• 제목/요약/키워드: movie in science

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의미연결망 분석을 활용한 영화 리뷰 시각화 (A Visualization of Movie Reviews based on a Semantic Network Analysis)

  • 김슬기;김장현
    • 한국정보통신학회논문지
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    • 제23권1호
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    • pp.1-6
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    • 2019
  • 본 연구는 <네이버 영화> 페이지의 리뷰 데이터를 수집하여, 출현 빈도가 높은 단어를 중심으로 영화 관람객의 반응을 시각화하는 작업을 수행하였다. 이를 위해 총 6편의 영화를 선정하여 데이터 수집 및 정제과정을 거쳤으며, 의미연결망 분석(Semantic network analysis)을 활용하여 단어 간 관계성을 파악하고자 하였다. 데이터 시각화 작업에는 UCINET과 함께 패키지화된 NetDraw가 사용되었다. 본 연구의 시사점은 문장으로 작성된 영화 관람객의 리뷰를 키워드 중심으로 시각화하여, 소비자들의 반응을 한 눈에 확인하는 리뷰 인터페이스 구현이 가능한지 탐색하였다는 점이다. 본 연구를 통해 영화 리뷰를 구성하는 키워드를 시각화하고, 리뷰 내용에서 영화별 특성의 차이를 확인하였다는 점에서 본 연구가 의미를 가진다고 하겠다. 후속 연구는 보다 많은 영화의 리뷰를 활용할 필요성이 제기되며, 각 영화별 리뷰의 수도 비슷한 양으로 맞추어 연구에 활용해야 할 것이다.

영화속에 나타난 미래 의상 (Future Costume through Movies)

  • 이상례
    • 복식
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    • 제48권
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    • pp.133-150
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    • 1999
  • In future what kind of costume do we wear\ulcorner We can guess it is in advance through movie. Movie is a comnipresent medium and a mode of expression that reflect a distintive feature of the times like fashion. In many case costume design which belongs to a special era is based on the historic costumes but ostume design for future movie depends on the creativity of costume designer and director. Therefore it is interesting to research how costume designer get his/her design concept for future ccostume in movie how he/hse express his/her design concept through his/her costume and can we convince the design comes true practically in future. In this study I analyze the costume design of masterpieces among SF Film: (Metropolis/1926) (2001: A Space Odyssey/1968) (Star Wars/1977) (Blade Runner/1982) (The 5th Element/1977) Because this study is analyzed not through the original article but just through movie it has some limitation in exact materials or color.

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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.

Previous Satisfaction and Positive Word-of-Mouth Communication as Antecedents to Purchase Intention in Transmedia Storytelling

  • Park, Bong-Won;Ahn, Jae-Hyeon
    • International Journal of Contents
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    • 제6권4호
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    • pp.90-100
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    • 2010
  • As the reuse of content becomes a strategy for the entertainment industry, managerial insight on customers is needed to be cultivated in order to run a successful business. This study analyzes the impact of previous satisfaction on consumption intention for content in another medium. To do this, two data sets are collected: cases of movie-to-TV series and TV series-to-movie and analyze them using a structural equation modeling approach. The results of our analysis show that satisfied viewers of a movie tend to communicate their positive feelings via word-of-mouth communication and demonstrate repurchase intention of another medium afterward. However, satisfaction does not automatically lead to repurchase intention in another medium. While satisfied viewers of a TV series show a statistically positive repurchase intention for a movie, satisfied viewers of a movie do not show a direct repurchase intention for a TV series. This result demonstrates an asymmetric relationship between satisfaction and repurchase intention across media, and its strategic implications are further discussed.

잠재계층분석기법(Latent Class Analysis)을 활용한 영화 소비자 세분화에 관한 연구 (Segmentation of Movie Consumption : An Application of Latent Class Analysis to Korean Film Industry)

  • 구교령;이장혁
    • 한국경영과학회지
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    • 제36권4호
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    • pp.161-184
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    • 2011
  • As movie demands become more and more diversified, it is necessary for movie related firms to segment a whole heterogeneous market into a number of small homogeneous markets in order to identify the specific needs of consumer groups. Relevant market segmentation helps them to develop valuable offer to target segments through effective marketing planning. In this article, we introduce various segmentation methods and compare their advantages and disadvantages. In particular, we analyze "2009~2010 consumer survey data of Korean Film Industry" by using Latent Class Analysis(LCA), a statistical segmentation method which identifies exclusive set of latent classes based on consumers' responses to an observed categorical and numerical variables. It is applied PROC LCA, a new SAS procedure for conducting LCA and finally get the result of 11 distinctive clusters showing unique characteristics on their buying behaviors.

