• Title/Summary/Keyword: 장르의 다양성

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Changes of Programming of General Programming Channels (종합편성채널의 편성변화)

  • Han, Jinmann;Zhoujing, Zhoujing;Joo, Chungmin
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.258-266
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    • 2016
  • This study analyzes what contents the general programming channels have been programming since they opened in December, 2011. The findings reveal that their programming tends to center on specific genres such as news, current affairs, variety shows etc., although the general programming channels have programmed diverse contents. This study also shows that the concentrated programming of these genres has been intensified in all the general programming channels as time goes by. The ratio of re-run is shown to be comparatively high, reaching the level of 50%. Thus, it is necessary that they program more diverse genres in order to satisfy the original purpose of the introduction of the general programming channels and to provide the audience with more chances to select programs.

A Impact of Technological Regime of Game Engine upon Game Development Performance (게임 엔진의 기술 체제에 따른 게임 개발 성과 차이에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.79-91
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    • 2010
  • The research empirically analyzes the impact of technological regime of game engine upon game development performance. The results indicate that, first, technological regime of game engine determines game's genre distribution. Secondly, user friendly game engine regime(modular, generic and integrated API engine) induces higher genre diversity and lower genre concentration ratios. Thirdly, user friendly game engine regime(modular, generic and integrated API engine) is becoming more applied recently. Fourthly, innovation types and price types of game engine do not influence upon game engine trades. Those results point out that game engine's technological regime influences directly game development application and user friendly regime is increasingly more standardized.

Men Watching Melodrama: The Middle-Aged Male's Viewing Experience of Women's Genre (멜로드라마 보는 남자들: 중년 남성의 여성 장르 시청 경험에 관한 연구)

  • Kang, Seung-Hwa;Im, Yung-Ho;Noh, Tae-Min
    • Korean journal of communication and information
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    • v.58
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    • pp.201-221
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    • 2012
  • The male audience for melodrama, a typical women's genre, has drawn little attention in the audience research. Thus, this paper examines how and in what context they watch it, as well as how they accept and rationalize their 'feminine' taste. And in-depth interviews were conducted with seven middle-aged males. While they acknowledge their feminine taste, they tend to legitimize and re-contextualize it in ways that may not contradict their notion of masculinity. Consequently, they often demonstrate seemingly contradictory attitudes oscillating between enjoying it and distancing themselves from their please of viewing. Yet, their acknowledgement of feminization hardly extends to an acceptance of being labelled 'feminine' men. They attempt to distance themselves from emotional engagement in television viewing, either through emotional self-censorship or under-valuation of the taste for the genre itself. Finally, they hardly connect their taste for the genre to a sort of active post-viewing practices of fandom. The results have considerable implications for understanding how the melodrama-viewing males keep traversing the boundaries of gender-specific genres, and reconstitute the notion of masculinity.

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A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

A study on the Television Split-Screen with a composition for the visual effects (텔레비전 화면분할 기법과 시각적 구성 형식에 관한 연구)

  • Hahm, Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2008.05a
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    • pp.77-80
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    • 2008
  • 최근 텔레비전 화면 구성에서 활용되고 있는 화면분할 기법은 영상의 다양성과 동시성을 전달하는 시각 커뮤니케이션의 기능적인 역할을 충족하고 있다. 또한 다양한 장르에서 활용되고 있는 화면분할 기법은 유행적 패턴의 약호의 작용으로 드러나고 있다. 따라서 본 연구에서는 화면분할의 기법의 의미화 효과를 통한 장르별 특성을 살펴보고, 시각 커뮤니케이션의 기능적인 역할에 대해 살펴보고자 한다.

