• 제목/요약/키워드: internet movie

검색결과 144건 처리시간 0.021초

ActiveX 컨트롤 패드를 이용한 동적홈페이지의 설계와 구현 사례 (Case Study of Building Dynamic Homepage Using ActiveX Control Pad)

  • 우원택
    • 한국산업정보학회논문지
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    • 제8권2호
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    • pp.108-118
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    • 2003
  • 본 연구는 마이크로소프트사가 개발한 ActiveX 컨트롤 기술을 이용하여 동적인 홈페이지를 제작하는 사례를 설계하고 구현 해 봄으로써 ActiveX 컨트롤의 사용가치와 이의 활용방안을 알아보고자 함에 있다. 이를 위해 첫째, 비주얼베이직과 자바를 이용한 웹 프로그래밍 기술과 ActiveX 컴포넌트의 기능을 알아보고 둘째, 웹 프로그래밍의 역사와 ActiveX 프로그램과의 관련성과 현재 대두되고 있는 XML 웹서비스 기술과의 비교를 통하여 웹 프로그래밍 기술을 이해하고 셋째, ActiveX 컨트롤 패드를 이용하여 실제로 동적 홈페이지를 구성하는 사례를 설계하고 구현해 봄으로써 이의 활용가치를 알아보고자 하였다. 연구결과 자바 애플릿에 대응하는 기술로 마이크로소프트가 OLE기술을 확장하여 만든 ActiveX컨트롤은 프로그램의 재사용, 개발시간 단축과 프로그램의 기능과 품질향상에 기여하여 인터넷 내지 인트라넷용 프로그램 개발 등에 쉽게 이용될 수 있는 가능성을 보여주었으나 플랫폼 독립적이지 못하고 윈도우에서만 사용 가능한 제한점을 보여주었다.

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Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • 제11권2호
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

현대패션에 반영된 판타스틱(The Fantastic)의 표현특성 (The Expression Characteristics of the Fantastic Reflected on the Contemporary Fashion)

  • 긴동욱;최정화
    • 한국의류학회지
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    • 제35권4호
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    • pp.396-407
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    • 2011
  • Various media are expanding the fantastic expression methods and sphere wider than now. As an intermediate for expressing fully self-desires, fashion of the day has surfacing an important concept called fantastic that does not exist and surpasses reality in expressing the ideal body of a desiring body. Goth and cospre are personal expressions of movie costumes that visualize virtual reality as representative of fantastic fashions. The fantastic is a modem concept putting together SF, fantasy, magical realism, fable, and surrealism. Studies in fashion fields related to fantastic have treated fantastic illiberally and peripherally owing to the centering on the SF genre or fantasy. The thesis that dealt with an important fashion as an external favorite as well as the socio-cultural contents of the expressed body in genre expression remains inadequate. In research methods, this study carried out theoretical reviews on the concept and characteristic of the fantastic through literature data that includes local and international theoretical books, monographs, and dissertations that are related to the fantastic. The experimental analysis was executed by collecting fashion works shown after 2000 and included in special fashion editions, collection magazines, Internet materials, and monographs. The results show that the categorization of expression characteristic (according to fantastic spheres) appeared as 5 kinds such as uncanny borderline, cyborg grotesque, heroic superman, myth allegory, and unconscious meaninglessness.

코스프레 코스튬의 특성 (Chracteristics of Cosplay Costume)

  • 조현진;조우현
    • 한국의상디자인학회지
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    • 제8권2호
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    • pp.109-123
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    • 2006
  • Cosplay is compound of 'costume' and 'play' and teenagerses disguise equally with populace star or cartoon master who like and it is typical culture of character generation as play that imitate to dress and hair style, gestures. Type of cosplay costume get devided as following according to cosplay object. Animation cosplay costume represent person who appear in cartoon and animation equally. Fan cosplay costume imitates entertainer or celebrity. Game cosplay costume represent character of internet on-line Same. Movie cosplay costume is more realistic than animation or game Character as that imitate moviestar. Character cosplay costume is used by commerce purpose brand or event. Characteristics that appeared commonly in types of cosplay costume are as following. First, cosplay costume is consisted of peculiar mechanism that cosplayer perform series progress such as work selection, design development, manufacture, production, acting alone in aspect of Performance costume. Second, according to cosplay object, degree of representation became different. Character is stronger, because the characteristic is emphasized, tendency that degree of reproduction becomes low showed. Third, cosplayer's distiction appeared according to material selection, design development method and analysis.