<위대한 개츠비>의 영화의상과 콜라보레이션 연구 (A Study on the Costumes and Collaborations in the movie )

  • 이희승;김지영
    • 패션비즈니스
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    • 제18권4호
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    • pp.80-96
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    • 2014
  • The purpose of this study is to consider the expression of costume through the review of cinema costumes and to provide the model of cooperation between fashion and movie industry by analysis of collaboration with fashion brands in the movie . The subjects are the 1974 film directed by Jack Clayton and the 2013 version by Baz Luhrmann. Cinema Fashion was studied by analyzing the costumes of the two main characters, Gatsby and Daisy, in each scene. Gatsby's costume appeared as a model of traditional American classic suit, sensitive G-G look that symbolizes social success and traditional casual style that reflects upper-class life style. Daisy's costume expressed pastel toned luxury flapper look, oriental art deco style, and prestigious jewelry representing high class. The collaborations with fashion brands were carried out with Ralph Lauren and Cartier in 1974 film, and Brooks Brothers, Prada, and Tiffany in 2013. The value of prestige brands that matched the images of the movie was utilized, but marketing strategies for the promotion of fashion goods were not enough in 1974 version. On the other hand, in 2013 film, the effects of collaboration of the movie and fashion brands were forecasted sufficiently and marketing campaigns for promotion were performed in a various ways. The characteristics of collaborations were as follows: (1) the usage of prestige brands value, (2) collections planning and promotion using the stories of a movie, (3) the usage of multidirectional digital media, and (4) multi-dimensional promotion using entertainment factors. In collaborations with the movie, fashion brands could make cooperative relationship to produce the positive effects for promotion and prestige image strategies and draw attention of the people to the movie and fashion.

영화관의 소비가치가 고객만족에 미치는 영향에 관한 연구: 대학생을 중심으로 (Effects of Consumption Values on Customer Satisfaction in Movie Theaters: A Focus on College Students)

  • 김기수;심재현
    • 유통과학연구
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    • 제12권4호
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    • pp.73-83
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    • 2014
  • Purpose - This study aims to classify and extend the consumer value of movie theaters into various values such as functional value, emotional value, social value, epistemic value, and conditional value based on the theory of consumption value by Sheth, Newman and Gross (1991). It also aims to verify the path structure of consumption value→customer satisfaction→behavior intention of movie theaters to confirm its generalization. Research design, data, and methodology - This study was conducted by collecting data on Kimpo university students from various areas in Incheon, Northern Seoul, Ilsan, Kyonggi Province, and Kimpo City. The survey was conducted by distributing 280 survey papers from Oct. 5 to 15, 2013 and collecting 238 of them. The final analysis used 208 questionnaires, after excluding 30 invalid responses. The statistical analysis of this study used the SPSS 19.0 statistics package. Results - The results of the survey are as follows: First, consumption values of movie theaters are classified into the following five groups: functional value, emotional value, social value, epistemic value, and conditional value. This study verified that consumption values play a role as a previous variable of customer satisfaction. Second, functional value, emotional value, and epistemic value have positive effects on customer satisfaction. On the other hand, social value and conditional value do not affect customer satisfaction. Finally, customer satisfaction has a positive impact on behavior intention. Theater users have an intention to re-use or recommend the movie theater they used when they are satisfied with a movie theater's physical environment and services. Conclusions - This study can provide academic and practical implications as follows based on the results mentioned above. First, academic implications can be found in that consumption values of movie theater users are classified into five values based on the theory of consumption value by Sheth et al. (1991). In the previous study, the service quality of a movie theater was studied based on the service quality of service encounters and a physical environment→customer satisfaction→behavior intention path structure. However, this study was verified by a consumption value→customer satisfaction→behavior intention path structure to classify consumption value, but not service quality or perceived value of quality, to confirm this generalization. Second, practical implications can be found in that the relative impact of consumption value of movie theaters on consumer satisfaction showed that functional value was followed by epistemic value and emotional value. In the previous study on movie theaters, previous variables of customer satisfaction were separated only by functional service quality including service encounters and physical environment; in some other studies, quality of service encounter had a direct effect on customer satisfaction. Accordingly, a marketing manager of a movie theater should develop various differentiated services by reflecting not only functional value such as service encounters and physical environment but also epistemic value and emotional value.

