• Title/Summary/Keyword: 영화소비

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Study on the Media Phenomenon and Social & Political Discourse in 2000s Korean Public Movie (2000년대 한국 대중영화를 통해 바라본 사회·정치적 담론과 미디어적 현상 연구)

  • KIM, Min-Soo;Han, Hwa-Sung;Kim, Geon
    • Cartoon and Animation Studies
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    • s.42
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    • pp.125-150
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    • 2016
  • In the 2000s, Korean cinema maintained the industrial growth on the strength of 10 million audiences and the successful Korean blockbuster. A variety of film materials such as history, politics, social issues, and the division between North and South Korea ideology were addressed in the movies, and one of the movies based on a true story was popular. Accordingly, external size of the film industry has been gradually expanding. Korean public movies have a firm position in the film market, and a diversity of discussion is made as the movies spontaneously get attention. Also, the influence of social media and media which recognized far-reaching powers of public films causes a political and social change, but it also provokes ideology controversy. Objectivity of this study is first to discuss factors and initiating causes that Korean movies have firmly settled as public movies since late 1990s. Secondly, this study considers relation among media, social media. and Korean public film that aroused more arguments on politics, society, and history in 2000s. The powerful influence of films on society not only leads political change but also affects awareness change of audience and the role of social media.

MPEG-21 Digital Item Browsing System (MPEG-21 디지털 아이템 브라우징 시스템)

  • 류지웅;김욱중;김문철
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.133-137
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    • 2002
  • 네트워크상에서 멀티미디어 컨텐츠(디지털 아이템)를 다양한 전송 매체(인터넷, 방송 무선전화 등)를 통해 전달하고, 서로 다른 기능의 단말기(PDA, PC, TV, Phone 등)를 통해 디지털 아이템을 소비하는데 있어 상호호환성(Interoperability)을 제공하기 위해 디지털 아이템의 생성, 전달, 소비 단계에 이르기까지 디지털 아이템의 규격을 제정하고자 MPEG-21(멀티미디어 프레임워크)이라는 이름의 국제 표준화 작업이 진행 중이다[1]. 본 논문에서는 MPEG-21의 디지털 아이템 선언 언어인 DIDL(Digital Item Declaration Language)을 이용하여 컨텍스트 디지털 아이템(XDI: conteXt Digital Item)을 XML 문서형태로 생성하고, 이를 컨텐츠 디지털 아이템(CDI: Content Digital Item)의 종류(영화, 음악, 도서, 게임 등)에 구애받지 않고 웹 브라우저를 통해 소비할 수 있는 디지털 아이템 브라우저를 구현하였다. 디지털 아이템의 다양한 형태에 적절히 대응하기 위해 XSLT(XML Stylesheet Language Transform)를 이용하여 디지털 아이템 정보를 표현하고 웹 브라우저를 통해 소비자의 환경에 적합한 디지털 아이템을 소비 및 이용할 수 있는 어플리케이션을 제공하는 환경에 대한 연구 결과를 제시한다.

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'Media Influence' Discourses Articulated for Crowd Control in Colonial Korea (식민지 '미디어 효과론'의 구성 대중 통제 기술로서 미디어 '영향 담론')

  • Yoo, Sunyoung
    • Korean journal of communication and information
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    • v.77
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    • pp.137-163
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    • 2016
  • In the early 1900, photography, magic lantern and cinema were simultaneously introduced and experienced until the mid-1910s as mysterious and magical symbol of modern science and technology. The technology of vision, cinema in particular demonstrated its commercially expandable potentials through serial films in the mid-1910s, silent cinema in the 1920s and talkies in 1930s. I argue that a metaphor 'like a movie' which was would be spoken out by peoples as a cliche ever since the late 1910s whenever they encountered something uncanny, mysterious, and looking wholly new phenomena informs how cinematic technology worked in colonial society at the turning point to the early 20th century. Mass in colonial society accepted cinema and other visual technologies not only as an advanced science of the times but as texts of modernity that is the reason why cinema had so quickly taken cultural hegemony over the colony. Until the mid-1920s, discourse on cinema focused not on cinema itself, rather more on the theatre matters such as hygiene, facilities for public use, disturbance, quarrels and fights, theft, and etc. Since the mid-1920s and especially in wartime 1930s, discourses about negative influences and effects of cinema on behavior, mind and spirit of masses, bodily health, morality and crime were articulated and delivered by Japanese authorities and agencies like as police, newspapers and magazines, and collaborate Korean intellectuals. Theories and research reports stemming from disciplines of psychology, sociology, and mass-psychology that emphasized vulnerability and susceptibility of the crowd and mass consumers who would be exposed to visual images, spectacles and strong toxic stimulus in everyday lives. Those negative discourse on influences and effects of cinema was intimately associated with fear of the crowd and mass as well as new technology which does not allow clear understanding about how it works in future. The fact that cinema as a technology of vision could be used as an apparatus of ideology and propaganda stirred up doubts and pessimistic perspectives on cinema influence. Discourse on visual technology cinema constructed under colonial governance is doomed to be technology of mass control for empire's own sake.

