• Title/Summary/Keyword: 장르의 다양성

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A Study of metamorphosis in Contemporary Metal-craft (현대 금속공예에서의 형질변환에 관한 연구)

  • 임옥수
    • Archives of design research
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    • v.13 no.4
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    • pp.43-56
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    • 2000
  • The purpose of this thesis is to investigate about the various metamorphosis methodology, which is one of the specific skill being used widely in contemporary metal-craft. Even though this methodology is being investigated actively in the other genre, it is not easy to find the example and various experimentation for further expression than in metal craft. The metamorphosis had been dealed little by little before the metal-craft is being modernized. Recentely, the experimentation is more deeply and widely held; because the deconstruction methodology, which is the skill to express the differance in the meaning: material's archetype and dealing with the symbol and metaphorical meanings concealed, is being developed. The special skills of the metamorphosis are Mokumegane, reticulation, Fusing, and electro form Mixed Media metamorphosis; these investigation is being further developed with metal alloy methodology.

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Comparative Study on Characteristics of Sports Movies between Korea and the U.S. (한국 및 미국 스포츠 영화 콘텐츠 특성에 대한 탐색적 연구)

  • Jeong, Eun-Jeong;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.152-161
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    • 2011
  • This study examines characteristics of sports movies between Korea and the U.S. Especially, this paper focuses on three different characteristics including structural, internal characteristics and performance of sports movies. The major results are as follows: firstly, there were similarities between two countries in terms of opening year, genre, classification but movie subjects. More specifically, movie opening years were not related to global sports events. In addition, most sports movies were mainly produced by human genre and all age movie classification. However, in terms of sports subjects, although Korean movies were constructed by baseball game, the U.S. movies were based on football game. Secondly, there were also similarities between both sports movies in terms of external characteristics such as gender difference of hero or heroine, internal story structure and their story sources. Most of sports movies have used real stories as movie story. Finally, although many of the U.S. sports movies recorded the high degree of expenditures, three movies recorded the high degree of movie consumption.

A Study on the Plurality of Pictorialism (픽토리얼리즘(Pictorialism)의 다원성에 대한 고찰)

  • Ha, yun-soon
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.345-346
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    • 2013
  • Painting and Photography have been developed by exchanging the influence mutually as a new expressive form of art, and the medium and the genre in terms of formal experiments. Variety of artistic fields such as theater, film, art, photography, literature, dance, music abuse the idea of Interdisciplinary Art in the name of art via digital process based hybrid media arts.

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Implementation of Analysis of Book Contents Genre and Visualization System based on Integrated Mining of Book Details and Body Texts (도서 데이터와 본문 텍스트 통합 마이닝을 기반으로 한 도서 콘텐츠 장르 분석 및 시각화 시스템 구현)

  • Hong, Min-Ha;Park, Kyoung-Hoon;Lee, Won-Jin;Kim, Seung-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.27-29
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    • 2015
  • 최근 IT기술의 발달로 인하여 다양한 분야에서 IT기술을 활용한 융합기술의 시도가 많아지고 있다. 특히 인터넷의 발달과 전자책(e-Book) 시장규모가 커짐에 따라 도서에 대한 정보가 많아지고 있으며, 이러한 정보를 분석하여 활용하는 서비스 시스템에 대한 관심이 높아지고 있다. 하지만 현재 서비스되고 있는 대부분의 온라인 서점에서는 도서의 기본 서지정보와 같이 도서 본문 내용과는 무관한 출판사나 서점에서 도서를 관리하기 위한 정보만을 제공하고 있으며, 도서에 대한 다양한 정보를 활용한 키워드 추출 및 장르 분류를 통한 검색의 효율성 제공이 미흡한 현실이다. 본 논문에서는 도서의 본문 텍스트 정보를 마이닝 처리하여 도서 페이지의 흐름에 따라 포함되어있는 장르를 분류하고 이에 대한 결과를 사용자에게 친화적인 시각화 기법으로 제공되는 시스템을 설계하고 구축하였다. 제안한 서비스 시스템은 의미 분석을 기반으로 도서 정보의 구체적, 실제적, 직관적 정보를 제공하여 도서 추천 서비스에 활용될 것이다.

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Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.62-69
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    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.

Examining Genre Tastes of Hollywood Movies in Korea (할리우드 영화의 장르별 수용 : 한국 영화시장에서의 문화적 할인현상을 중심으로1)

  • Park, Seung Hyun;Chang, Jeong-Heon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.511-551
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    • 2014
  • This study has examined genre tastes of Hollywood movies in Korea. A concept of cultural discount suggests that Hollywood film in foreign countries would be received differently according to its specific attributes. Following the suggestion of cultural discount, this study examines how local reception of Hollywood movies is different in Korea, focusing on film genre, production budget, and U.S. box office. The results show that genres are useful variables for such analysis, indicating that certain film genres are indeed suffering from relatively high cultural discount at the level of Hollywood movie import/distribution. Comedy, specifically, constitutes the crucial particularistic movie genre. However, this study does not find out any significant effect of movie genres on the box office in Korea, controlling the effect of U.S. box office and production budget. As Hollywood studios have recently produced multi-genre movies rather than genre-specific movies to induce a variety of audience who have different movie tastes, the influences of cultural discount disappeared among imported Hollywood movies in Korea. This study also reveals that Hollywood movies of high production budget and of successful U.S. box office are more preferred in Korea.

