PREDICTING ANIMATED FILM OF BOX-OFFICE SUCCESS WITH NEURAL NETWORKS

2015 ◽  
Vol 77 (23) ◽  
Author(s):  
Riwinoto, M.T. ◽  
Selly Artaty Zega ◽  
Gia Irlanda

Animation industry involves huge funds in production process and its success will give  great income. Predicting the box-office of animated film has become an interesting topic to be discussed, because past studies are shown to be contradictory. Sharda and Delen conducted a similar study that used seven parameters, i.e. MPAA rating, competition, star value, genre, special effects, sequel and number of screens; and generated pinpoint accuracy (i.e. Bingo) with 36.9% and within one category (1-Away) with 75.2%. The authors proposed new and simple parameters that can be used to predict the success of animated films, i.e. the actors/actress, animation studio, genre, MPAA rating and the sequel of the film. These five parameters are relatively simple because it can be easily collected. In this study, the use of neural networks in predicting the financial performance of 120 animated films from 1995 until 2013 was explored. There are three categories of financial performance that become the class label of this study, they are: low, medium and high. Our prediction result in bingo is 58% and 1-away is 89,7%. By using the simple parameters, this study can reach a better accuracy. It is expected that this prediction can help animation film industry to predict the expected revenue range before its theatrical release.  

2021 ◽  
Vol 36 (3) ◽  
pp. 316-325
Author(s):  
Oscar Gordon Wong ◽  
Imelda Ann Achin

2019 is a phenomenal year for the development of the Malaysian animated film industry as it has successfully produced two superheroes animated films in total. However, the animated film industry in Malaysia is still not competitive at the international level. This can be seen from the 17 animated films that have been produced from 1998 to 2019, only two superheroes animated films managed to get the attention of the audience. This is due to the lack of knowledge of the concept and function of the hero character in animated films. Therefore, the main objective of this paper aims to demonstrate how the Hero’s Journey narrative structure can be applied in BoBoiBoy Movie 2 (2019). This research method involves the use of video analysis tools namely Kinovea and Motion Picture Analysis Worksheet to explain on how the Hero’s Journey of this film conveys the storytelling. The results of this study found that each semicircle Hero’s narrative structure has an important meaning across from one half-circle to the other half-circle. As a result, it explains the concept of peace and chaos as well as stasis and changes in the narrative structure of superhero animated films. This paper will provide information to researchers on the importance and use of the Hero’s Journey approach to analyze superhero animated films.


2017 ◽  
Vol 9 (17) ◽  
Author(s):  
David Fernando Lozano Treviño ◽  
José Nicolás Barragán Codina ◽  
Sergio Armando Guerra Moya ◽  
Paula Villalpando Cadena ◽  
María Eloísa Treviño Ayala ◽  
...  

Abstract. This document is intended to capture the marketing factors impact in the spectator purchase decisions of ticket at the box office in Monterrey and it metropolitan area, thereby increasing the income of the Mexican Motion Pictures Production Organizations (OPCM). Reference is made to the Mexican booming film industry of the 40´s generating economic and cultural wealth. We analyze the recent performance of Mexican and U.S. cinema referencing to the years from 2002 to 2007. We discuss some factors that can be used as supportingtools for marketing by de OPCM in their productions, such as special effects, enhancing the club effect, merchandising, genre and film classification, as well as the release date. We study in detail the marketing main factors used by the OPCM: advertising, critics, talent, recommendations and availability in theaters; and through the application of a poll and a linear regression analysis, we determine the impact of these on box office revenues.Keywords: advertizing, availability in theaters, critics, pictures, recommendations, talentResumen. El presente documento tiene como finalidad plasmar el impacto que tienen los factores mercadológicos en las decisiones de compra de un boleto en taquilla por parte de los espectadores de Monterrey y su área metropolitana; incrementando así los ingresos de las Organizaciones de Producción Cinematográficas Mexicanas (OPCM). Se hace referencia a la pujante industria cinematográfica mexicana de los años 40 generadora de riquezas económicas y culturales. Se analiza el desempeño reciente del cine mexicano y estadounidense tomando como referencia los años comprendidos del 2002 al 2007. Se comentan algunos factores que pueden emplearse como herramientas de apoyo al marketing por parte de las OPC en sus producciones, como lo son los efectos especiales, potenciar el efecto club, merchandising, la clasificación y el género del film y la fecha de estreno. Se estudian detalladamente los principales factores mercadológicos utilizados por las OPC: publicidad, crítica, talento, recomendaciones y disponibilidad en cartelera; y mediante la aplicación de una encuesta y un análisis de regresión lineal, se determina el impacto queéstos tienen en los ingresos en taquilla.Palabras clave: crítica, disponibilidad en taquilla, películas, publicidad, recomendacionestalento


