• Title/Summary/Keyword: 장르화

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An Analysis of Changes in Korean Online-game Market : Focusing on Azuma Hiroki's Postmodern Consumption Theory (국내 온라인게임시장 변화에 대한 분석 : 아즈마 히로키 포스트모던 소비이론을 중심으로)

  • Kim, Ye-Sol;Jin, Hyun-Joung
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.665-680
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    • 2020
  • This study analyzed changes in Korean online-game market from RPG to MOBA and FPS/TPS genre, based on Azuma Hiroki's database consumption theory. After selecting the representative game for each genre: World of Warcraft, League of Legends, and Overwatch, we analyzed the games' story, characters, progress, and simulacre produced by game users. The results of this study confirmed that changes in popular genre in the domestic online-game market proceed from consumers' verging toward database consumption. We also found that Korean game users prefer smaller stories and characters based on database, and that consumers have produced more rigorous simulacre than those in other cultural areas and re-databased it for next consumption. This study is the first to analyze changes in the domestic online-game market and adds a contribution to the literature in terms of incorporating Azuma Hiroki's consumption theory into the domestic game market.

A Corpus-based Study of Translation Universals in English Translations of Korean Newspaper Texts (한국 신문의 영어 번역에 나타난 번역 보편소의 코퍼스 기반 분석)

  • Goh, Gwang-Yoon;Lee, Younghee (Cheri)
    • Cross-Cultural Studies
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    • v.45
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    • pp.109-143
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    • 2016
  • This article examines distinctive linguistic shifts of translational English in an effort to verify the validity of the translation universals hypotheses, including simplification, explicitation, normalization and leveling-out, which have been most heavily explored to date. A large-scale study involving comparable corpora of translated and non-translated English newspaper texts has been carried out to typify particular linguistic attributes inherent in translated texts. The main findings are as follows. First, by employing the parameters of STTR, top-to-bottom frequency words, and mean values of sentence lengths, the translational instances of simplification have been detected across the translated English newspaper corpora. In contrast, the portion of function words produced contrary results, which in turn suggests that this feature might not constitute an effective test of the hypothesis. Second, it was found that the use of connectives was more salient in original English newspaper texts than translated English texts, being incompatible with the explicitation hypothesis. Third, as an indicator of translational normalization, lexical bundles were found to be more pervasive in translated texts than in non-translated texts, which is expected from and therefore support the normalization hypothesis. Finally, the standard deviations of both STTR and mean sentence lengths turned out to be higher in translated texts, indicating that the translated English newspaper texts were less leveled out within the same corpus group, which is opposed to what the leveling-out hypothesis postulates. Overall, the results suggest that not all four hypotheses may qualify for the label translation universals, or at least that some translational predictors are not feasible enough to evaluate the effectiveness of the translation universals hypotheses.

Pairwise fusion approach to cluster analysis with applications to movie data (영화 데이터를 위한 쌍별 규합 접근방식의 군집화 기법)

  • Kim, Hui Jin;Park, Seyoung
    • The Korean Journal of Applied Statistics
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    • v.35 no.2
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    • pp.265-283
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    • 2022
  • MovieLens data consists of recorded movie evaluations that was often used to measure the evaluation score in the recommendation system research field. In this paper, we provide additional information obtained by clustering user-specific genre preference information through movie evaluation data and movie genre data. Because the number of movie ratings per user is very low compared to the total number of movies, the missing rate in this data is very high. For this reason, there are limitations in applying the existing clustering methods. In this paper, we propose a convex clustering-based method using the pairwise fused penalty motivated by the analysis of MovieLens data. In particular, the proposed clustering method execute missing imputation, and at the same time uses movie evaluation and genre weights for each movie to cluster genre preference information possessed by each individual. We compute the proposed optimization using alternating direction method of multipliers algorithm. It is shown that the proposed clustering method is less sensitive to noise and outliers than the existing method through simulation and MovieLens data application.

