• Title/Summary/Keyword: 공포 영화

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Emotion and Sentiment Analysis from a Film Script: A Case Study (영화 대본에서 감정 및 정서 분석: 사례 연구)

  • Yu, Hye-Yeon;Kim, Moon-Hyun;Bae, Byung-Chull
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1537-1542
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    • 2017
  • Emotion plays a key role in both generating and understanding narrative. In this article we analyzed the emotions represented in a movie script based on 8 emotion types from the wheel of emotions by Plutchik. First we conducted manual emotion tagging scene by scene. The most dominant emotions by manual tagging were anger, fear, and surprise. It makes sense when the film script we analyzed is a thriller-genre. We assumed that the emotions around the climax of the story would be heightened as the tension grew up. From manual tagging we could identify three such duration when the tension is high. Next we analyzed the emotions in the same script using Python-based NLTK VADERSentiment tool. The result showed that the emotions of anger and fear were most matched. The emotion of surprise, anticipation, and disgust, however, scored lower matching.

Animation and Horror - Ghost story, Madness, and Cannibalism (애니메이션과 공포 -괴담(怪談), 광기(狂氣), 식인(食人))

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.42
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    • pp.1-24
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    • 2016
  • The 'fear' in animation has a couple of problems to apply the criteria for identical genre as in movie or literature. First, the mutilation and destruction of one's body and the appearance of monsters and ghosts are not a normal way of expression and could not apply to one genre. Second, the cause of fear comes from the subject of fear which is a reality that is something 'unrealistic' and 'special' and is approachable. This is all possible in a three dimensional world, but animation is not founded on realism. According to this logic, the horror genre in animation or the esthetic experience of animation is not possible. However, many of the powerful images you can see from the horror genre are all created from animation. Therefore, many writers are drawn to the horror in animation and tried to express in many different ways. This study will include the general idea of fear which drives the audience to the felling of fear and terror but we will mainly focus on the three types of fear - ghost story, cannibalism, and madness - and discover the meaning of fear used in animation. Through this process, we anticipate that fear in animation is not just for pure amusement, but will be able to investigate the meaning of fear philosophically even if the hidden side of reality is terrifying.

Impact of Online Banner Type on Willingness to Watch Movie (온라인배너타입이 영화관람의향에 미치는 영향 -애니메이션, 공포, SF액션 장르의 영화를 대상으로-)

  • Kim, Hyo-Jin;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.137-148
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    • 2016
  • The purpose of this study is to examine viewers' intentions to watch movies after viewing online banner advertisements of movies, and verify the mediation effect of flow and association to research how the interactivity of movie banner advertisements influences viewers. For the study, trailer and advergame banners for three genres of movies were made, and an online survey was conducted with 146 adults. As a result, based on 5 hypothesis tests, the study enables us to conclude that the interactivity of the advergame banners results in a higher viewer intention of watching movies compared to trailer banners by inducing a flow experience among banner users not an association experience.

Automatic Video Editing Technology based on Matching System using Genre Characteristic Patterns (장르 특성 패턴을 활용한 매칭시스템 기반의 자동영상편집 기술)

  • Mun, Hyejun;Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.861-869
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    • 2020
  • We introduce the application that automatically makes several images stored in user's device into one video by using the different climax patterns appearing for each film genre. For the classification of the genre characteristics of movies, a climax pattern model style was created by analyzing the genre of domestic movie drama, action, horror and foreign movie drama, action, and horror. The climax pattern was characterized by the change in shot size, the length of the shot, and the frequency of insert use in a specific scene part of the movie, and the result was visualized. The model visualized by genre developed as a template using Firebase DB. Images stored in the user's device were selected and matched with the climax pattern model developed as a template for each genre. Although it is a short video, it is a feature of the proposed application that it can create an emotional story video that reflects the characteristics of the genre. Recently, platform operators such as YouTube and Naver are upgrading applications that automatically generate video using a picture or video taken by the user directly with a smartphone. However, applications that have genre characteristics like movies or include video-generation technology to show stories are still insufficient. It is predicted that the proposed automatic video editing has the potential to develop into a video editing application capable of transmitting emotions.

A Research on the Audio Utilization Method for Generating Movie Genre Metadata (영화 장르 메타데이터 생성을 위한 오디오 활용 방법에 대한 연구)

  • Yong, Sung-Jung;Park, Hyo-Gyeong;You, Yeon-Hwi;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.284-286
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    • 2021
  • With the continuous development of the Internet and digital, platforms are emerging to store large amounts of media data and provide customized services to individuals through online. Companies that provide these services recommend movies that suit their personal tastes to promote media consumption. Each company is doing a lot of research on various algorithms to recommend media that users prefer. Movies are divided into genres such as action, melodrama, horror, and drama, and the film's audio (music, sound effect, voice) is an important production element that makes up the film. In this research, based on movie trailers, we extract audio for each genre, check the commonalities of audio for each genre, distinguish movie genres through supervised learning of artificial intelligence, and propose a utilization method for generating metadata in the future.

