• 제목/요약/키워드: Movie industry

검색결과 281건 처리시간 0.021초

한국 영화산업의 수요 측면 변수 분석 (An Analysis of Demand-side Factors in Korea's Movie Industry)

  • 조병기;고찬
    • 디지털융복합연구
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    • 제8권2호
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    • pp.103-114
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    • 2010
  • 영화산업을 정확히 이해하기 위해서는 공급측면 뿐만 아니라 수요측면도 분석할 필요가 있다. 이 연구는 한국영화산업에서 1991-2008년까지의 수요측면 변수(영화 관람료, 근로일수, 근로시간, 개인소득, 프로스포츠 관중, 케이블 TV, 개봉영화편수, 스크린 수)를 분석하였다. 수요의 법칙에 따르면 가격의 인상은 수요의 감소를 가져오는데, 연구결과, 영화 관람료 인상과 영화 관객 증가가 함께 이루어졌다 영화에 대한 수요는 소득수준 및 여가시간과 갚은 상관관계를 보여 주였다. 여가와 소득의 증가는 영화에 대한 수요를 높였다. 한편, 프로스포츠가 활성화되면 영화에 대한 수요가 줄어들 것으로 기대되었으나 여가시간 증가와 함께 영화 및 스포츠 관람이 동시에 늘었다. 다양한 장르의 영화가 개봉되면 사람들의 다양한 취향을 만족시켜 영화 관람객이 늘어날 것으로 예상되었으나 실제로는 그렇지 않았다. 한편, 복합상영관 형태의 스크린 수는 영화관객의 수와 상관관계가 높았다.

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워드 임베딩과 CNN을 사용하여 영화 리뷰에 대한 감성 분석 (Sentiment Analysis on Movie Reviews Using Word Embedding and CNN)

  • 주명길;윤성욱
    • 디지털산업정보학회논문지
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    • 제15권1호
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    • pp.87-97
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    • 2019
  • Reaction of people is importantly considered about specific case as a social network service grows. In the previous research on analysis of social network service, they predicted tendency of interesting topic by giving scores to sentences written by user. Based on previous study we proceeded research of sentiment analysis for social network service's sentences, which predict the result as positive or negative for movie reviews. In this study, we used movie review to get high accuracy. We classify the movie review into positive or negative based on the score for learning. Also, we performed embedding and morpheme analysis on movie review. We could predict learning result as positive or negative with a number 0 and 1 by applying the model based on learning result to social network service. Experimental result show accuracy of about 80% in predicting sentence as positive or negative.

웹툰에서 영화로의 매체전환 성공 사례 연구 - 영화 <신과함께-죄와 벌>을 중심으로 - (Successful Case Studies of Media Conversion from Webtoon to Movie - Focusing on the Movie -)

  • 박찬익
    • 디지털산업정보학회논문지
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    • 제14권2호
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    • pp.61-67
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    • 2018
  • This media conversion in which webtoons are remediated to movies and dramas has taken off since the mid-2000s. Webtoons may be favorable for media conversion into movies and dramas as the story as finished and has proven to be fun with a fixed readership: however, only a small number of webtoon were successful box office hits or received high viewer ratings. Then in 2017, the movie based on the webtoon, succeed in attracting more more then 10 million viewers. In this regard, this study derived the success factors by comparing and analyzing the narrative structure and visual elements of , which was the biggest hit movie, with the original webtoon. The case analysis showed that there are two necessary elements for success: a text configuration of strategy optimized for media conversion, which is based on understanding the different media characteristics of webtoon and movie; and a configuration strategy that exaggerates the personalities of the characters and compresses the story of a webtoon which features various events and many characters in a long series, in consideration of the characteristics of movie which needs to give a big impact in 2 hours.

영화산업에서의 마케팅 전략 : 투자 결정 게임 모형을 중심으로 (Marketing Strategies in the Film Industry: Investment Decision Game Model)

  • 황희중
    • 유통과학연구
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    • 제13권10호
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    • pp.109-114
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    • 2015
  • Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.