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Correlation between Stories and Emotional Responses for American Movies (영화 스토리와 관객 감성반응과의 상관성에 대한 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.13-19
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    • 2021
  • While watching the movie, the audience shows various emotional reactions. Emotional reactions such as sadness and anger, joy and anger appear depending on the storyline of the film. This aspect can be seen through the audience's brain wave response. This study is to examine the relationship between the movie story development and the movie story development through brain wave measurement of the emotional reaction of the audience in situations and events occurring in the movie development. Four American films, which represent each genre and are well known to many people, were selected for the study. These are of the adventure genre, of the animation genre, of the action genre, and of the drama genre. In order to measure the emotional response of these movies, four cases were set centered on the PPG of EEG and analyzed as a time series graph pattern. It can be seen that the emotional response on the graph has a certain relationship with the story development. It is expected that this study will help in selecting a genre when making a movie in the future, especially when deciding how to compose and develop a story, and it will help to induce the emotions of the audience.

Analysing Scenario by Animation Genre and Development Plan (애니메이션 장르별 시나리오 분석 및 발전방안)

  • Lee, Tae-Gu;Lee, Hwa-Ja
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.41-52
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    • 2006
  • Animation, presenting laughing, tears and inspiration to the audience, can be classified into several genres according to the structure of scenario and storytelling in the same ways as for movie. This classification of scenario genre and scenario writing is based on the writing for a play. Scenario writing and genre classification that were discussed mainly in the movie theory books has been applied to the animation in spite of the difference of the production technique and storylines. Animation finds its academic values as a movie art due to its frame-by-frame filming technique and the diversity in the production. Since the number of scenario writers for animation is much smaller than that of movie in Korea, it is needed to set an academic basis for the classification of genre and scenario writing. In this study, academic basis for the classification of the genre by the analyzing the animation works.

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The Study on Musical Influences between Jazz and Classical Music (재즈와 클래식음악과의 상호교류에 대한 고찰)

  • Oh, Han-Seung
    • Proceedings of the KAIS Fall Conference
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    • 2011.12a
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    • pp.7-10
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    • 2011
  • 본 논문에서는 19세기 이후 클래식음악에 영향을 미친 재즈음악과, 클래식음악이 어떤 방식으로 재즈라는 음악을 음악적 표현 도구로 사용했는지를 살펴보았다. 재즈는 현대 클래식음악에 즉흥성, 창의성, 독창성 등의 다양한 측면에서 영향을 주었다는 점이 두 음악 장르의 상호 영향을 살피는데 중요한 점이라고 할 수 있다.

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Materiality for Producing the Title Sequence of Film (영화 타이틀시퀀스 제작을 위한 물질성)

  • Shin, Seung-Yun;Kim, Mi-Jin;Mun, Yo-Han
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.160-169
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    • 2013
  • The materials used in the title sequence connotes a style & a content of film comprehensively. Therefore, the effect of emotional expression can be changed according to what materials are selected. Thus, the materials of which 42 title sequences are collected for the last 10 years are classified, and the category of materiality & material degree are defined with the semiotic rectangle. To investigate intensity of the material degree, the survey was done. As a result of the survey, the intensity was classified into 3 levels of material degree. The category of materiality used according to the genre of film was analyzed. As a result of the analysis, the materiality was selected according to the content regardless of genre, but there's any difference in the material degree. The intense material degree was used in a thriller and an SF mystery genre, and the medium one was used in the general genre, but, above all, drama and action genre. The weak one was used in a variety of genre, but specifically horror, SF mystery genre. It is significant that this study suggested the expression method in accordance with selection of materials in producing a title sequence to visualize film symbolically.

Determinants of Diversity in Cultural Consumption among People in their 20s (20대 문화 소비의 다양성 결정 요인에 대한 탐색적 연구: 문화 자본, 콘텐츠 장르 이용 특성, 인구사회 요인의 영향)

  • Kim, Seul Gi;Chon, Bum Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.762-771
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    • 2016
  • This study examined determinants of diversity in cultural consumption among people in their 20s. The main results are following; firstly, this study explored determinants of diversity in nine cultural consumption. The results showed that diversity of cultural consumption was determined by three factors such as current interests in cultural fields, content preferences based on broadcasting genres, and income. Although current interests in cultural fields and content preferences based on broadcasting genres were positively correlated to cultural consumption, income was negatively correlated. Next, this study examined diversity in cultural consumption in terms of two separate orientations such as highbrow and mass cultures. The results showed that diversity of highbrow culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and income. Also, diversity of mass culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and education period for classic music including opera and chorus.