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다운로드 기반의 주문형 비디오 서비스에서 다중 지수를 고려한 동영상 프리페칭 기법 (Multi-index Prefetching Mechanism for Download-based Video on Demand Services)

  • 문양찬;임민규
    • 전기학회논문지
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    • 제66권8호
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    • pp.1257-1264
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    • 2017
  • In video content watching service, when a user requests video content, the content server has to transmit the entire video to the client for watching. This transmission delay increases as the size of video content increases. In order to solve the transmission delay problem, a prefetching technique can be used in which a video content to be watched by a user is predicted and transmitted to a client before the user requests it. In this paper, we propose a prefetching system considering multiple indices for video content. In the proposed method, video content to be prefetched is selected by comprehensively analyzing the order relation index indicating the order of viewing the videos of the users, the similarity index between the video contents, and the popularity index reflecting the viewing frequency of the video content. Experimental results show that the maximum accuracy is achieved when prefetching uses only the order relation index for movie contents.

IP Studio Infrastructure intended for Modern Production and TV broadcasting Facilities

  • Mfitumukiza, Joseph;Mariappan, Vinayagam;Lee, Minwoo;Lee, Seungyoun;Lee, Junghoon;Lee, Juyoung;Lim, Yunsik;Cha, Jaesang
    • International journal of advanced smart convergence
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    • 제5권3호
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    • pp.61-65
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    • 2016
  • In the TV broadcasting, movie production and business the transportation of video between creators (programmers, studios) and distributors (broadcast and cable networks, cable and satellites companies) is still a mix of File Transfer Protocol (FTP), physical delivery, and expensive multicast satellite. Cloud-based file sync-and-share providers like Dropbox and box are playing an increasing role, but the industry's unique demands for speed and multicasting have fueled the growth of IP Video transport. This paper gives a solid grasp of the major elements of IP video technology, including content preparation, system architecture alternatives and network performance management.

문자열 커널을 이용한 인터넷 영화평의 감정 분석 (A Sentiment Analysis of Internet Movie Reviews Using String Kernels)

  • 김상도;윤희근;박성배;박세영;이상조
    • 한국정보과학회 언어공학연구회:학술대회논문집(한글 및 한국어 정보처리)
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    • 한국정보과학회언어공학연구회 2009년도 제21회 한글 및 한국어 정보처리 학술대회
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    • pp.56-60
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    • 2009
  • 오늘날 인터넷은 개인의 감정, 의견을 서로 공유할 수 있는 공간이 되고 있다. 하지만 인터넷에는 너무나 방대한 문서가 존재하기 때문에 다른 사용자들의 감정, 의견 정보를 개인의 의사 결정에 활용하기가 쉽지 않다. 최근 들어 감정이나 의견을 자동으로 추출하기 위한 연구가 활발하게 진행되고 있으며, 감정 분석에 관한 기존 연구들은 대부분 어구의 극성(polarity) 정보가 있는 감정 사전을 사용하고 있다. 하지만 인터넷에는 나날이 신조어가 새로 생기고 언어 파괴 현상이 자주 일어나기 때문에 사전에 기반한 방법은 한계가 있다. 본 논문은 감정 분석 문제를 긍정과 부정으로 구분하는 이진 분류 문제로 본다. 이진 분류 문제에서 탁월한 성능을 보이는 Support Vector Machines(SVM)을 사용하며, 문서들 간의 유사도 계산을 위해 문장의 부분 문자열을 비교하는 문자열 커널을 사용한다. 실험 결과, 실제 영화평에서 제안된 모델이 비교 대상으로 삼은 Bag of Words(BOW) 모델보다 안정적인 성능을 보였다.