A Study on the Predictive Analytics Powered by the Artificial Intelligence in the Movie Industry

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • 제10권4호
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    • pp.72-83
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    • 2021
  • The use of the predictive analytics (PA) powered by the artificial intelligence (AI) is more important in the movie sector during the COVID-19 pandemic, because Hollywood witnessed the impact of the 'Netflix Effect' and began to invest in data and AI. Our purpose is to discover a few cases of the AI centered PA in the movie industry value chain based on five objectives of PA: Compete, grow, enforce, improve, and satisfy. Even if movie companies' interest is to predict future success for competing with over-the-tops (OTTs) at a first glance, it is observed, once they start to use the PA with the AI, they try to utilize the enhanced PA platforms for remaining four objectives. As a result, ScriptBook, Vault, Pilot, Cinelytic and Merlin Video (Merlin) are use cases for the objective 'compete.' Movio of Vista Group International and Datorama of Salesforce are use cases for the objective 'grow.' Industrial Light & Magic (ILM) and Geena Davis Institute on Gender in Media (GDI) with Disney are use cases for the objective 'enforce.' Watson, Benjamin, and Greenlight Essential are use cases for the objective 'improve.' Disney Research (DR) with Simon Fraser University and California Institute of Technology is the use case for the objective 'satisfy.'

수요변화에 따른 영화 상영관 입지의 공간적 재구조화 (Spatial Restructuring of Movie Theather Locations)

  • 이금숙
    • 지역연구
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    • 제9권2호
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    • pp.71-87
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    • 1993
  • The purpose of this study is to analyze the restructuring processes of the locations of service industry whose demand has been decrease rapidly. The demand of movie theater has been change dramatically during the last three decades. the spatial distribution patterns of movie theaters have been changed according to the changes in the demand. In order to investigate the locational charateristics of movie theaters, in seoul we surveyed the consumer's behavior. We focused on the study to examine the relationships between the locations of movie theaters and transportation development. Especially, We look at the impacts of the development of subway networks on the locations of movie theaters in Seoul. The dvelopment of subway networks has played a very of movie theaters location. The hierarchicla structures of movie theaters have also chaged. Inspite of declining in the demand for movie theater, the number of first-run movie theaters has been increased continuously. The number of second-run movie theaters has been decreased dramatically. Some of them has been upgraded to first-run theater and some of them has been smallized. But, most of them have been closed. An the other hand the quality of movie theater facilities tends to be higher, while the sizes of movie theaters tends to be smallized.

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게임 다큐멘터리 분석 - Indie Game: The Movie를 중심으로 (Analysis of Game Documentary - Focused on Indie Game: The Movie)

  • 한석희
    • 한국컴퓨터게임학회논문지
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    • 제31권4호
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    • pp.37-50
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    • 2018
  • 본 연구는 2012년 6월 출시된 게임 다큐멘터리 "인디 게임: 더 무비"를 다각적으로 분석한다. 게임산업이 발달함에 따라, 게임 관련 영상들도 제작되고 있다. 기존의 게임 다큐멘터리는 일반적으로 유명 게임 또는 게임 유저의 성공에 중심을 맞추었고 그 이유에 대해 다루었다. 그러나 "인디 게임: 더 무비"는 유명하거나 거대한 기업 출신이 아닌 인디 게임 개발자에 중점을 두었다. 게임 엔진의 발전으로 인해, 오늘 날 인디 게임은 인디 게임 개발자가 자유롭게 자신만의 게임을 개발 할 수 있는 새로운 트렌드가 되었다. 본 연구의 목적은 인디 게임 개발자의 삶을 연구하고 어떻게 그리고 왜 그들이 자신만의 게임을 개발하는지에 대한 탐구이다. 구체적으로, 본 연구는 "인디 게임: 더 무비"를 1) 스토리 2) 갈등과 해결 3) 형식적 구성요소 4) 시퀀스 구성요소로 분석한다. 그 결과, "인디 게임: 더 무비"는 인터뷰가 주를 이루고 있는 점과 인디 게임 개발자들이 자신들의 자존심과 자아정체성 때문에 자신만의 게임을 개발하는 것을 보여준다. 다시 말해, 본 다큐멘터리 분석을 통하여, 인디 게임 개발자들이 겪는 현실과 게임 산업에서의 인디 게임의 다양한 모습들을 탐구한다.