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Comparative Analysis of and (<거울속으로>와 <미러>의 비교 분석)

  • Hyub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.245-250
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    • 2023
  • This article aims to analyze <Into the Mirror> and its remake version <Mirros>. Both feature the discrepancy between one and reflected image on mirror, which was a trend in the early 21th century. Although their backdrops and plots are similar, there are significant differences in motivation and others. Following the tradition of grievance redressing tale, it combines social criticism with the concept of encouraging good and punishing evil. Foregrounding the evil force of ghost through mirrors, <Mirrors> follows the Western tradition of horror movies. This remake exemplifies a way of reinterpreting and recreating an East-based narrative from a Western viewpoint where Christianity predominates.

The Legend's Modernization and Horror Strategy - Focus on uncanny stories concerning army (전설의 현대화와 공포의 전략 - 군대괴담을 중심으로 -)

  • Jin, Eun-Jin
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.439-472
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    • 2017
  • The purpose of this paper is to confirm how traditional legends are changing and existing in modern times, and how they are inheriting and developing legendary values and meanings. The subject of the study is uncanny stories concerning army that is judged to be worthwhile alongside uncanny stories concerning school. The uncanny stories concerning army are urban legends that are active in the internet. It can be defined as 'a narrative story that raises fear with supernatural and strange experiences in the army'. In addition to the internet community sites, humor sites and game sites are actively handed down. Recently, ghost stories have appeared on the site, and uncanny stories concerning army are easily collected from these various sites. The uncanny stories concerning army can be divided into three types: ghost experience type, Bulgogi GP type, mystery radio type. The ghost experience type has the largest number of version, the contents are rich and varied. It does not deviate much from the traditional notion of ghosts. Bulgogi GP type has a frenzied horror from its name. It is related to actual events and raises horror. Mystery radio type is a romantic material used in movies and dramas. However, unlike movies and dramas, uncanny stories concerning army are perceived as fearsome. The uncanny stories concerning army continues to emphasize that the story is actually experienced in the title and content. It has presented concrete evidence. The emphasis on truthfulness is intended to make fear more realistic. This comes from the desire for safety. Uncanny stories concerning army focus on horror. So It tries to reveal the history and truthfulness of the story itself. As a result, the history of reality, the truth of reality, and the realistic ideology are erased. Historical and truthfulness of traditional legends has been varied in the case of uncanny stories concerning army.

Handheld Shot Detection Technique based on LSTM (LSTM 기반의 Handheld 샷 검출)

  • Park, Se-Hee;Park, Ji-Young;Son, Jung-Eui;Park, Seung-Bo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.193-194
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    • 2021
  • 영화, 드라마 등과 같은 콘텐츠에서 표현되는 감정은 등장인물의 대화와 표정뿐만이 아니라, 영상이 표현하는 다양한 정보 중 하나인 촬영기법, 장면의 배경 등을 통해서도 표현된다. 특히 핸드헬드 샷은 불안정하지만 현장감과 자유분방한 감정을 관객에게 전달하며 긴장감, 공포 등 배우들의 감정선을 따라가게 하는 효과가 있다. 따라서 영상 콘텐츠에서 감정 정보를 분석하기 위해서는 핸드헬드 샷을 검출하는 것은 기초적인 작업에 해당한다. 본 논문에서는 핸드헬드 샷을 양방향 LSTM을 활용하여 구별하는 방법을 제안한다. 제안된 방법으로 인식한 핸드헬드의 인식 정확도는 97%였다.

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The Effect of Number of Running Screens and Viewers in the Theaters, Genres, Holdback Period on the Number of Purchases of Movie VOD in the Digital Cable TV Subscribers (디지털케이블TV에서 영화의 선행창구 성과, 장르, 홀드백 기간이 영화 VOD 구매에 미치는 영향)

  • Park, Sun-Kyoo;Choi, Seong-Jhin
    • Journal of Broadcast Engineering
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    • v.20 no.6
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    • pp.950-962
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    • 2015
  • This paper analyzes the effect of the number of viewers and the number of running screens in the theater, genres of the movies and holdback period on the number of purchases movie VOD contents. In this paper, we deals with the 169 movies VOD consumption data which the digital cable TV subscribers purchased during the third quarter of 2013. As a result of the research, the average number of VOD purchases per each movie is 2,540. Regression analysis proves that the number of running screens and the holdback period are statistically playing a role of significance in movie VOD purchases. But the number of viewers in the theaters is not of significance. By genres, the result is shown as in this order: SF/fantasy 8,401 > dramas 4,011 > comedies 2,011 > action 1,789 > animation 1,138 > love story/melo 1,119 > horror/thriller 770 > erotic movies 636.

Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.