Animation ◽  
2017 ◽  
Vol 12 (1) ◽  
pp. 28-44
Author(s):  
Hang Wu

The animated film Me & My Mum was released in mainland China and Hong Kong in 2014 and proved to be a huge box office hit, cashing in on the existing McDull animated films that are hailed as the best animations in Hong Kong. Previous scholarship suggests that the McDull animated film series is a symbol of Hong Kong local culture; it serves as a repository of the changing landscapes of Hong Kong and demonstrates hybrid identities. However, this article argues that the McDull animated film series is more translocal than local, a fact which reveals the dynamics of the Hong Kong–mainland China relationship after Hong Kong’s return to Chinese sovereignty in 1997. The translocalized McDull series demonstrates an obsession with Chineseness which helps to evoke the national identity. By aestheticizing powerlessness as cuteness through anthropomorphic animals, the McDull series used to be highly political; they grappled with the wounds of society in Hong Kong. However, the articulation of a well-rounded McDull in the translocalized film Me & My Mum indicates that it is conforming to the Chinese Communist Party’s ideology of ideal children while the political power of aestheticizing powerlessness is repressed, revealing the dominant power of the Chinese film market.


JURTEKSI ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 183-192
Author(s):  
Neni Mulyani

Abstrack:To produce a 3D animated film requires a long process flow so that the processing time of manufacture is also prolonged. This is a constraint in the development of the local animation film in Indonesia for a long time will lead to high production costs making it difficult to compete commercially with animated films from abroad who have abundant funds and the support of various parties in the country. Therefore, efforts to improve the competitiveness of local animated film and one of these efforts is by analyzing the stages of the manufacturing process and apply it to the process of making the actual 3D animated film.In general there are three stages of the filmmaking process, namely the 3D animation pre-production, production and post-production. Although this time the animation industry in Indonesia has not been detailed separates each of these stages, but still be important for designing detail the activities of these stages, in order to see the strengths and weaknesses of each process that existed at that stage. Therefore, this study was conducted with the hope to provide recommendations to improve the local animation industry. Keywords: 3D Animation, Animation Film Pre-Production Stage, Princess Peacock Orange  Abstak: Untuk menghasilkan sebuah film animasi 3D membutuhkan alur proses yang panjang sehingga waktu pembuatannya juga berlangsung lama. Ini yang menjadi kendala dalam perkembangan film animasi lokal di Indonesia karena waktu yang yang panjang akan mengakibatkan tingginya cost production sehingga sulit untuk bersaing secara komersial dengan film animasi dari luar negeri yang memiliki dana berlimpah dan dukungan dari berbagai pihak di negaranya. Untuk itu diperlukan upaya untuk meningkatkan daya saing film animasi lokal dan salah satu upaya tersebut adalah dengan menganalisa tahapan-tahapan proses pembuatan dan menerapkannya pada proses pembuatan film animasi 3D yang sebenarnya.Secara umum ada 3 tahapan proses pembuatan film   animasi 3D yaitu  pra produksi, produksi dan paska produksi. Meskipun saat ini industri animasi di Indonesia belum secara detail memisahkan setiap tahapan tersebut, namun tetap menjadi penting untuk merancang detail aktifitas dari tahapan tersebut, dengan tujuan untuk melihat kekuatan dan kelemahan dari setiap proses yang ada pada tahapan tersebut. Kata Kunci: Animasi 3D, Tahap Pra Produksi Film Animasi, Putri Merak Jingga 


