• Title/Summary/Keyword: 흥행요소

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Factor Analysis for Fun of Animation Using Delphi Technique (델파이 기법을 이용한 애니메이션의 재미요소 도출)

  • Sung, Re-A
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.96-105
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    • 2013
  • The value that is emerging in the 21st century is fun. To be involved in the fun of the show and animation, especially plays an important role in the development of the animation industry. However, the discussion of research in the fun of the animation is very low. Therefore, in this study, what is the fun of animation, animation of any element how to experience the fun for the audience will see. First, I looked for fun animation to help you understand the theory of fun. It prepared a draft of a fun factor associated with the unique characteristics of the animation. Conducted a factor analysis and reliability analysis of the final draft through the Delphi survey across a total of three times, and then derive an element of fun to it scientifically proven derive the animation of an element of fun. Through this process, the fun factor of the animation was drawn to the fun factor of 5(story, image, sound, movement, psychology) and the details of 18.

Analysis of the Film's Promotional Website - Focus on Motion Graphic (모션그래픽 활용을 중심으로 영화홍보 웹사이트 분석)

  • Min, Jang-Geun;Han, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.7
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    • pp.27-35
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    • 2014
  • Motion Graphic developed in the visual fields such as film and TV is widely used from the fields of arts such as applied paintings to interactive media such as web sites. In particular, Motion Graphic is actively used in the film's promotion websites with the form of a mixture between characteristics of visual media and characteristics of websites. In this study, we analyze the characteristics of film's promotion websites, investigate previous studies for Motion Graphic analysis. And present a model for the analysis of websites including visual elements, media elements and motion elements as main elements. We select some of promotion websites for films among 2013 domestic hot films, carry out a case analysis, and present the direction of development on the base of the results.

A Study on the Current Status and the Results of the Equity Crowdfunding Film Project (증권형 크라우드펀딩 영화 프로젝트 현황 및 결과에 관한 연구)

  • Jung, Joo-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.179-189
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    • 2020
  • This study analyzes the status and results of equity crowdfunding film projects from 2016 to 2018. The film project is conducted in the form of general corporate bonds and participating bonds, and 41.5% of the total bonds were issued, 9.5 billion won. In addition, a t-test analysis of the movie's the breakeven point and audience numbers showed that statistically significant and the average number of audience members was low. Therefore, this study suggests the following for the sustainable growth of the equity crowdfunding film project. Equity crowdfunding brokers should reinforce the review of the possibility of achieving the breakeven point of the film and the factors affecting the box office in the investment manual, and should also actively attract projects on the big films that are likely to be successful. This study is meaningful in that it analyzes the equity crowdfunding film project, which has not yet been widely studied in Korea, and is expected to provide implications in the subsequent research and system improvement process.

The Analysis on Adaption Method from Game to Film : Case on Angry Bird (게임의 영화화 각색방법에 대한 고찰 : 앵그리버드를 중심으로)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.205-206
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    • 2017
  • Casual games are often have simple rule and easy to play. Like Angry birds, players can sling a bird as a bomb to destroy target. But the film adaption encounters numerous questions. games in pursuit of strong sensed presence, pay attention to experience; film stress the integrity of the story, attaches great importance to plot. However, casual games don't have story and plot. This paper take angry birds as example, analyzes the difficulties and method of adaptation from leisure mobile games to films, summarizes the key successful elements of adaption, such as subdivided the target group, chose an appropriate genre, write a script follow the basic logic and frame of film, set contradiction, complicated the character and still contain key elements of the game, in order to provide new ideas in the future development of integration of game and movie industry.

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Analysis of Global Success Factors of K-pop Music (K-pop 음악의 글로벌 성공 요인 분석)

  • Lee, Kate Seung-Yeon;Chang, Min-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.1-15
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    • 2019
  • Psy's Gangnam style in 2012 showed K-pop's potential for global growth and BTS proved it by reaching three consecutive Billboard No.1. The success in the global music market brings tremendous economical and cultural power. This study is conducted for the continuous growth of K-pop music in the global music market by analyzing the musical factor of K-pop's global success. The top 20 most-viewed K-pop MV on Youtube is chosen as a research subject because Youtube is a worldwide platform that reflects global popularity. For the process of K-pop music creation, the role of the composer is expanded and many overseas producers participate in music creation. All 20 songs are created by the collective creation system and there is a consecutive collaboration between the main producers and certain artists. The top 20 most viewed K-pop songs have the musical characteristics of transnational genre convergence, hook songs, sophisticated sounds, frequent use of English lyrics, a reflection of the latest global trends, rhythm optimized for dance and clear concept. It makes the K-pop song easily remembered and familiar to overseas listeners. K-pop's healthy and fresh theme brings emotional empathy and reflects Korean sentiments. K-pop's global success is not a coincidence, but a result of continuous efforts to advance overseas. Some critics criticize K-pop's musical style is similar and it shows K-pop's limitation but K-pop progressed its musical evolution. By keeping the merits of K-pop's success factors and complementing its weak points, K-pop will continue its popularity and increase influence in the global music market.

