• Title/Summary/Keyword: 관객성

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Hollywood in Print -Movie Programmes of a Korean Theater in Ethnically Segregated Kyǒngsǒng in the 1920s and the Reception of Hollywood Prestige Pictures (활자와 이미지로 읽는 할리우드 -1920년대 조선극장의 영화관 프로그램과 미국 '특작'영화 경쟁)

  • Ahn, Sejung
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.53-98
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    • 2021
  • This paper examines the ways in which Hollywood feature films produced and widely circulated with the establishment of the studio system was consumed in the ethnically segregated Korean movie theaters in Kyǒngsǒng in the 1920s. Focusing on how those theaters appropriated what Hollywood represented, this paper has three objectives. First, from a historical and economic perspective, I will historicize the emergence of so-called prestige pictures and how movies became a branded product in that process. Second, I will also loot at how Chosǒn Theater, one of the earliest movie theaters in the Korean-resident area in Kyǒngsǒng who sought to be a prestigious movie palace actively exploited Hollywood brand, by foregrounding its Paramount connection, in particular. Lastly, through a close reading of weekly programmes and handbills, I will examine how these promotional print materials, as an intermediating medium, helped to supplement the audiences' viewing of Hollywood movies while creating loyal audiences.

Deriving the Key Factors of Commentaries in Classical Music Concerts with Commentaries Using DHP (DHP를 이용한 해설이 있는 클래식공연의 해설 핵심요인 도출)

  • Oh, Dae-young;Han, Joo-hee
    • Korean Association of Arts Management
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    • no.53
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    • pp.179-206
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    • 2020
  • The objective of this study is to derive key factors of commentaries in classical music concerts with commentaries and to measure the importance of each attribute, thereby presenting the characteristics of commentaries and commentators as well as suggestions to concert planners in terms of composition. In addition, by developing a scale that can measure classical commentary, a questionnaire is provided so that concert planners can plan programs that gathered the opinions of the audience. To this end, the first, second and third rounds of the Delphi survey and AHP were applied to concert planners, musicians (performing artists), and academic experts. A questionnaire was developed based on the results, and the survey was verified by conducting a pilot test with the general audience. The results of this study can be summarized as follows: First, the purpose of commentaries must be focused on arousing the audience's interest rather than on delivering information. Second, commentators must meet the auditory satisfaction of the audience with a good voice and clear pronunciation based on impeccable vocalization. Third, commentaries must be concise, with the commentaries appearing at least five times per concert, each of which must not exceed five minutes. Fourth, as a result of the pilot test, this study derived 14 items to rate commentary skills across four factors: four items for "arousing interest," three items for "delivering information," three items for "favorability," and four items for "expressiveness." Based on these results, the authors of study presented effective implications for concert planning.

A Study about the analysis of Interactive art in the Oriental philosophy (동양철학적 관점에서 바라본 인터렉티브 아트의 해석에 관한 연구)

  • Kim, Jae-Young;Yu, Hui-Beom;Kim, Seon-Ju;Kim, You-Suk;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.121-125
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    • 2008
  • Media art is developing the art of 'interaction' that get meaning through communicating an audience. Now, media art got the title named interactive media art, but its concept is not clear In this study we divided into two classes - passive and active interactive art. Passive interactive art had the interaction 'participation of communication' and had flat and limited features. Active interactive art meant that an audience played with works actively and found significances between artworks and themselves. Through analysis of case study, we verified a propriety about own interactive art's division. Especially, the active interactive art was very important. The western classical metaphysics seemed to be not perfect in analysis of active interactive art. We tried to analyze active interactive art more perfectly by using the oriental philosophy.

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A Study on the Regulation Plan of Evacuation Facilities Based on the Consciousness of Cinema User (영화관 이용자의식에 기초한 피난시설 규제방안 연구)

  • Chung, Pyung-Rahn
    • Journal of Korean Association for Spatial Structures
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    • v.11 no.3
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    • pp.105-113
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    • 2011
  • The purpose of this paper is to provide a suggestion regarding how to make systematically improve the evacuation facilities of the cinema which is a large indoor space and utilizing by a numerous people. For the first, as a method of study, an analyzed on researching documentary recorders which are concerned with building codes regarding the evacuation facilities of cinema is made, and Secondary, carried out a survey of questionnaire for finding what the most audiences' idea regarding evacuation facilities of the cinema while they are utilizing the facilities, and analyzed the information. In the focus of the users, the result of analyzation reveals that as the item of practical facilities such as width and number of exit ways from viewer seats, width of corridors are highly suggested to improve practical system.

Real-time Interactive Projection Mapping Using Face Recognition (얼굴인식을 활용한 실시간 인터랙티브 프로젝션 매핑)

  • Jo, In-Jae;Kim, Do-Hui;Lee, Joohun;Kim, Kyong-Ah;Choi, Yoo-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1013-1016
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    • 2017
  • 본 논문에서는 사각형의 형태를 벗어나 임의의 다각형 평면에 원하는 "카메라 입력 영상", "비디오 클립", 혹은 "3차원 그래픽 실시간 렌더링 영상"등을 보다 쉽게 매핑 시킬 수 있는 인터랙티브 프로젝션 매핑 소프트웨어 시스템을 설계 구현하였다. 제안 시스템은 얼굴 인식 기능을 통하여 사용자 혹은 관객이 프로젝션 매핑 작품 앞에 등장하였음을 인식하고, 관객의 모습이 미디어 콘텐츠의 일부로 실시간 포함되어 임의의 평면에 매핑하는 기능을 포함하고 있다. 제안 시스템은 프로젝션 매핑의 초보자가 쉽게 사용할 수 있도록 텍스트 기반의 구성 파일 (Configuration File)에 매핑 평면과 미디어 콘텐츠의 형태 및 내용을 정의해 주도록 하는 구조로 구성하였다. 제안 시스템의 유용성을 확인하기 위하여, 육면체, 원구형, 사각 평면 형태의 실제의 객체에 다양한 형태의 미디어 콘텐츠를 매핑 한 미디어 작품을 제작하였다.

