• Title/Summary/Keyword: korean movie

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A study on the library of 'The Name of the Rose' as a Haptic space (촉지적 공간으로서의 영화 '장미의 이름'의 장서각에 관한 연구)

  • Park, Miyoung;Joh, Hahn
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.100-111
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    • 2013
  • The theories of optical/haptic perception provide us contrasting insights into the perception of space in movie and architecture. Through the lenses of these theories, this study aims to analyse the optical and haptical aspect of the medieval library of the film, The Name of the Rose. The dominance of vision over the other senses has been maintained by many philosophers, such as Plato, Aristotle, and Aquinas, and this trend leads to the development of the hierarchical and perspective space of Renaissance and Modern Architecture. Those conceptions of optical space help us not only identify space as clear and distinct three-dimensional entity but also separate the subject and the object. However, tactile/haptic perception is more useful to explain the experience of film and contemporary architecture than optical perception. This haptic space is developed by Alois Riegl, Walter Benjamin, and Gilles Deleuze. This study intends to search for the difference between two perceptions on the architectural space of the movie, examine the relation between architecture and human, space and user.

A Study on Gender Identity shown in Movie Costumes from 1930′s to 1990′s -Focused on the Third Sex - (1930-1990년대 영화 의상에 나타난 젠더 정체성(III) - 제 3의 성(the third sex)을 중심으로-)

  • 정세희;양숙희
    • Journal of the Korean Home Economics Association
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    • v.40 no.6
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    • pp.21-37
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    • 2002
  • The third sex implying a mismatch between sex and gender has been regarded as an extreme socio-cultural violation. In its earlier version, such a violation was expressed by cross-dressing; Women's cross-dressing was thought to invoke eroticism, while men's cross-dressing was considered comic or delinquent. However, as feminism developed more with the homosexual identity expressed openly, the third sex began to be visual. Thus, in 1990's, some homosexual monies began to develop to be pluralized enough to suggest the third sex and thereby, change the negative sex into a positive one. In this study, such a pluralization is discussed in terms of invisibility, dichotomy and androgyny. The cross-dressing movies show females in male attire or males in female attire to reflect the third sex. The cross-dressing may be divided into men's playful cross-dressing, women's political cross-dressing and homosexuals'cross-dressing or 'drag'. Gender identity is not an attribute fixed by some physical characteristics, but it tends to be changed or expanded by some social factors over time. In short, it may be a flexible, plural, individual and self-introspective attribute. Movies present diverse types of gender identities, and in particular, the movie costumes specify them. In other words, the costumes may be model means expressing the gender identities, and the gender identities shown in the movies tend to be imitated, re-created or assumed by the audience.

A Study on the Design of Historical Costume for Making Movie & Multimedia -Focused on Rich Women's Costume of Goryeo-Yang and Mongol-Pung in the 13th to 14th Century- (영상물 제작을 위반 고증 의상 디자인 연구 -13-14세기의 고려양과 몽골풍의 귀부녀 복식을 중심으로-)

  • Choi, Hai-Yaul
    • Journal of the Korean Society of Costume
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    • v.57 no.1 s.110
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    • pp.176-186
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    • 2007
  • The purpose of this study is to reconstruct upper class women's costume of 'Mongol-pung' and 'Goryeo-yang' in a civilization-exchanged period between Mongolia and Korea, for making movie or soap opera costume and historical animation. 'Mongol-pung' was a cultural influence from Mogolia to Korea. For example, sleeveless bi-gap(比甲) and half-sleeved dap-ho(搭忽) were put on by many women at that time. On the basis of old literature, I suggest a 'Mongol-pung' costume as a set of seeran-chulrik(膝欄 terlig), em-broidered bigap, dapho of meat-red color for women. 'Goryeo-yang' was a cultural influence from Korea to Mongolia. Due to old poem of Yuan, 'Short outer Jacket with square neckline, half sleeves, and clear color(方領過腰半臂)' was a representative of 'Goryeo-yang' in Mongolian royal women's costumes. Many women were dressed in it with short inner jacket and wide skirt. In the case of making soap opera costume, the budget of broadcasting station, appearence of nowaday's actor and actress, similarity between old fabric and modern fabric must be considered altogether.

