• 제목/요약/키워드: movie platform

검색결과 46건 처리시간 0.023초

한국 영화의 산업의 흥행 극대화를 위한 AutoML 기반의 박스오피스 유형 분류 및 예측 모델 (A Box Office Type Classification and Prediction Model Based on Automated Machine Learning for Maximizing the Commercial Success of the Korean Film Industry)

  • 임수빈;문지훈;노승민
    • Journal of Platform Technology
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    • 제11권3호
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    • pp.45-55
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    • 2023
  • 본 논문은 한국 영화 산업의 의사 결정자들이 온라인상에서의 영화의 흥행을 극대화할 수 있도록 지원하는 데 도움을 주고자 역대 박스오피스 영화를 수집하여 영화를 유형별로 군집화하고, 유형별 온라인 박스오피스를 예측하는 모델을 제시한다. 이를 위해 먼저 다양한 특성을 고려하여 영화의 흥행 요인을 식별하고, 계산 효율성을 고려하여 특성 차원을 줄인다. 다음으로 영화의 유형을 체계적으로 분류하고, 유형별 온라인 박스오피스를 예측하며 흥행에 이바지한 요소를 분석한다. 이때, AutoML (Automated Machine Learning) 기법을 활용함으로써 다양한 기계학습 알고리즘을 자동으로 구성하고, 문제에 최적화된 알고리즘을 선택함으로써 여러 알고리즘을 쉽게 시도 및 선택한다. 이를 통해 정보화된 판단을 내릴 수 있는 기반을 제공하고, 영화 산업의 더 나은 성과를 도모하는 데 이바지할 것으로 기대할 수 있다.

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온라인 구전정보 수용자의 지각된 정보유용성과 자기효능감이 구전정보 수용의도에 미치는 영향에 관한 연구: 의견고수와 구전수용의 비교 (Investigating the Influence of Perceived Usefulness and Self-Efficacy on Online WOM Adoption Based on Cognitive Dissonance Theory: Stick to Your Own Preference VS. Follow What Others Said)

  • 이정현;박주석;김현모;박재홍
    • Asia pacific journal of information systems
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    • 제23권3호
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    • pp.131-154
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    • 2013
  • New internet technologies have created a revolutionary new platform which allows consumers to make decision about product price and quality quickly and provides information about themselves through the transcript of online reviews. By expressing their feelings toward products or services on virtual opinion platforms, users extend their influence into cyberspace as electronic word-of-mouth (e-WOM). Existing research indicates that an impact of eWOM on the consumer decision process is influential. For both academic researchers and practitioners, investigating this phenomenon of information sharing in online website is essential given the increasing number of consumers using them as sources of purchase decisions. It is worthwhile to examine the extent to which opinion seekers are willing to accept and adopt online reviews and which factors encourage adoption. Discerning the most motivating aspects of information adoption in particular, could help electronic marketers better promote their brand and presence on the internet. The objectives of this study are to investigate how online WOM influences a persons' purchase decision by discovering which factors encourage information adoption. Especially focused on the self-efficacy, this research investigates how self-efficacy affects on information usefulness and adoption of online information. Although people are exposed to same review or comment about product or service, some accept the reviews while others do not. We notice that accepting online reviews mainly depends on the person's preference or personal characteristics. This study empirically examines this issue by using cognitive dissonance theory. Specifically, in the movie industry, we address few questions-is always positive WOM generating positive effect? What if the movie isn't the person's favorite genre? What if the person who is very self-assertive so doesn't take other's opinion easily? In these cases of cognitive dissonance, is always WOM generating same result? While many studies have focused on one direct of WOM which indicates positive (or negative) informative reviews or comments generate positive (or negative) results and more (or less) profits, this study investigates not only directional properties of WOM but also how people change their opinion towards product or service positive to negative, negative to positive through the online WOM. An experiment was conducted quantitatively by using a sample of 168 users who have experience within the online movie review site, 'Naver Movie'. Users were required to complete a survey regarding reviews and comments taken from the real movie page. The data reflected user's perceptions of online WOM information that determined users' adoption level. Analysis results provide empirical support for the proposed theoretical perspective. When user can't agree with the opinion of online WOM information, in other words, when cognitive dissonance between online WOM information and users' preference occurs, perceived self-efficacy significantly decreases customers' perception of usefulness. And this perception of usefulness plays an important role in determining users' intention to adopt online WOM information. Most of researches have been concentrated on characteristics of online WOM itself such as quality or vividness of information, credibility of source and direction of online WOM, etc. for describing effect of online WOM, but our results suggest that users' personal character (e.g., self-efficacy) plays decisive role for acceptance of online WOM information. Higher self-efficacy means lower possibility to accept the information that represents counter opinion because of cognitive dissonance, whereas the people that have lower self-efficacy are willing to accept the online WOM information as true and refer to purchase decision. This study suggests a model for understanding role of direction of online WOM information. Also, our result implicates the importance of online review supervision and personalized information service by confirming switching opinion negative to positive is more difficult than positive to negative through the online WOM information. This implication would help marketers to manage online reviews of their products or services.