2021 ◽  
Author(s):  
Oscar Gordon Wong ◽  
Imelda Ann Achin

Tahun 2019 meletakkan Malaysia dalam kegemilangan filem bergenre adiwira. Dua penerbit besar, iaitu Animonsta Studio menghasilkan BoBoiboy Movie 2 dan WAU Animation Studio menghasilkan Ejen Ali The Movie, masing-masing menghasilkan keunikan watak adiwira dan kuasa mereka tersendiri. Namun begitu, industri filem animasi daripada genre adiwira masih berada di tahap yang tidak mampu berdaya saing. Hal ini dapat dilihat daripada 17 buah filem animasi yang dihasilkan daripada tahun 1998 tahun sehingga tahun 2019, hanya empat sahaja filem adiwira berjaya mendapat perhatian penonton. Animasi merupakan medium emosi, namun pemfokusan ke arah visual dalam reka bentuk watak dan naratif penceritaan sahaja tidak memadai. Sebaliknya, sebuah penceritaan mengajak audiens untuk masuk ke dalam posisi adiwira dan melihat dunia mereka melalui visual penonton. Oleh itu, objektif utama penulisan ini bertujuan menganalisis fasa perubahan arka watak adiwira Boboiboy dalam filem animasi BoBoiBoy Movie 2 (2019). Reka bentuk kajian ini merupakan kualitatif berbentuk analisis deskriptif dan menggunakan model The Character Arc yang diperkenalkan oleh Vogler (2007) menerusi bukunya bertajuk, The Writer's Journey. Kajian ini mendapati fasa perubahan watak adiwira Boboiboy dapat dilihat menerusi tindakan dan penampilannya. Perubahan ini dipengaruhi daripada dua dunia yang berbeza, iaitu dunia biasa dan dunia khas. Boboiboy menjalani 12 fasa konflik dalaman yang berbeza sehingga mencapai kejayaan dan memperoleh kuasa luar biasa untuk dikongsi sebagai rahmat bersama. Diharapkan dapatan analisis ini dapat dijadikan kayu ukur dalam aspek perkembangan watak dan perwatakan, sekali gus memberangsangkan lagi minat audiens.   The year 2019 marks the heyday of superhero films in Malaysia. BoBoiboy Movie 2 was produced by Animonsta studio, and Agent Ali The Movie was produced by WAU Animation studio, with each producing their own unique superhero characters and powers. Nonetheless, the animated film industry in the superhero genre remains uncompetitive. As shown by the 17 animated films made between 1998 and 2019, only four superhero films captured the public imagination. Although animation is an emotional medium, focusing solely on the visuals in character design and storytelling narrative is insufficient. Instead, a narrative invites the audience to put themselves in the place of superheroes and experience their world through the audience’s eyes. As a result, the main objective of this article is to examine the arc of the superhero character Boboiboy in the animated film BoBoiBoiBoy Movie 2 (2019). This study’s design is qualitative in the form of descriptive analysis, and it employs the model of The Character Arc introduced by Christopher Vogler (2007) in his book The Writer’s Journey. This research shows that the character of the superhero Boboiboy’s phase of change can be seen through his actions and appearance. These transitions are shaped by two distinct worlds, the ordinary and the extraordinary. Boboiboy goes through 12 stages of internal conflict before achieving success and gaining extraordinary powers to share as a collective privilege. It is hoped that the results of this study will be used as a benchmark for character growth and characterization while also stimulating the audience’s interest.