The Expressive Effects of Queen Marie Antoinette's Costumes in the Movies

  • Kim, Ju-Ae;Trout, Barbara L.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.2039-2050
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    • 2010
  • This study examines Queen Marie Antoinette's costumes in her portraits according to symbolic meanings and analyzes the expressive effects of Queen Marie Antoinette's costumes in the movies. The symbolic meanings through the costumes of Marie Antoinette expressed in the portraits shows the strong historical power of France in Europe along with the majestic appearance of the queen. A new perception of Marie Antoinette's taste can be found as she wore simple robe $\`{a}$ la l$\'{e}$vite in addition to extravagant costumes that demonstrated convention and position. The benevolent, extravagant, and splendid side of Marie Antoinette in history was emphasized; however, it also emphasized that she was a fashion leader with adventurous thinking and a liberal mind who accepted new things that transcend the era through this costume. The results of studying the expressive effects of Marie Antoinette's costumes as presented in the movies through the formative analysis of DeLong are as follows. The costumes expressed like this were observed through definer and the priority of observation, and it could be classified and analyzed in 4 expressive effects of excitement, calmness, strength, and delicacy; in addition, it induced the visual maximization according to the flow of the movie. After the study analyzed movies about the queen through four expressive effects, the costumes were shown as excitement, calmness, strength, and delicacy according to the flow of play.

A Model of Predictive Movie 10 Million Spectators through Big Data Analysis (빅데이터 분석을 통한 천만 관객 영화 예측 모델)

  • Yu, Jong-Pil;Lee, Eung-hwan
    • The Journal of Bigdata
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    • v.3 no.1
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    • pp.63-71
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    • 2018
  • In the last five years (2013~2017), we analyzed what factors influenced Korean films that have surpassed 10 million viewers in the Korean movie industry, where the total number of moviegoers is over 200 million. In general, many people consider the number of screens and ratings as important factors that affect the audience's success. In this study, four additional factors, including the number of screens and ratings, were established to establish a hypothesis and correlate it with the presence of 10 million spectators through big data analysis. The results were significant, with 91 percent accuracy in predicting 10 million viewers and 99.4 percent accuracy in estimating cumulative attendance.

An Experimental Study of Reading Effect on the Imagination (상상력에 미치는 독서의 효과에 관한 실험적 연구; 특히 영상자료와의 비교를 중심으로)

  • 한윤옥
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.9 no.1
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    • pp.195-206
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    • 1998
  • The purpose of this study is (a)to identify reading effect on the imagination, and (b)to compare reading effect with audio-visual materials. For these purposes, 25 elementary school students and 11 university students participated in the reading project. The participants of this project painted a car and a beast after reading a book and watching a movie, Main findings and conclusions made in this study are summarised as follows : (1)Reading is better than a movie for the people's imagination. (2)Children can imagine much more freely than the adults. It is expected that these results can be used for the children's reading education and programs.

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KOREA Box-office Information System-based Re-release Movie Extraction and Analysis (영화관 입장권 통합 전산망 기반 재개봉 영화 도출 및 분석)

  • Choi, Seoyoung;Go, Seokju;Lee, Hyungmook;Kim, Sungjin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.97-99
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    • 2021
  • 본 논문에서는 극장 비수기 기간 효율적인 상영을 위한 재개봉 영화 도출과 영화관 입장권 통합 전산망을 기반으로 극장 산업과 OTT 산업에서 제공하는 시청각 콘텐츠의 소비자 선호도를 분석한다. 기존 재개봉 영화는 연휴와 같은 성수기 바로 전 비수기 기간에 집중적으로 상영되고 있다. 즉 재개봉 영화 상영은 대형 영화 개봉 전 공백을 메우기 위해 상영되고 있음을 의미한다. 재개봉 영화는 대부분 예술 영화를 상영하고 연도마다 일정한 수요를 보이고 있다. 이러한 기조는 코로나 19 전까지 변함없이 이어졌으나, 코로나 19 이후 재개봉 영화에 대한 수요가 다른 년도 같은 월에 비해 급증하였다. 영화 산업의 전반적인 침체와 달리 재개봉 영화에 대한 수요는 늘어난 것이다. 코로나 19가 장기화되는 만큼 본 논문에서는 영화관 입장권 통합 전산망 데이터를 중심으로 영화 산업과 OTT 산업 이용자들의 선호 콘텐츠를 분석하고 기존 재개봉 영화와 대조하여 지속적이고 효율적 상영을 위한 재개봉 영화를 제안한다.