Performance Improvement of a Movie Recommendation System based on Personal Propensity and Secure Collaborative Filtering

  • Jeong, Woon-Hae;Kim, Se-Jun;Park, Doo-Soon;Kwak, Jin
    • Journal of Information Processing Systems
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    • 제9권1호
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    • pp.157-172
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    • 2013
  • There are many recommendation systems available to provide users with personalized services. Among them, the most frequently used in electronic commerce is 'collaborative filtering', which is a technique that provides a process of filtering customer information for the preparation of profiles and making recommendations of products that are expected to be preferred by other users, based on such information profiles. Collaborative filtering systems, however, have in their nature both technical issues such as sparsity, scalability, and transparency, as well as security issues in the collection of the information that becomes the basis for preparation of the profiles. In this paper, we suggest a movie recommendation system, based on the selection of optimal personal propensity variables and the utilization of a secure collaborating filtering system, in order to provide a solution to such sparsity and scalability issues. At the same time, we adopt 'push attack' principles to deal with the security vulnerability of collaborative filtering systems. Furthermore, we assess the system's applicability by using the open database MovieLens, and present a personal propensity framework for improvement in the performance of recommender systems. We successfully come up with a movie recommendation system through the selection of optimal personalization factors and the embodiment of a safe collaborative filtering system.

Usefulness and capability of three-dimensional, full high-definition movies for surgical education

  • Takano, M.;Kasahara, K.;Sugahara, K.;Watanabe, A.;Yoshida, S.;Shibahara, T.
    • Maxillofacial Plastic and Reconstructive Surgery
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    • 제39권
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    • pp.10.1-10.5
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    • 2017
  • Background: Because of changing surgical procedures in the fields of oral and maxillofacial surgery, new methods for surgical education are needed and could include recent advances in digital technology. Many doctors have attempted to use digital technology as educational tools for surgical training, and movies have played an important role in these attempts. We have been using a 3D full high-definition (full-HD) camcorder to record movies of intraoral surgeries. Method: The subjects were medical students and doctors receiving surgical training who did not have actual surgical experience (n = 67). Participants watched an 8-min, 2D movie of orthognathic surgery and subsequently watched the 3D version. After watching the 3D movie, participants were asked to complete a questionnaire. Result: A lot of participants (84%) felt a 3D movie excellent or good and answered that the advantages of a 3D movie were their appearance of solidity or realism. Almost all participants (99%) answered that 3D movies were quite useful or useful for medical practice. Conclusions: Three-dimensional full-HD movies have the potential to improve the quality of medical education and clinical practice in oral and maxillofacial surgery.

여학생의 과학에 대한 관심 고취를 위한 공상과학영화 교육매체의 활용 (Uses of Science Fiction Movie Education Materials for the Middle School Female Students to Enhance Their Interests in Science)

  • 김말진;심숙이
    • 과학교육연구지
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    • 제35권2호
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    • pp.221-229
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    • 2011
  • 여학생들의 이공계 분야의 진출을 돕기 위해 다각적으로 많은 여학생을 위한 과학교육 프로그램의 개발 및 연구가 요구되고 있다. 여학생 친화 과학교육 프로그램 개발을 위해 방학 중에 실시되는 과학캠프와 정규 학기 중에 학교를 방문하여 여학생들에게 멀티미디어 교육매체의 하나로서 공상과학 영화를 보여주고 과학적인 관심도에 대한 설문지 검사를 통하여 여학생의 과학적 관심도 변화를 측정 분석하는 선행 연구적 성격의 연구 결과를 제시한다. 일반중학교 남녀학생에게 같은 설문을 하여 남학생과 여학생간의 반응차이를 비교하여 보았으며, 분석한 결과에 따르면 영화매체를 이용한 프로그램은 남학생 보다 여학생들에게 과학적인 관심과 학습 유도의 효과가 대체로 조금 더 크게 나타남을 알 수 있었다. 나아가 영화내용의 과학적 지식에 대한 사전교육과 사후 토론 및 검토 등이 영화매체를 이용한 여학생들의 과학 친화 프로그램의 효율성을 높이는데 효과적일 수 있음이 보여졌다.

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