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On the Relationship between College Students' Attitude toward the Internet and their Self-directed English Learning Ability

  • Park, Kab-Yong;Sung, Tae-Soo;Joo, Chi-Woon
    • 한국컴퓨터정보학회논문지
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    • 제23권2호
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    • pp.117-123
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    • 2018
  • This article is to investigate the possibility that project-based classes introducing mobile phones can replace the monotony of traditional classes led by teachers as well as they can encourage students to take active part in the classes to some extent. The students in groups choose a genre for their own video projects (e.g., movie, drama, news, documentary, and commercial) and produce the video contents using a mobile phone for presentation made at the end of a semester. In the sense that the students are allowed to do video-based mobile phone projects, they can work independently outside of class, where time and space are more flexible and students are free from the anxiety of speaking or acting in front of an audience. A mobile phone project consists of around five stages done both in and outside of the classroom. All of these stages can be graded independently, including genre selection, drafting of scripts, peer review and revision, rehearsals, and presentation of the video. Feedback is given to students. After the presentation, students filled out a survey questionnaire sheet devised to analyze students' responses toward preferences and level of difficulty of the project activity. Finally, proposals are made for introduction of a better mobile phone-based project classes.

실시간 동영상 구현을 위한 모바일용 OLED 제어기 설계 (Design of an OLED Controller to Display Realtime Moving Pictures on Mobile Display)

  • 조용성;이용환
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2005년도 추계종합학술대회
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    • pp.877-880
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    • 2005
  • DMB 서비스의 상용화 및 3D 게임, 휴대용 인터넷, 영화서비스 등의 멀티미디어 서비스를 위하여 최근 모바일용 기기에 VGA급 이상의 컬러 FPD의 채택이 본격화 하고 있다. VGA급 이상의 화면에 30fps의 실시간 동영상을 디스플레이 하려면 소프트웨어를 통한 구현방법은 프로세서의 성능이 이에 미치지 못하기 때문에 구현이 어렵고, 전용 하드웨어를 구성하여야만 풀 프레임의 동영상지원이 가능하다. 본 논문에서는 모바일 디스플레이 장치의 실시간 동영상 구현을 위한 flash memory controller, OLED interface로 이루어진 OLED 제어기를 제안하고 이를 FPGA로 구현하여 성능을 평가하고자 한다.

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해외 현지신문의 한·중·일 문화콘텐츠 관련 기사의 내용분석 연구 -말레이시아, 싱가폴, 몽골, 우즈베키스탄, 스페인을 중심으로- (Content Analysis of the Articles of the Overseas Local Newspapers on the Culture Contents of Korea, China, and Japan -Focusing on Malaysia, Singapore, Mongolia, Uzbekistan, and Spain-)

  • 안춘순
    • 한국의류학회지
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    • 제40권6호
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    • pp.1100-1115
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    • 2016
  • This research investigated the relative influence of culture contents from Korea, China, and Japan published in the internet version of local newspapers for Malaysia, Mongolia, Uzbekistan, and Spain (from January 2010 to December 2014) and from Singapore (January 2012 to December 2014) using content analysis focused on the frequency distribution of newspaper content. 'Food' showed the highest appearance frequency of the 11 culture contents investigated in the study. Among the articles related to Korea, 'Pop Music' showed the highest frequency for Malaysia, Uzbekistan, and Spain and 'Star' showed the highest frequency for Singapore and Mongolia. Among the Hallyu related contents, 'Pop Music' showed the highest frequency followed by 'Star', 'Movie', and 'Drama'. Articles related to Korea showed a significantly higher frequency than articles related to China and Japan in 'Pop Music' and 'Star' categories. Spain showed articles related to Korea only in the 'Pop Music' category.