• Title/Summary/Keyword: the audience

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Using the Hierarchical Linear Model to Forecast Movie Box-Office Performance: The Effect of Online Word of Mouth

  • Park, Jongmin;Chung, Yeojin;Cho, Yoonho
    • Asia pacific journal of information systems
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    • v.25 no.3
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    • pp.563-578
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    • 2015
  • Forecasting daily box-office performance is critical for planning the distribution of marketing resources, and by extension, maximizing profits. For certain movies, the number of viewers increases rapidly at the beginning of their theatrical run, and the increments slow down later. Other movies are not popular in the beginning, but the audience sizes grow rapidly afterward. Thus, the audience attendance of movies grow in different trajectories, which are influenced by various factors including marketing budget, distributors, directors, actors, and word of mouth. In this paper, we propose a method for predicting the daily performance trajectory of running movies based on the hierarchical linear model. More specifically, we focus on the effect of online word of mouth on the shape of the growth curves. We fitted the mean trajectory of the cumulative audience size as a cubic function of time, and allowed the intercept and slope to vary movie-to-movie. Moreover, we fitted the linear slope with a function of online word of mouth predictors to help determine the shape of the trajectories. Finally, we provide performance predictions for individual movies.

A Study on the Facility Design for People with Disabilities that Considers the Preservation Environment of Castle Heritage - Focused on the Castle Heritage in England - (성곽문화재 보존환경을 고려한 장애인 편의시설 디자인에 관한 연구 - 영국 성곽문화재를 중심으로 -)

  • Lee, Keon ha;Lee, Woong gu;Kim, Young eun
    • KIEAE Journal
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    • v.12 no.5
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    • pp.63-70
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    • 2012
  • In order to set the direction of providing facility for the utilization of castle heritage, as well as to establish the method for securing access and determine installation criteria in consideration of preservation environment, an analysis was carried out on the cases of having secured access for people with disabilities in England for the advanced utilization of castle heritage. As the result of the analysis, the planning factors of the facility for people with disabilities in England for the utilization of castle heritage were deduced as follows: 1) The plan for facility was focused on the disabled using wheelchairs and visually impaired persons, rather than on services for hearing-impaired persons and people with learning disability. 2) As for audience movement line plan, regular route was used for audience movement line to lead them in a single direction. 3) As for the provision of prior access information, 3 stepwise access grades were established for the facility information plan of heritage. 4) As for information service by disability type, models were provided; and complementary explanation was provided by using text, drawing, picture, video and voice. 5) Rest spaces were secured where audience could look out upon castle heritage. For the utilization of castle heritage, it is necessary to develop planning factors of the facility design for people with disabilities according to its characteristics.

A Study of Aleksandr Vampilov's Play and Film (알렉산드르 밤필로프 희곡의 영상화 연구 《9월의 휴가》를 중심으로)

  • Ahn, Byong Yong
    • Cross-Cultural Studies
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    • v.29
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    • pp.7-24
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    • 2012
  • "Duck Hunting" is the most psychological play with unique structure written by Aleksandr Vampilov. The play describes protagonist hero's furious behavior with psychological instability, therefore, this play tends to be recognized as serious and complicated one. After the death of Vampilov, "Duck Hunting" was reproduced as a film, titled as "Vacation in September." This study is designed to shed light on the play's psychological-dramatic factors by focusing on the structure of narrative and spatial-temporal objet. Also, this study compared the screenshots of the play with their textual meanings, then concentrated on main character's psychological features. By focusing on protagonist hero's mind, this study tries to look into the features of the play and its meanings for modern period. The film's plot is a kind of story telling structure based on main character's memory. The short stories of main character represents that Jilov(main character's name)'s losing his own life. The audience can acknowledge that Jilov's life as a duck hunter who is cynical, ideological, lazy, and self-interest oriented person. This play provokes the audience to compare their life to Jilov's one because such comparison helps the audience recognize their lives as surplus style of life with nihilism. Jilov as a character represents one of Soviet's generation with the feeling of great loss in 1960s.

A Study on the Performativity of the Audience and Learners through the Operaestate Exhibition Festival (Operaestate 전시 축제 사례를 통해서 본 관객과 학습자의 수행성에 관한 연구)

  • Park, Nahoon
    • Trans-
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    • v.9
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    • pp.1-15
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    • 2020
  • The most prominent phenomenon in performing arts in recent is the social sharing of art products. As a result of the city's reinterpretation of each local government, production of performances, activation of performances outside the theater, and performances performed in streets and specific spaces and public spaces deviate from traditional theater-based performance forms through social communication and expansion. Also, it is seen as an effort to expand the delinquency of the act. Furthermore, it can be said that this proves the publicity of contemporary performing arts. I will research the audience and learners through the Opera Estate festival, a recent exhibition in the Balsano del Grappa, Italy, which is based on the site-specific performance form that has been actively conducted several years ago.