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Analysis of the Type of Narrative Structure of the '10 Million Films' ('천만 영화'의 서사구조 유형 분석)

  • Tae, Ji-Ho;Kim, DaeKeun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.287-298
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    • 2020
  • The purpose of this study is to analyze the narrative structure and types of films that has attracted more than 10 million viewers ('10 million films') among films released in Korea, and deal with the implications of the current Korean film industry. To this end, this study investigated the relationship between films and their narrative as a product of the film industry. To approach this, We dealt with the features of structuralist analysis and archetype or mythological narrative analysis. For a detailed analysis, a total of 27 films of "10 million films" were categorized using Northrop Frye's original narrative analysis method. As a result of the study, 13 comedy structures, 7 romance structures, 4 tragic structures, and 3 irony and satire structures. It was confirmed that the "comedy" and "romance" structures had a high percentage of all 10 million films, and occupied the top ranks in the box office rankings. In conclusion, this study confirmed the narrative rules and customs of films hitting Korean box offices, and through this, it was possible to examine a rough topography of the film consumption of the public in the Korean film industry. This can be said to provide a clue as to how the narrative of the film should be constructed when producing a film from an industrial perspective.

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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Research on Meaning of Planetary Dance in Cine-Dance (시네-댄스에 나타난 플래니터리 댄스의 의미 연구)

  • Choi, Kyung-sil
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.149-150
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    • 2013
  • 20세기 이후의 대량 생산, 대량 소비와 결부된 인간성 상실과 정신적 빈곤에서 오는 다양한 징후에 대한 묘약으로 떠오른 소통과 치유의 범사회적 공동체적 교감을 이끌어내기 위해 춤의 형식을 도입한 새로운 영화 장르인 시네-댄스에 나타난 플래니터리 댄스의 의미에 대해 고찰해 보았다.

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Clustering Method based on Genre Interest for Cold-Start Problem in Movie Recommendation (영화 추천 시스템의 초기 사용자 문제를 위한 장르 선호 기반의 클러스터링 기법)

