• 제목/요약/키워드: korean movie

검색결과 772건 처리시간 0.03초

20세기 서구여성 Hair Style 변천에 관한 연구 (A Study on Western Women's Hair Style in Twenty century)

  • 김희숙
    • 복식
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    • 제22권
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    • pp.313-332
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    • 1994
  • The purpose of this study were as follows : 1) Investigate how to intluence Clothes with time background and trends of art-thought in the twenty century. 2) To understand chronologically how to change hair style Make-up and hair decor-ation. I. 1st and 2nd World War time(1920-1945) The women's social status and their sexual equality was promoted during in this time. 1) African Art Surrealism and Expression art were doninated. 2) The popalar trends were tutular silhoutte (Slim and long) boyish Style and military lookwere popular. 3) The popalar trends of were Eton Crop. short bob gaconne hair style cloche hat. page boy hair style were popular. 4) The trend of make-up which specially. emphasized eye make-up and imitated movie star make-up and make shining redish of lip and nails were popular. II. The stage of modernism(1945-1969) cold war time between communism and capi-talism and promotin of women's human rights were established in this time. 1) Pop art avantgrade art were catched up 2) The popular trends of were new look Kior's line silhoutte mini skirt and young fashion. 3) The popular trend of hair style was french twist. Pill Boxs hat curly bob style were prevalenced and they some what dwarfed hair style. 4) make-up natural make-up was popular. III. The stage of high economic development (1969-1990) Increased population economic development were tend to specialize with anti-social action such as Hippie and Punk groups. 1) Op art Androgynous post-modernism Punk and neo-modernism were catched up. 2) Clothes : classic style of reactionism layered look Punk-fashion avantgrade fashion and pantalon suits were prevalence. 3) Hair Style : Twiggy's short hair style the geometric hair cut natural long hair Spike hair unsex-hair style. 4) Make-up : diversified individuality were prevalence The result of this study indicated that the value's of recognize the importance of total fashion that is the harmonization of clothes hair style and make-up.

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영화흥행 영향요인 선택에 관한 연구 (A Study for the Drivers of Movie Box-office Performance)

  • 김연형;홍정한
    • 응용통계연구
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    • 제26권3호
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    • pp.441-452
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    • 2013
  • 국내 영화 산업은 투자 배급사 멀티플렉스로 수직 계열화된 대기업 중심으로 온라인 구전 마케팅이 활발히 진행되고 있다, 최근에는 대기업 계열의 멀티플렉스 영화관 중심으로 3D 4D 영화포맷 복합상영을 통해 up-selling을 통한 흥행성과 극대화를 도모하고 있다. 영화산업 기술진보와 흥행여건 변화에 따라, 기존 관객 수 대신 매출액을 흥행성과로 정의하고, 국내 개봉 상업영화를 대상으로 축소추정기법을 포함한 여러 회귀모형을 적용하였다. 특히 LASSO회귀의 경우, 교차타당성 방법을 이용한 예측오차가 가장 적고 흥행성과에 설명력이 높은 변수 순으로 의미 있는 독립변수들을 빠르고 효율적으로 선택할 수 있었다. 2013년도 1분기 개봉 영화를 대상으로 실증분석 결과, 개봉 후 온라인 평점과 빈도 모두 영향력이 높았으나, 개봉 전에는 온라인 평점만 효과적인 것으로 나타났다. 상영포맷 또한 흥행성과에 유의한 영향을 미치는 것으로 나타났다.

고령층의 인터넷 활용 및 장애 요인 분석 (An Analysis on the Internet Uses and Barriers of the Older Adults in Korea)

