contents in the sports industry. Social media channels collected detailed social big data from news provided on Naver and Google sites. Data were collected from January 1, 2023 to February 15, 2023, referring to the release date of 'The First Slam Dunk' in Korea. The collected data were 2,106 Naver news data, and 1,019 Google news data were collected. TF and TF-IDF were analyzed through text mining for these data. Through this, semantic network analysis was conducted for 60 keywords. Big data analysis programs such as Textom and UCINET were used for social big data analysis, and NetDraw was used for visualization. As a result of the study, the keyword with the high frequency in relation to the subject in consideration of TF and TF-IDF appeared 4,079 times as 'The First Slam Dunk' was the keyword with the high frequency among the frequent keywords. Next are 'Slam Dunk', 'Movie', 'Premiere', 'Animation', 'Audience', and 'Box-Office'. Based on these results, 60 high-frequency appearing keywords were extracted. After that, semantic metrics and centrality analysis were conducted. Finally, a total of 6 clusters(competing movie, cartoon, passion, premiere, attention, Box-Office) were formed through CONCOR analysis. Based on this analysis of the semantic network of 'The First Slam Dunk', basic data on the development plan of sports content were provided.

An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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Racism in the movie ≪Green Book≫ and solutions through discussion (영화 ≪그린북≫에 나타난 인종주의와 토의를 통한 해결 방안)

  • Park, Joo Eun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.159-165
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    • 2022
  • The purpose of this study is to examine racism in the movie ≪Green Book≫ and to find solutions to racism through discussion with students. Set in 1962 in the United States, this film depicts the process of forming a good bond with the black pianist Dr. Shirley and the driver Tony in a racist society. This study utilized the subject of race, one of the subjects covered in the humanities class in the global era of S University in the second semester of 2021. This is because, since the outbreak of racism, the problem of racism has continued to arise in the current COVID-19 pandemic situation. Therefore, the researcher looked at racism and intercultural education as a theoretical background, and looked at cases of racism in movies and cases of racism that have occurred today. The history of racism and discrimination dates back to medieval Europe and was caused by religious conflicts and was attributed to white supremacy. As a solution to this racial discrimination, international organizations suggested intercultural education. And the reason why film was used in this study is because it aims to provoke students' interest and motivation for learning by targeting first-year university students called the digital native generation who were born and grew up with the Internet. In this study, students' solutions to racism were presented using discussion, and then the researcher's solutions were presented.