존 카메론 밋첼의 영화 <헤드윅>에 나타난 복식에 관한 연구 (A Study on the Costumes expressed in the John Cameron Mitchell's Movie )

  • 서은혜;김혜정
    • 패션비즈니스
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    • 제16권2호
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    • pp.163-179
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    • 2012
  • Among diverse cultural types which can be shown in movie, 'Subculture' is young culture that resist to major culture. It shows its belief and identity via its own style. Their 'Subcultural Style' became popular with mass media and has been affected to major cultures. Therefore, in this research, with times background as postmodernism in end of 20th century and mainly with movie which is about sexual minorities, I analyzed categories of costumes in the movie. Hedwig's rock costume shows combined fashion with hippie, punk, glam, kitsch, goth styles from the impact of postmodernism in mid 20th century. Tommy, showed his relief and defiant intention against old generations with grunge casual and graffiti styles. After he realized Hedwig's identity and showed defiant goth rock style as a famous rocker. The band, "Angry Inch", showed dissatisfaction and cynical attitude against the American society through subculture styles. Through this research, the fact that movie costume used a tool to show human's identity and value. Also, I can see that movie costume shows times and cultural phenomenon in the end of 20th century and through this, it was confirmed that this contributes to crease new fashion style through them.

3D 영상 평가를 위한 탐색적 분석 (Exploratory analysis of 3D stereoscopic video measurement)

  • 정동훈;양호철
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.225-235
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    • 2010
  • People are getting more interested in 3D stereoscopic movie, but due to the sudden concern, there is less research how 3D stereoscopic movie influence on people. The present research aims at developing 3D stereoscopic movie measurement. For this, we tested three variables which are perceived functionality, impression, and presence. Perceived functionality is defined as how people perceive functions of 3D stereoscopic movie for instance depth, and impression is defined as how people integrate various information as a total image. Finally, presence is a psychological state that individual's perception fails to accurately acknowledge the role of the technology in the experience. As a result, perceived functionality consists of four factors, impression consists of eight factors, and presence consists of three factors. As an exploratory research, we cannot guarantee the validity of the measurement, but as a seminal research it is worthwhile to pay attention.

온라인 구전과 영화 매출 간 상호영향에 관한 연구: 한국 영화 산업을 중심으로 (Simultaneous Effect between eWOM and Revenues: Korea Movie Industry)

  • 배정호;심범준;김병도
    • Asia Marketing Journal
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    • 제12권2호
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    • pp.1-25
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    • 2010
  • 기존 영화 산업에서 구전의 크기는 매출에 영향을 주지만 방향성은 영향을 주지 못하는 것으로 연구되었다(Liu 2006). 하지만, 이러한 분석 방법을 국내 영화 데이터에 동일하게 적용시켜 본 결과, 구전의 방향성도 영화의 매출에 영향을 주는 것으로 밝혀졌다. 이는 아시아 지역의 소비자들에게서 나타나는 독립적 자아관점과 북미 지역의 소비자들에게서 나타나는 상호의존적 자아관점의 차이로 인해 나타난 결과로 보인다. 즉, 국내 소비자의 경우는 영화를 선택/관람함에 있어 타인의 평가가 영향력을 주기 때문에 구전의 방향성도 유의한 양(+)의 값을 가진다. 기존의 연구에서는 구전의 크기가 일방적으로 매출에 영향을 미친다는 가정을 통해 영화 산업의 구전효과를 분석했으나, 이는 발생된 매출이 구전의 크기에 미치는 영향을 간과한 것이다. 따라서 매출이 구전에 미치는 효과까지 고려하여 연립방정식(Simultaneous Equation)을 통해 구전의 크기와 매출 간 상호 관계를 추정한 결과, 구전의 방향성은 위의 분석과 동일하게 영화 개봉 후 지속적으로 매출에 양(+)의 영향력을 미치는 것으로 나타났다. 하지만, 구전의 크기는 매출의 원인이 되는 것이 아니라, 오히려 매출이 증가하여 구전의 크기가 증가하는 것이라는 결과를 보여주었다. 즉, 개봉 후 1주차에는 소비자들이 영화를 선택할 때 구전의 크기와 방향성이 동시에 고려되지만, 2주차 이후로는 구전의 크기는 매출에 영향을 미치는 변수가 아니라, 매출의 증가에 따른 결과라는 사실이 밝혀졌다.

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