  • 김희섭;김판수;이미숙
    • 한국문헌정보학회지
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    • 제48권1호
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    • pp.257-276
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    • 2014
  • 본 연구의 목적은 고령층의 인터넷 활용과 활용상의 장애 요인을 분석하고 그 해결 방안을 파악하는 것이다. 데이터 수집은 대구 및 경북지역에 거주하는 60세 이상 고령층을 대상으로 설문지를 사용하여 1:1 설문을 통하여 이루어졌고, 총 479부를 회수하여 그 중 유효한 119부를 SPSS 18.0을 사용하여 기술통계와 더불어 연령별과 성별 차이분석을 실시하였다. 분석 결과 우리나라 고령층은 인터넷을 통하여 오락, 지식, 문화예술 콘텐츠를 많이 활용하는 것으로 나타났고, 인터넷 온라인 활동으로는 정보검색, 영화/음악 감상의 순으로 빈도가 높았고, 고령층내에서도 연령과 성별에 따른 다소의 차이가 나타났다. 고령층이 인터넷 활용을 하는데 인지하고 있는 장애 요인으로는 컴퓨터 기기 사용법의 복잡함을 가장 큰 이유로 들었고, 장애 요인을 해결하기 위한 이들 자신들의 방안으로는 컴퓨터 활용교육과 사용법 개선이 우선되어야 한다는 것으로 나타났다.

임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구 (A Study on Creation of 3D Facial Model Using Facial Image)

  • 이혜정;정석태
    • 한국컴퓨터정보학회논문지
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    • 제12권2호
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    • pp.21-28
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    • 2007
  • 얼굴모델링과 애니메이션에 대한 기술은 컴퓨터 그래픽스 분야에서 오랫 동안 연구되어 오고 있는 분야 중 하나이다. 얼굴모델링 기술은 가상현실, MPEG-4 등의 연구목적과 영화, 광고, 게임 등의 산업 분야에서 많이 활용되고 있다. 따라서 좀 더 사실적인 인터페이스의 구현을 위하여 컴퓨터 의인화를 통해 인간과 상호작용 할 수 있는 3D 얼굴모델 개발은 필수적이다. 본 연구에서는 임의의 정면 얼굴 이미지를 이용하여 간편한 조작으로 3D 얼굴모델을 생성하는 시스템을 개발하였다. 이 시스템은 한국인 표준 얼굴모델을 이용하여 메쉬상의 조정점을 얼굴 부위와 윤곽에 맞게 정합한 다음 유동적이고 탄력적으로 조정하여 3D 얼굴모델을 생성하며, 그 결과인 3D 얼굴모델을 이동, 확대, 축소, 회전시켜 가며 실시간으로 확인 및 수정할 수 있다. 개발한 시스템의 유용성을 검증하기 위해 $630{\times}630$의 크기를 가지는 30개의 임의의 정면 얼굴이미지를 가지고 실험했다.

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The Effect of Visual Feedback of Head Angles With Using a Mobile Posture-Aware System on Craniocervical Angle and Neck and Shoulder Muscles Fatigue During Watching the Smartphone

  • Kim, Su Jeong;Jeong, So Yeon;Yoon, Tae Lim
    • The Journal of Korean Physical Therapy
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    • 제30권2호
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    • pp.47-53
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    • 2018
  • Purpose: To find the effect of visual feedback of head angle with using a mobile posture-aware system on craniocervical angle and neck and shoulder muscles fatigue for preventing or decreasing the forward head posture. Methods: Twenty-four healthy young adults in Chungbuk to participate in this study. The subjects started to watch a movie clip for 10 minutes with visual feedback in $0^{\circ}$, $30^{\circ}$, and $60^{\circ}$ of head angles. During the task, surface electromyography (EMG) was used to collect data from the upper trapezius (UT), sternocleidomasetoid muscle (SCM), cervical erecter spinae (CES) during watching the smartphone. Craniocervical angles were measured using a sagittal-view photograph of the subject in a sitting posture. A one-way repeated analysis of variance with a significant level of 0.05 used for statistical analysis. Results: Craniocervical angle with $0^{\circ}$ visual feedback was significantly greater than $30^{\circ}$ and $60^{\circ}$. Craniocervical angle with $30^{\circ}$ visual feedback was significantly greater than $60^{\circ}$. In addition, MDF of UT muscles in $0^{\circ}$ and $30^{\circ}$ of visual feedback was significantly greater than $60^{\circ}$. Conclusion: We concluded that $0^{\circ}$ visual feedback of head angle with using a mobile posture-aware system would be beneficial to prevent or decrease forward head posture during watching a smartphone. We also could recommend using of $30^{\circ}$ visual feedback in case of caring UT muscle fatigue primarily.