스키 스포테인먼트 실감체험플랫폼 기술

  • Kim, Chan-Gyu;An, Yang-Geun;Jeong, Gwang-Mo
    • Information and Communications Magazine
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    • v.32 no.2
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    • pp.24-33
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    • 2015
  • 본고에서는 스포츠(Sports)와 엔터테인먼트(Entertainment)를 융합하여 스포츠를 통해 "재미와 감동"을 서비스하기 위한 융합산업을 제시한다. 기존의 스포츠 경기가 가지고 있는 고전적 요소에 엔터테인먼트의 재미 및 흥행코드를 가미해 운동효과와 사실적 체험을 통한 재미의 극대화로 소비 라이프를 증진시키는 스키 시뮬레이터 동향을 살펴본다. 또한, 겨울철에 대중적인 참여가 많은 스키의 기본적인 자세를 알아보고 움직임을 분석하여 스키 스포테인먼트 실감체험플랫폼 6DOF(Six Degrees of Freedom) 적용시킨 기구 설계와 함께 사용자가 실제 스키를 타고 가는 느낌을 주기 위한 6DOF의 기구 움직임을 시뮬레이션하기 위한 가상 스키 시뮬레이션 동작 및 데이터 형식 정의에 대해 언급한다. 마지막으로 실감 재현을 위한 환경 데이터 획득 등 스키 스포테인먼트 실감체험플랫폼 개발 현황을 살펴본다.

Voice Characteristics Analysis of Main Male Actors in Korea by Applying Speech Analysis Technologies - Focused on Interview Voices (음성 분석 기술을 적용한 대한민국 주연 남자 배우들의 목소리 특징 분석 - 인터뷰 음성을 중심으로)

  • Cho, Dong-Uk;Choi, Ji-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.833-836
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    • 2015
  • 한국영화에 대한 선호도가 이미 국내에서는 외국 영화의 선호도를 넘어선지 오래된 상황이다. 그만큼 내용적으로나 영화의 완성도를 보태주는 CG 기술 등 흥행을 뒷받침 할 수 있는 요소가 충분히 갖추어 졌다는 것이다. 그러나 여기서 주목하지 않을 수 없는 것은 바로 출연 배우들의 연기력이 아닐 수 없다. 이 같은 관점에서 본 논문에서는 우선적으로 우리나라 남자 주연배우들의 인터뷰 속 목소리의 공통점은 무엇이고 이것이 의미하는 바가 무엇인 지에 대해 음성 분석 기술을 통해 이를 정량적, 시각적으로 추출, 분석해 내는 방법을 제시하고자 한다.

A music psychological study on the changing elements of music through analysis of Street Fighter II's Character Background Music (스트리트 파이터 2의 캐릭터 배경음악의 분석을 통한 음악의 변화 요소에 관한 음악심리학적 연구)

  • Kim, Byung-Hyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.103-112
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    • 2017
  • Street fighter II is a game that played an innovative role in the genre of fighting games in the 1990s. There are many elements that this game has played, but I would like to describe the character's background music. Is terms of sound, it is an excellent game with theme music suitable for twelve characters and voice that comes out when using each character's technique. Street Fighter II shows different patterns of background music depending on the charcater's fitness. I analyze it in harmonical way and try to study it form the perspective of music psychology.

Factor Analysis for Activating Game Based Digital Urban Theme Park (게임 기반 도심형 디지털 테마파크의 활성화를 위한 요소 분석)

  • Ra, Gunju;Sung, Junghwan
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.19-30
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    • 2015
  • The increasing interest in digital leisure with virtual reality has led to the emergence of digital based urban theme park. Since there were some game type based digital theme parks, which ended up failed in Korea, we analyzed game and space factors for game based digital theme park by drawing upon Maslow's need theory and the hero's journey by Joseph Campbell. We anticipate our research for analysis of game based theme park provides important groundwork on designing various digital urban theme park.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.