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A Study of Korean Short Animation Films in 1960s - On Animation from Culture Movies of the National Film Production Center of Korea (1960년대 한국단편애니메이션 연구 - 국립영화제작소 문화영화 중 애니메이션에 관하여)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.40
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    • pp.1-31
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    • 2015
  • The Korean animation that has relatively short history compared to the Western Europe and Japan's animation started out from the non-commercial short-piece animation produced as part of advertisement animation and culture movie in the later part of 1950s. In 1960s, the culture movie animation reflecting for the Movie Act and cultural policies has hardly been mentioned in the history of Korean animation, but they are the precious cultural work produced prior to the theatrical long-piece animation. In particular, compared to the 15-second short CF animation, the short-piece animations are ranging for 4 minutes to 10 minutes as the work pieces with the historic value to measure the level of the Korean animation at that time. in 1960s, approximately 20 short-piece animation works were produced and they contained the educational contents to enlighten general public in the process of modernization policy. Those short-piece animations produced in cultural movie at the National Film Production Center of Korea had been produced not only in cell-facilitating cartoon animation, but also in paper animation and puppet animation. In this background, this thesis takes a close look to the short-piece animation works produced in the National Film Production Center of Korea in 1960s. While there was almost no studies of early short-piece animation other than CF works, it is meaningful to discover and analyze the works, and, Director Park Young-il, Director Han Sung-hak, Director Jung Do-bin, Director Shin Dong-hyun, Director Nelson Shin and others participated in the creative work process have worked as the animation directors for theater that the analysis on the works would be considered as important fundamental studies to understand the Korean animation. Under this thesis, it is intended to study the historic implication and formative characteristics around some 10 work pieces to affirm participating personnel, including directors, for the short-piece animation created by the National Film Production Center of Korea as well as the situation of time to launch the National Film Production Center of Korea in 1960s. Through this effort, it is intended to come up with the starting point to process enriched researches on non-commercial short-piece animation as well as contemplation on the Korean animation history that have been neglected in the study of the Korean animation history through such effort.

Gated Recurrent Unit Architecture for Context-Aware Recommendations with improved Similarity Measures

  • Kala, K.U.;Nandhini, M.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.538-561
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    • 2020
  • Recommender Systems (RecSys) have a major role in e-commerce for recommending products, which they may like for every user and thus improve their business aspects. Although many types of RecSyss are there in the research field, the state of the art RecSys has focused on finding the user similarity based on sequence (e.g. purchase history, movie-watching history) analyzing and prediction techniques like Recurrent Neural Network in Deep learning. That is RecSys has considered as a sequence prediction problem. However, evaluation of similarities among the customers is challenging while considering temporal aspects, context and multi-component ratings of the item-records in the customer sequences. For addressing this issue, we are proposing a Deep Learning based model which learns customer similarity directly from the sequence to sequence similarity as well as item to item similarity by considering all features of the item, contexts, and rating components using Dynamic Temporal Warping(DTW) distance measure for dynamic temporal matching and 2D-GRU (Two Dimensional-Gated Recurrent Unit) architecture. This will overcome the limitation of non-linearity in the time dimension while measuring the similarity, and the find patterns more accurately and speedily from temporal and spatial contexts. Experiment on the real world movie data set LDOS-CoMoDa demonstrates the efficacy and promising utility of the proposed personalized RecSys architecture.

An effective approach to generate Wikipedia infobox of movie domain using semi-structured data

  • Bhuiyan, Hanif;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Internet Computing and Services
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    • v.18 no.3
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    • pp.49-61
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    • 2017
  • Wikipedia infoboxes have emerged as an important structured information source on the web. To compose infobox for an article, considerable amount of manual effort is required from an author. Due to this manual involvement, infobox suffers from inconsistency, data heterogeneity, incompleteness, schema drift etc. Prior works attempted to solve those problems by generating infobox automatically based on the corresponding article text. However, there are many articles in Wikipedia that do not have enough text content to generate infobox. In this paper, we present an automated approach to generate infobox for movie domain of Wikipedia by extracting information from several sources of the web instead of relying on article text only. The proposed methodology has been developed using semantic relations of article content and available semi-structured information of the web. It processes the article text through some classification processes to identify the template from the large pool of template list. Finally, it extracts the information for the corresponding template attributes from web and thus generates infobox. Through a comprehensive experimental evaluation the proposed scheme was demonstrated as an effective and efficient approach to generate Wikipedia infobox.