콘텐츠의 융합요소 및 융합경로와 융합유형 분석 (An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries)

  • 임명환;이중만
    • Journal of Information Technology Applications and Management
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    • 제20권3_spc호
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

미끄럼형 기계적 모델에 의한 디딤동작의 시뮬레이션 (Foot Strike Simulation by a Slider Type Mechanical Model)

  • 박해수;손웅희;윤용산
    • 대한의용생체공학회:의공학회지
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    • 제10권3호
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    • pp.269-278
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    • 1989
  • The initial impact at foot strike is produced by a slider type mechanical model, which can be measured using a force platform to evaluate various shoes. The lower extremity and foot motion was filmed by a 16mm high speed movie camera and several points on the rear half of the shoe and those near the trochanter and the lateral epicondyle were digitized to provide the linear and angular positions and velocities during impact. With these observed kinematics, a slider type foot strike simulator composed of guide rail and sliding dummy is designed. The simulator system makes the artificial foot of the dummy with running shoe on it to follow the foot strike motion. The dummy has the relevant mass-spring-damper system modeled after McMahon's. The motion of the model is drived by the gravity force and the generated motion alone with the ground reaction forces are monitored by the same procedures afore mentioned producing the initial foot strike impact similar to the onto observed in human gait.

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확장형 초고해상도 타일드 디스플레이 시스템에서 동작하는 협업용 뷰어 시스템 기술 개발 (Development of Cooperative Viewer System Technology Running on the Scalable High-Resolution Tiled Display System)

  • 김민영;이빛나라;조용주
    • 한국정보통신학회논문지
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    • 제14권4호
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    • pp.841-848
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    • 2010
  • 타일드 디스플레이는 고해상도 이미지나 실물 크기의 3차원 개체를 표현할 수 있고, 다수의 사용자들이 개인화된 화면을 사용하거나 남들과 공유할 수 있도록 지원하므로 효율적으로 협업에 활용될 수 있다. 본 연구에서는 분산 플랫폼 위에 3차원 모델, 이미지와 동영상을 조작할 수 있는 협업 뷰어 시스템을 개발했다. 본 시스템에서는 사용자들이 다양한 입력장치를 활용하여 따로 콘텐츠를 조작할 수 있다. 본 논문에서는 뷰어 시스템의 구조와 이를 이용해 구축한 프로토타입 시스템에 대해 설명한다.

中国IP电影的现状及改善方案研究 (A Study on the Current Status and Improvement Plan of Chinese IP Movies)

  • 왕락설;김선영
    • 지역과문화
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    • 제7권4호
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    • pp.69-81
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    • 2020
  • 随着互联网公司进军电影产业, 中国的IP电影迅速发展, 并给电影市场带来巨大的商业利益。通过互联网数据, 新媒体等技术, 改变电影制作, 营销和收益模式, 形成新的产业链。本论文试图诊断中国IP电影热潮的现象, 并得出其意义和启示。为此, 选出了不同类型的代表事例来研究存在的问题和相应的改善方案。事例选定了现在IP电影改编中最受瞩目的小说, 漫画, 音乐等3个类型中的代表性作品《悟空传》, 《快把我哥带走》, 《同桌的你》。研究结果显示, 中国的IP电影存在统一化严重, 剧本创作能力不足, 版权等问题。为此, 提出了构建IP版权交易平台, 加强IP创作, 推进IP产业价值链等改善方案。希望通过这项研究进一步完善和推动中国IP电影市场的发展, 打造属于中国IP电影的价值链品牌。

An Enhanced Text Mining Approach using Ensemble Algorithm for Detecting Cyber Bullying