Author(s):  
Christopher Holliday

The Computer-Animated Film: Industry, Style and Genre is the first academic work to examine the genre identity of the computer-animated film, a global phenomenon of popular cinema that first emerged in the mid-1990s at the intersection of feature-length animated cinema and Computer-Generated Imagery (CGI). Widely credited for the revival of feature-length animated filmmaking within contemporary Hollywood, computer-animated films are today produced within a variety of national contexts and traditions. Covering thirty years of computer-animated film history, and analysing over 200 different examples, The Computer-Animated Film: Industry, Style and Genre argues that this international body of work constitutes a unique genre of mainstream cinema. It applies, for the very first time, genre theory to the landscape of contemporary digital animation, and identifies how computer-animated films can be distinguished in generic terms. This book therefore asks fundamental questions about the evolution of film genre theory within both animation and new media contexts. Informed by wider technological discourses and the status of animation as an industrial art form, The Computer-Animated Film: Industry, Style and Genre not only theorises computer-animated films through their formal properties, but connects elements of film style to animation practice and the computer-animated film’s unique production contexts.


Projections ◽  
2020 ◽  
Vol 14 (2) ◽  
pp. 102-123
Author(s):  
Kata Szita ◽  
Paul Taberham ◽  
Grant Tavinor

Bernard Perron and Felix Schröter, eds., Video Games and the Mind: Essays on Cognition, Affect and Emotion (Jefferson, NC: McFarland, 2016), 224 pp., $39.95 (softcover), ISBN: 9780786499090.Christopher Holliday, The Computer-Animated Film: Industry, Style and Genre (Edinburgh: Edinburgh University Press, 2018), 272 pp., $39.95 (paperback), ISBN: 9781474427890.Aubrey Anable, Playing with Feelings: Video Games and Affect (Minneapolis: Minnesota University Press, 2018), 200 pp., $25.00 (paperback), ISBN: 9781517900250. and Christopher Hanson, Game Time: Understanding Temporality in Video Games (Bloomington: Indiana University Press, 2018), 296 pp., $38.00 (paperback), ISBN: 9780253032867.


Author(s):  
Pablo Romero-Fresco

Despite their importance in the reception and distribution of films, translation and accessibility have traditionally been neglected in the film industry. They are regarded as an afterthought, which results in translators being isolated from the creative team and working in conditions that hamper their attempts to maintain the filmmaker’s original vision. As a potential solution to this problem, accessible filmmaking (AFM) aims to integrate translation and accessibility into the production process through the collaboration between the creative team and the translator. This chapter outlines, firstly, the theoretical framework that underlies AFM, drawing on both translation/media accessibility and film studies and incorporating the notion of the global film. It then reviews the application of AFM in the filmmaking industry through the collaboration between accessible filmmakers and directors of translation and access. Finally, it introduces a new engagement-based approach to media accessibility that has resulted from AFM and compares it to the comprehension-based approach that has traditionally been used in this area.


Computers ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 79
Author(s):  
Graham Spinks ◽  
Marie-Francine Moens

This paper proposes a novel technique for representing templates and instances of concept classes. A template representation refers to the generic representation that captures the characteristics of an entire class. The proposed technique uses end-to-end deep learning to learn structured and composable representations from input images and discrete labels. The obtained representations are based on distance estimates between the distributions given by the class label and those given by contextual information, which are modeled as environments. We prove that the representations have a clear structure allowing decomposing the representation into factors that represent classes and environments. We evaluate our novel technique on classification and retrieval tasks involving different modalities (visual and language data). In various experiments, we show how the representations can be compressed and how different hyperparameters impact performance.


Author(s):  
Hannah Garcia Doherty ◽  
Roberto Arnaiz Burgueño ◽  
Roeland P. Trommel ◽  
Vasileios Papanastasiou ◽  
Ronny I. A. Harmanny

Abstract Identification of human individuals within a group of 39 persons using micro-Doppler (μ-D) features has been investigated. Deep convolutional neural networks with two different training procedures have been used to perform classification. Visualization of the inner network layers revealed the sections of the input image most relevant when determining the class label of the target. A convolutional block attention module is added to provide a weighted feature vector in the channel and feature dimension, highlighting the relevant μ-D feature-filled areas in the image and improving classification performance.


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