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A Study On Audial and Visual Information Transfer System for the disable and general Audience (시청각 장애관객 및 일반 관객을 위한 오디얼, 비주얼 정보 전달 시스템 연구)

  • Lee, Dong-Hun;Jang, Tae-Soo;Shin, Ho
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.756-762
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    • 2009
  • The interest of show industry as leisure and culture bring about quantitative increase of public facility. It indicate the effort of bring culture benefits to the disable and the general who want detail information. Especially, there is less technology and service to help them. So it is very necessary method which is using the audial and visual transfer technology to solve the limitation. This study aimed at indicating the method that applied the audial and visual transfer technology which are useful for both The disable and General Audience.

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Representation of Space in A Brighter Summer Day (<고령가 소년 살인사건>의 공간성 연구)

  • Ghe, Woon-Gyoung
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.121-128
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    • 2015
  • This study analyzes the space in A Brighter Summer Day, covering the meaning of space from inside to outside of the film extended. A violent spaces in the inside causes Xiao Si'r's homicide, including society, house, and school. In the external space, the film's form presents director's attitude and will resisting against dominant system of society with an audience's space. The audience join the space being the director's intention, actively interpreting this film, doing self-reflection and taking an opportunity for social participation.

Development of an Interactive Video Installation Based on Zhuangzi's Butterfly Dream (장자 나비의 꿈을 소재로 한 인터렉티브 비디오 구현)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.29-37
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    • 2011
  • As a field in Digital Arts, interactive video introduced the mirror metaphor to the foundation of media, given its characteristic as a medium that extracts an audience image in a particular perspective. The interactive video work introduced in this paper addresses conceptual topics in the extension of Zhuangzi's Butterfly Dream and illustrates the technological approaches that employ an intensity-based computer vision processing in order to obtain the silhouette of audience for multiple graphical butterflies to draw an audience image. Users generate narratives in the interaction with the projected image. Sound is used in order for the system to provide augmented perception in the space and to add more rooms for narratives. The computer vision and the graphics methods introduced in this paper are suggested as tools for interactive video.

Narrative Analysis of Season2: Based on the Competition and Training (<프로듀스 101> 시즌2의 서사연구 경쟁과 육성을 중심으로)

  • Yu, Lulu;Nam, Yoonjae
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.503-518
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    • 2018
  • This study conducted a narrative analysis on the audition program, season2 which was the most popular in Korean in 2016, focusing on the competition and training participators. Results indicated that the narrative structure of the program had three factors; 1) the competition, 2) training, and 3) audience participation. And, season2 was a talent program employing the process of survival and elimination to develop an idol group with audience participations.

Logistic regression analysis of newspaper readers characteristics affecting regular subscription (종이신문 열독자의 특성이 정기구독 여부에 미치는 영향에 대한 로지스틱 회귀분석)

  • Lee, Seyoung;Kim, Jaehee
    • The Korean Journal of Applied Statistics
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    • v.32 no.5
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    • pp.653-669
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    • 2019
  • The development of new media has gradually decreased the use of newspapers, which had previously occupied the largest share of media. Subscriptions have declined gradually and fell to 14 percent in 2016. This study explores the effects of Newspaper reader's characteristics on regular newspaper subscriptions. The data used for analysis was provided by the Korean Press Foundation and Media Audience Awareness Survey Data in 2016 and 2017. We considered gender, age, education, income, number of days of reading, reading time and amount of reading as the characteristics of the reader. Multiple logistic regression was fitted and interpreted to see what characteristics affect regular subscription.

Representation Strategy for Participatory Spectatorship in Silence (<도가니>의 참여적인 관객성을 위한 재현전략)

  • Ghe, Woon-Gyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.85-92
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    • 2014
  • This study analyzes what kind of representation strategies make popularity in Silence. As audiences come together in cyber public sphere, 'participatory spectatorship' is made. Its sources are classical narrative mode and collective memories which are the devices to goad audience to anger. Silence reveals self-reflexivity because fact-based film has effect on allowing the audience to be aware of the reality constantly. However, the devices which maximize audience's anger aroused ethical controversy. Silence's unethical expression is the strategy for representing the popularity and the methodology for social ethics.