  • Z.Sunitha Bai;Sreelatha Malempati
    • International Journal of Computer Science & Network Security
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    • 제23권5호
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    • pp.1-6
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    • 2023
  • Text mining (TM) is most widely used to process the various unstructured text documents and process the data present in the various domains. The other name for text mining is text classification. This domain is most popular in many domains such as movie reviews, product reviews on various E-commerce websites, sentiment analysis, topic modeling and cyber bullying on social media messages. Cyber-bullying is the type of abusing someone with the insulting language. Personal abusing, sexual harassment, other types of abusing come under cyber-bullying. Several existing systems are developed to detect the bullying words based on their situation in the social networking sites (SNS). SNS becomes platform for bully someone. In this paper, An Enhanced text mining approach is developed by using Ensemble Algorithm (ETMA) to solve several problems in traditional algorithms and improve the accuracy, processing time and quality of the result. ETMA is the algorithm used to analyze the bullying text within the social networking sites (SNS) such as facebook, twitter etc. The ETMA is applied on synthetic dataset collected from various data a source which consists of 5k messages belongs to bullying and non-bullying. The performance is analyzed by showing Precision, Recall, F1-Score and Accuracy.

Design of a Recommendation System for Improving Deep Neural Network Performance

  • Juhyoung Sung;Kiwon Kwon;Byoungchul Song
    • 인터넷정보학회논문지
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    • 제25권1호
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    • pp.49-56
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    • 2024
  • There have been emerging many use-cases applying recommendation systems especially in online platform. Although the performance of recommendation systems is affected by a variety of factors, selecting appropriate features is difficult since most of recommendation systems have sparse data. Conventional matrix factorization (MF) method is a basic way to handle with problems in the recommendation systems. However, the MF based scheme cannot reflect non-linearity characteristics well. As deep learning technology has been attracted widely, a deep neural network (DNN) framework based collaborative filtering (CF) was introduced to complement the non-linearity issue. However, there is still a problem related to feature embedding for use as input to the DNN. In this paper, we propose an effective method using singular value decomposition (SVD) based feature embedding for improving the DNN performance of recommendation algorithms. We evaluate the performance of recommendation systems using MovieLens dataset and show the proposed scheme outperforms the existing methods. Moreover, we analyze the performance according to the number of latent features in the proposed algorithm. We expect that the proposed scheme can be applied to the generalized recommendation systems.

전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로 (Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User)

  • 장용호;공병훈;진전은영
    • 한국산학기술학회논문지
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    • 제15권8호
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    • pp.4831-4843
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    • 2014
  • 전문잡지들은 복잡도가 높고 다이내믹하며 심한 불확실성을 보이는 잡지산업 생태계에 대한 적응 전략으로서, 지식과 아이디어를 기반으로 가치를 극대화하기 위해 유연화되고 개방된 협업적, 동료적, 집합적 생산체계를 작동시키고 있다. 본 논문은 사례연구방법을 적용하였고, 자료수집방법으로서 직접 관찰, 전문가 심층면접, 전문가 설문조사를 실행하였다. 이를 통한 '잡지산업', '전문잡지사 커뮤니티 사용자간의 협업체계', '전문잡지의 생태계 모델'에 대한 분석 결과는 다음과 같다. 첫째, 전문잡지 생태계는 잡지사들의 다양하고 새로운 생산 참여자와 잡지 플랫폼이 결합되는 가치 네트워크의 개방적 혁신의 협업 모델로서 진화/적응하고 있었다. 둘째, 전문잡지사들은 스마트 디바이스의 환경 변화에 힘입어 커뮤니티, 전문가 사회집단/조직, 창조적 사용자의 다양한 행위/상호작용이 핵심적으로 작동되는 협업체계를 구축하고 있었다. 셋째, 전문잡지 생태계 모델은 콘텐츠 공급 영역의 다양한 잡지 생산 주체들이 플랫폼 영역에서 상품군과 플랫폼 유형에 적합한 상호작용을 하며 스마트 디바이스를 통해 사용자/독자와 상호작용하는 체계이다. 전문잡지의 모델은 게임, 출판, 드라마, 영화, 만화, 애니메이션 등의 디지털 콘텐츠 산업과 같은 패턴의 프랙탈 구조를 보이고 있으며, 상호작용성과 사용자 참여의 수준이 가장 높은 창조 친화적 기술 혁신 모델로 수렴되고 있다.

디지털콘텐츠 산업의 융합화와 수출 가능성 (A study on Convergence of the Digital Contents Industry and Possibility of Exportation)

  • 전병준;최동길
    • 통상정보연구
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    • 제12권3호
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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