현대패션에 표현된 글래머 룩에 관한 연구 (제1보) (A Study on Glamour Look Expressed in Fashion (Part I))

  • 한수연;양숙희
    • 한국의류학회지
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    • 제30권8호
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    • pp.1288-1300
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    • 2006
  • Glamour in fashion, which stands for attractive physical feature with certain mystique, has been used without accurate analysis thereof. This thesis is purported to provide comprehensive study of glamour in fashion and to contemplate glamour look reflected in fashion history, thereby to establish the styles of glamour expressed in fashion trends and to provide the basis which can be utilized in the categorical basis of fashion design. For such purposes, this thesis first provides the study on the glamour in fashion, and to conduct a case study by analyzing photographic materials. The glamour expressed in the fashion design can be classified into the following six aesthetic values: luxury, excess, masquerade, appropriation, sensuality and decadence. In the modern history, glamour looks in fashion design started out as so-called Blooming Age Glamour Look, dating from the late nineteenth century to the late 1920s, which was represented by luxurious haute couture style of courtesans. Thereafter Golden Age Glamour Look appeared in the movie costumes in the Hollywood from the late 1920s to mid-1950s. Sensuality, decadence and masquerade are the central features. Subsequently, Pop Age Glamour Look appeared with fashion styles of pop stars, which can be characterized by appropriation and excess. In the 1980s and the 1990s, Glamour Renaissance Look appeared as glamour looks which were spread out to people in various classes, which is characterized by luxury and appropriation. Based upon the foregoing historical survey, there are four representative styles in glamour looks, including (1) luxury glamour derived from Blooming Age Glamour Look, (2) hyperfeminine glamour derived from Golden Age Glamour Look, (3) kitsch glamour derived from Pop Age Glamour Look, and (4) romantic glamour derived from Glamour Renaissance Look.

단체급식소 조리종사자를 위한 위생교육매체(CD-ROM) 개발 및 평가 (Development and Evaluation of Food Safety Training Program for Employees in Foodservice Operations)

  • 남은정;김현희;박유화;신은경;이연경
    • 한국식생활문화학회지
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    • 제20권5호
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    • pp.615-620
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    • 2005
  • This study was conducted to develop and evaluate food safety training program for employees in foodservice operations. The developed CD-ROM was consisted of 5 parts: foodbome illness, personal hygiene, food handling in food production steps, HACCP system, and sanitary facilities. It has made slides for all contents, the animation and movie to raise interests and concentrations, and illustrations and pictures to understand. The evaluation checklists were developed 15 questionnaires including understanding(5), information(3), concentration(4), recommendation(2), and the most important factor(1) and measured by Likert 5-point scale. Fifty-four dietitians in Daegu and Gyeongbuk schools, hospitals, and industries foodservice operations responded to the surveys. The results are as follows; The most important part in the CD-ROM was personal hygiene(33.3%). The total mean was $3.95{\pm}0.41,\;3.91{\pm}0.46$ on understanding, $3.89{\pm}0.50$ on information, $3.87{\pm}0.55$ on concentration and $4.29{\pm}0.49$ on recommendation. The score was significantly higher in the recommendation part than others. Overall, as the developed CD-ROM has achieved fine score, a study on the effect of education needs to be followed. Moreover, consistent and organized education by developing a variety of sanitation education methods should be conducted.

인구통계학적 특성 및 외식행동에 따른 대학생의 소셜커머스 외식상품 이용 현황 (Use of Social Commerce Restaurant Products by College Students According to Demographic Characteristics and Eating Out Behavior)