  • You, Tithrottanak;Rosli, Ahmad Nurzid;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.1
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    • pp.57-77
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    • 2013
  • Social media has become one of the most popular media in web and mobile application. In 2011, social networks and blogs are still the top destination of online users, according to a study from Nielsen Company. In their studies, nearly 4 in 5active users visit social network and blog. Social Networks and Blogs sites rule Americans' Internet time, accounting to 23 percent of time spent online. Facebook is the main social network that the U.S internet users spend time more than the other social network services such as Yahoo, Google, AOL Media Network, Twitter, Linked In and so on. In recent trend, most of the companies promote their products in the Facebook by creating the "Facebook Page" that refers to specific product. The "Like" option allows user to subscribed and received updates their interested on from the page. The film makers which produce a lot of films around the world also take part to market and promote their films by exploiting the advantages of using the "Facebook Page". In addition, a great number of streaming service providers allows users to subscribe their service to watch and enjoy movies and TV program. They can instantly watch movies and TV program over the internet to PCs, Macs and TVs. Netflix alone as the world's leading subscription service have more than 30 million streaming members in the United States, Latin America, the United Kingdom and the Nordics. As the matter of facts, a million of movies and TV program with different of genres are offered to the subscriber. In contrast, users need spend a lot time to find the right movies which are related to their interest genre. Recent years there are many researchers who have been propose a method to improve prediction the rating or preference that would give the most related items such as books, music or movies to the garget user or the group of users that have the same interest in the particular items. One of the most popular methods to build recommendation system is traditional Collaborative Filtering (CF). The method compute the similarity of the target user and other users, which then are cluster in the same interest on items according which items that users have been rated. The method then predicts other items from the same group of users to recommend to a group of users. Moreover, There are many items that need to study for suggesting to users such as books, music, movies, news, videos and so on. However, in this paper we only focus on movie as item to recommend to users. In addition, there are many challenges for CF task. Firstly, the "sparsity problem"; it occurs when user information preference is not enough. The recommendation accuracies result is lower compared to the neighbor who composed with a large amount of ratings. The second problem is "cold-start problem"; it occurs whenever new users or items are added into the system, which each has norating or a few rating. For instance, no personalized predictions can be made for a new user without any ratings on the record. In this research we propose a clustering method according to the users' genre interest extracted from social network service (SNS) and user's movies rating information system to solve the "cold-start problem." Our proposed method will clusters the target user together with the other users by combining the user genre interest and the rating information. It is important to realize a huge amount of interesting and useful user's information from Facebook Graph, we can extract information from the "Facebook Page" which "Like" by them. Moreover, we use the Internet Movie Database(IMDb) as the main dataset. The IMDbis online databases that consist of a large amount of information related to movies, TV programs and including actors. This dataset not only used to provide movie information in our Movie Rating Systems, but also as resources to provide movie genre information which extracted from the "Facebook Page". Formerly, the user must login with their Facebook account to login to the Movie Rating System, at the same time our system will collect the genre interest from the "Facebook Page". We conduct many experiments with other methods to see how our method performs and we also compare to the other methods. First, we compared our proposed method in the case of the normal recommendation to see how our system improves the recommendation result. Then we experiment method in case of cold-start problem. Our experiment show that our method is outperform than the other methods. In these two cases of our experimentation, we see that our proposed method produces better result in case both cases.

Korean Movie Users' Media Usages and Motivation in N-screen Ages: The Comparison Among Koreans, Japanese and Chinese ('N스크린 시대 한국영화콘텐츠 이용자의 이용매체 및 이용동기 차이 분석: 한·중·일 이용자 비교)

  • Park, Seung Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.655-664
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    • 2013
  • The Korean film has not been on the board of Korean waves due to the limitation of the media accessibility. However, N-screen gives Korean films the chance of being on the board of Korean waves, especially in Asian country which have shared cultural codes. This study aims to demonstrate the possibility of Korean films in asia based on the analysis of Korean film viewers' motivation and media usage. For this purpose the 330 data were collected among Korean, Japanese and Chinese from Feb, 23rd through April, 5th in 2013. The results show the followings; 1) Korean viewers have the strong preference of cinema theater to other media such as PC, VCR/DVD player, tablet PC and mobile phones. Whereas, Japanese viewers prefer VCR or DVD players and Chinese viewers prefer PC and mobile phones. 2) In terms of viewing motivation, social utility is most important to Korean viewers while diversion to Japanese and Chinese viewers.

The Historical Transition of Handheld Camera (핸드헬드 카메라의 변화에 관한 소고)

  • Chin, Vitnam
    • Trans-
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    • v.6
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    • pp.79-95
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    • 2019
  • The advent of the handheld camera has dramatically transformed film production and consumption in countless ways. French director and theorist, Alexandre Astruc focuses on the development of 16mm camera and foretell film will be used as a tool to realize the personal vision of the author like other art. As proof of his claim French New Wave and Cinéma vérité create the film with handheld camera on the real location to capture new reality. Their films are distinguished itself from other films made by conventional Hollywood studios. Similarly, John Cassavetes in the United States began to focus on the handheld camera. Since then the handheld camera has become one of the popular shooting methods. Especially, handheld camera are noted for their agile movement and mobility as a way to capture various realities. However, with the advances in technology, lighter cameras and higher resolution have changed in different ways. The technology is neutral, one shooting method does not serve for one philosophy or ism. At one time, handheld shooting is now used as not only a means to capture the real world but also a tool to mimic a realistic feeling.

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An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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