Study on Cruelty in the Horror Comics : Focusing on of Ito Junji (공포만화의 잔혹성에 관한 연구 : 이토준지의 <토미에>를 중심으로)

  • An, So-Mi
    • Cartoon and Animation Studies
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    • s.23
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    • pp.19-33
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    • 2011
  • There are the various genres such as current affairs, romance, academy, Wuxia, sports, psychology, learning, living and horror in cartoons. Among them, the horror comics are based on the story full of real or realistic subject or exaggerated imagination. The horror comic by Ito Junji have gone through the various printings for the classes of readers since it was introduced in this country. This study has begun from necessity of research on the effect of the horror comics genre on the readers by analysis. among Ito Junji's horror comics makes its own cruel horror image by giving a very unrealistic situation to the usual structure of horror genre. The cruel horror comics rouse significance of the analysis of the genre as one genre of the comics. has the 'catastrophe' effect for the readers who want to enjoy and deny it at the same time by stubbornly describing aspect of 'cruelty' of the horror things. This study aims to research 'cruelty of portrayal' of in terms of human psychology.

Performance Improvement of a Movie Recommendation System using Genre-wise Collaborative Filtering (장르별 협업필터링을 이용한 영화 추천 시스템의 성능 향상)

  • Lee, Jae-Sik;Park, Seog-Du
    • Journal of Intelligence and Information Systems
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    • v.13 no.4
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    • pp.65-78
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    • 2007
  • This paper proposes a new method of weighted template matching for machine-printed numeral recognition. The proposed weighted template matching, which emphasizes the feature of a pattern using adaptive Hamming distance on local feature areas, improves the recognition rate while template matching processes an input image as one global feature. Template matching is vulnerable to random noises that generate ragged outlines of a pattern when it is binarized. This paper offers a method of chain code trimming in order to remove ragged outlines. The method corrects specific chain codes within the chain codes of the inner and the outer contour of a pattern. The experiment compares confusion matrices of both the template matching and the proposed weighted template matching with chain code trimming. The result shows that the proposed method improves fairly the recognition rate of the machine-printed numerals.

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The Relationship between Contemporary Jazz Rhythm and Polyrhythm (현대 재즈리듬과 폴리리듬과의 관계)

  • Kim, Hyoun-Jong
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.864-867
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    • 2011
  • 본 논문에서는 드럼연주에 있어서 라이드 심벌 비트(ride cymbal beat)를 중심으로 현대 재즈리듬과 폴리리듬과의 연관성에 관하여 생각해 보고자 한다. 현대는 아주 다양한 장르의 음악들이 서로서로 영향을 주고받고 있기 때문에 다양한 음악을 수용하는 특징을 가지고 있는 재즈에서의 리듬은 어느 한 가지로 단순히 정의할 수 없다. 그러나 재즈의 전통적인 측면에서 볼 때 그 변화를 이야기 할 수 있는 리듬은 보편적인 재즈리듬이라 일컬어지는 스윙리듬(swing rhythm)이다. 이러한 스윙리듬은 현대의 폴리리듬을 이전보다 더 정교하게 연주하는 연주인들의 영향으로 말미암아 재즈의 역사 속에서 변화해 온 것과 다르게 좀 더 음표의 정의에 맞게 연주되는 경향이 생겼다. 이것은 어떤 면에서 전통적인 재즈리듬의 느낌, 혹은 개개인의 개성이 다소 사라지고 좀 더 기계화, 정형화되었다는 것을 의미한다.

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Analysis of the production process of composite works using dance and visual media (무용과 영상미디어를 활용한 융복합 작품 제작과정 분석)

  • Yoon, Jeong Jin;Ahn, Byoung Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.297-298
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    • 2018
  • 현대예술에서는 장르의 통합, 형식의 파괴 예술과 디지털과의 융합 등 다양한 매체들이 서로 섞여 다각적으로 활용하게 되었다. 영상미디어와 무용의 융합은 앞으로 예술발전에 그 기능의 효과를 최대화하고 새로운 영역으로의 발전가능성이 제기되고 있다. 본 연구는 무용에서의 영상미디어 도입과 활용의 발전과정을 살펴보고 작품 제작과정을 통하여 공연에서의 영상 미디어 활용에 따른 표현의 극대화 추구가 앞으로 공연예술에서 다양한 표현으로 해석될 수 있는데 목적이 있다. 연구결과는 다음과 같다. 첫째, 영상 미디어 활용효과는 작품의 리얼리티를 더하고 움직임이 표현하고자 하는 것을 장면전환과 함께 효과적으로 전달 할 수 있게 됨을 알 수 있다. 둘째, 무용 공연에 나타난 영상미디어 활용효과는 공간의 범위를 조절할 수 있고 무대공간을 유동적으로 확장시킴으로 자유로운 표현이 가능하다. 따라서 무용과 영상미디어의 융합은 새로운 무용의 이미지 개발에 기여하고 움직임에 있어서 독창성을 극대화시킬 수 있다.

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