A Study of Multiple Video Players as Media Art -Focusing on (다중 동영상 플레이어를 이용한 미디어아트로써의 확장성 연구 -작품 <희로애락(喜怒哀樂)>을 중심으로)

  • Na, Jung-Jo;Lee, Jee-Hee;Song, Pil-Jae;Lee, Myung-Hak;Fan, Bai;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.115-120
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    • 2008
  • It provides technical analyze and conceptual idea by oneself through Media Art One's feeling expresses multiple video players by using 3 dimensional graphic techniques Multiple video players work in interlocking. Spectators join in clicking mouse on the screen and the working of multiplevideo players realize with computer software. It has a chance, which spectators get a sensitive stimulation. Each player express human's facial expression - happiness, anger, sadness, excitement. Players are able to accelerateaccording to computer system. It seems that artistic messages send through cooperation and connection of multiple players.

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Aesthetic Review on the Apparatus Characteristics of the Hyperrealistic Digital Animation (극사실주의 디지털애니메이션의 장치 특성에 대한 미학적 고찰)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.94-100
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    • 2008
  • These days, there are a lot of digital images, which are using to communicate with each other people, can make a liberal and creative media. In this environment, the studies on the digital animation would play a leading role of the aesthetic and technology developments for creative digital images. Digital animation images have their own aesthetics, and characteristics. They should be considered as a part of technology expansions. In particular, hyperrealistic digital animation should be more concentrated in the mutual relation between technology and aesthetic, because hyperrealistic digital animation has not only an appartus feature as a side of aesthetics, but a technology feature as a post modernistic media. Therefore the technology of digital animation as a the possibility of future growth for media should adhere strictly the peculiarity of digital aesthetics.

Box Office Hit Prediction Using Data mining and Text mining (데이터마이닝과 텍스트마이닝을 활용한 영화 흥행 예측)

  • Jo, Hyo-jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.316-318
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    • 2021
  • 영화 수익에 있어 영화의 흥행 여부는 중요한 영향을 끼친다. 영화 흥행 요인은 영화 산업의 규모가 커지면서 많은 제작사들 및 투자자들이 고려해야 하는 사항이 되었다. 따라서 영화의 흥행을 예측하기 위한 많은 모델이 연구되었다. 본 연구의 목적은 선행연구에서 흥행에 유의미한 영향을 끼친다고 밝혀진 스크린 수, 감독명, 제작사명 등의 내재적인 속성과 더불어 온라인 구전 변수를 사용하여 영화 흥행 예측 모델을 만드는 것이다. 이때 기사 수, 블로그 수와 같이 온라인 구전의 크기를 나타내는 변수들을 사용하는 대신 개봉 후 첫 주간의 관람객 리뷰를 텍스트마이닝을 이용하여 전체 리뷰 중 긍정 리뷰의 비율에 따라 점수를 매긴 후 독립변수로 사용한다. 그 후, 데이터 마이닝 기법을 활용하여 만든 모델에 앞서 언급한 독립변수를 입력 값으로 사용하여 영화의 흥행을 예측한다. 최종적으로 의사결정트리와 로지스틱회귀를 수행한 결과 영화 흥행에 영향을 주는 독립변수를 찾고 모델의 성능을 평가하였다. 로지스틱회귀의 결과 관객 수, 평점이 영화의 흥행에 특히 유의한 영향을 끼치는 변수로 선정되었고 리뷰 역시 유의한 변수로 선정되었다. 이때 만들어진 모델은 약 90%의 높은 수준의 정확도를 보여주었다. 의사결정트리의 결과 관객 수가 가장 중요한 변수로 선정되었다.

A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.391-400
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    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.

A study on the uniqueness of 's hyper-realistic animation style (영화 <아바타>가 보여주는 극사실적 애니메이션 스타일의 특이성 연구)

  • Lee, Youn-H.
    • Cartoon and Animation Studies
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    • s.20
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    • pp.47-61
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    • 2010
  • The Uncanny Valley is a hypothesis introduced by a roboticist, Masahiro Mori. The theory holds that as robots and other facsimiles of humans look and act more human-like, the emotional response from a human spectator to them will become increasingly empathic, until they approach realistic similarity to humans but not quite exactly like them, when those images stop being likable and instead become repulsive and "uncanny." Although the scientific validity of this hypothesis is still debatable, it is true that many spectators has tendency to reject hyper-realistic animation. For that reason, the great success of the recent movie Avatar is remarkable. Computer animations that try to represent humans in hyper-realistic way fall into a paradox: successful result images would look too mundane and unsuccessful ones look "wrong". On top of that, audience would expect from hyper-realistic animation to see same level of acting of live-action films, which is usually not the case. The subtle differences between digital characters and real actors irritate spectators and hinder them in absorbtion. The biggest difference between Avatar and other hyper-realistic animation is the referent of their representation. While Avatar pursues a similar hyper-realistic visual style, the referents of the representation shown in this movie are totally alien to us thus impossible to compare with the real counterparts. Unlike characters in other hyper-realistic animations who had to fight an uphill battle with great actors in real life, those in Avatar have criteria of their own. That is why this movie can be free from the dreadful valley and let the audience absorb into the spectacle.

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