  • 조미나;허지환
    • 한국식품조리과학회지
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    • 제30권3호
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    • pp.291-306
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    • 2014
  • The purpose of this study was to examine the use of social commerce restaurant products by college students according to demographic characteristics and eating out behavior. The questionnaire for the survey was distributed to 450 college students, who have experiences of purchasing a restaurant product on social commerce, with 286 responses used for analysis. From the result, college students frequently use smart phones and SNS for making such purchases. While the awareness of social commerce was high, they sometimes visited the websites and purchased products. The awareness and purchase experience of Coupang and Ticket Monster turned out to be the highest. The most frequently purchased product was restaurant discount coupons, followed by fashion/accessories, movie or concert tickets, food products, and beauty shop discount coupons. The discount rate was mostly 30 to 40% on average. The most significantly considered matter in purchasing products and services was product quality, followed by discount rate and consumer review. The respondents ate out at least 3 to 5 times a week, spent $100,000{\leq}200,000$ won, and were generally satisfied with the restaurant products from social commerce sites. The main satisfaction reason was price, whereas the dissatisfaction reason was false and puffy advertising. Service quality improvement and variety of category were the most necessary factors for improvement. Among the demographic characteristics, there was a difference in purchase expenditure of social commerce restaurant products, as well as purpose, companion, time used and word-of-mouth experience according to gender. According to grade, there was a difference in purchase expenditure, companion, area of use and impulsive purchase. Among the eating out behavior, there was a difference in purpose, companion and word-of-mouth experience according to the eating out frequency. Meanwhile, there was a difference in purchase expenditure, companion, time used, word-of-mouth experience and tool according to the eating out cost.

협업 필터링 기반 상품 추천에서의 평가 횟수와 성능 (Number of Ratings and Performance in Collaborative Filtering-based Product Recommendation)

  • 이홍주;박성주;김종우
    • 한국경영과학회지
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    • 제31권2호
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    • pp.27-39
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    • 2006
  • The Collaborative Filtering (CF) is one of the popular techniques for personalization in e-commerce storefronts. For CF-based recommendation, every customer needs to provide subjective evaluation ratings for some products based on his/her preference. Also, if an e-commerce site recommends a new product, some customers should rate it. However, there is no in-depth investigation on the impacts on recommendation performance of two number of ratings, i.e. the number of ratings of an individual customer and the number of ratings of an item, even though these are important factors to determine performance of CF methods. In this study, using publicly available EachMovie data set, we empirically investigate the relationships between the two number of ratings and the performance of CF. For the purpose, three analyses were executed. The first and second analyses were performed to investigate the relationship between the number of ratings of a particular customer and the recommendation performance of CF. In the third analysis, we investigate the relationship between the number of ratings on a particular item and the recommendation performance of CF. From these experiments, we can find that there are thresholds in terms of the number of ratings below which the recommendation performances increase monotonically. That is, the number of ratings of a customer and the number of ratings on an item are critical to the recommendation performance of CF when the number of ratings is less than the thresholds, but the value of the ratings decreases after the numbers of ratings pass the thresholds. The results of the experiments provide insight to making operational decisions concerning collaborative filtering in practice.

웹2.0에서 의견정보의 실시간 모니터링을 위한 웹 콘텐츠 마이닝 시스템 (Web Contents Mining System for Real-Time Monitoring of Opinion Information based on Web 2.0)

  • 김영춘;주해종;최혜길;조문택;김영백;이상용
    • 한국지능시스템학회논문지
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    • 제21권1호
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    • pp.68-79
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    • 2011
  • 본 연구에서 제안하는 시스템은 인터넷 상에 존재하는 여러 웹사이트들에 흩어져 있는 웹 콘텐츠에서 사용자 의견 정보들을 자동 추출 및 분석함으로써, 긍정/부정 의견별로 검색 및 통계를 확인할 수 있는 의견 검색 서비스를 제공한다. 그 결과 의견 검색 사용자들은 특정 키워드에 대하여 다른 사용자들의 의견을 손쉽게 한눈에 검색 및 모니터링하는 시스템을 용이하게 사용할 수 있으며, 웹 콘텐츠에서의 의견 추출 및 분석하는 기능을 제공받는다. 제안한 기법들은 다른 기법들과의 비교 실험을 수행하여 실제 성능이 우수함을 증명하였다. 성능 평가는 긍정/부정 의견 정보를 추출하는 기능의 성능 평가, 다국어 정보 검색을 위한 동적 윈도우 기법과 토크나이저 기법을 적용한 성능 평가, 그리고 정확한 다국어 음차표기를 추출 기법에 성능 평가를 실시하였다. 그 적용 사례로 대표적인 영화 리뷰 문장과 위키디피아 실험 데이터를 대상으로 실험하고 그 결과를 분석하였다.