Characteristics and Meanings of the SF Genre in Korea - From Propaganda of Modernization to Post-Human Discourse (한국 SF의 장르적 특징과 의의 -근대화에 대한 프로파간다부터 포스트휴먼 담론까지)

  • Lee, Ji-Yong
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.33-69
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    • 2019
  • This thesis aims to reveal the meanings of SF as a genre in Korea. Most of the studies on the characteristics of SF novels in Korea have revealed the meanings of characteristic elements of SF, or peripherally reviewed the characteristics of works. However, these methodologies have a limitation, such as analysis through the existing methodologies, while overlooking the identity of SF texts with the characteristics as a genre. To clearly define the value of texts in the SF genre, an understanding of the customs and codes of the genre is first needed. Thus, this thesis aims to generally handle matters like the historical context in which Korean SF was accepted by Korean society, and the meanings and characteristics when they were created and built up relationships with readers. In addition to fully investigating SF as a popular narrative & genre narrative that has not been fully handled by academic discourses, this thesis aims to practically reconsider the present/future possibilities of SF, which is currently being reconsidered given that the scientific imagination is regarded as important in the 21st century. This thesis considers the basic signification of Korean SF texts in academic discourses. Through this work, numerous Korean SF that have not been fully handled in the area of literature and cultural phenomena will be evaluated for their significance within the academic discourses, and also reviewed through diverse research afterwards. As a result, this work will be helpful for the development of discourse and the expansion of the Korean narrative area that has been diversely changed since the 21st century.

A Faceted Classification Analysis of TV content: Using News and Current Affairs Programs (패싯분석 기법을 적용한 방송자료의 내용 구조화에 관한 연구: 시사보도 뉴스 프로그램을 대상으로)

  • Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.313-329
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    • 2014
  • This study aims to provide intellectual access to TV content using faceted classification. In order to describe the content of news and current affairs programs, a faceted approach was explored. Based on the Ranganathan's PMEST formula, the basic facets - 'who', 'what', 'how', 'where', 'when' - and their sub-facets were created, specifically for describing the news genre. Additionally, the formal structure and the contextual features of the news genre were mainly considered for creating sub-facets. These created facets were applied to a news genre program. The result shows that these suggested facets are useful for representing well the contextual components of the news genre. The application of faceted classification is expected to improve the identification of the specific TV content.

Fun Factors by Game Genre (게임의 장르별 재미 요소)

  • Park, Chan-Il;Yang, Hae-Seung;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.20-29
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    • 2007
  • The ultimate purpose of producing game is to make successful sale as making players to be fun. We have to identify fun factors of game and analyze player activities more detail to make fun game. In this paper, we compare game fun factors and select the most detailed one of them and then computed weight factors with AHP method. Based on survey of game players of the selected fun factors, we quantified satisfaction of game fun factors. The result of this paper can be used for assessment of game fun satisfaction and establish game development strategy to implement fun factors according to game genre.

Design and Implementation of the NonTargeting AOS Online Game (논타겟팅 AOS 온라인 게임 설계 및 구현)

  • Lee, HyoungGu;Jeon, Ik Jae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.25-34
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    • 2014
  • In this paper, the weak point of AOS jenre online game which occupies the majority of Korea game market of 2014 year is analyzed and to solve the problem, the enhanced design and implementation content is introduced. The proposed game is based on the custom AOS jenre format but has the TPS view and nontargeting format to enhance the action feel. To enhance the game quality, graphics, animation, effect and sound resources are organized. Game server is implemented by multithread of IOCP model to support many clients. The technical issue and design method of client and server are described.

A Feminist Psychological Analysis on the Playful Embracement of Boys' Love Manga (여성심리학 관점에서 분석한 남성동성애만화(Boys' Love manga)의 유희적 수용)

  • Yang, Sungeun
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.510-520
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    • 2018
  • This study explored the phenomenon of heterosexual women embracing Boys' Love manga within the heteronormativity context from a feminist psychological perspective. Specifically, the issue of genre characteristics of Boys' Love manga, women's psychological mechanism of reading Boys' Love manga, and the functions and effects of embracing Boys' Love manga were discussed. As a theoretical framework of analysis, I started from the classical psychoanalysis and critically adopted the concepts of the various camps of feminism, queer theory, and Huizinga's Homo Rudens. The results show that Boys' Love manga can be classified as a sub-category of the romance genre, which fulfills heterosexual women's desires of eternal love and equal partnership. From these wish-fulfilling fantasies, heterosexual women attempt to be decontextualized from the heteropatriarchism, to enjoy distancing and voyeuristic separation from the characters in the texts, and to disturb the dichotomous gender system through gender reversal identification. These processes, which can be regarded as a women's play challenging sexual rigorism, ultimately bring about an awareness of the female sexual subjectivity.

Comparative study of application method of OSMU(One-source Multi-use) in digital contents creation (디지털 영상콘텐츠의 원소스 멀티유스(One-Source Multi-Use) 제작방식 비교 연구)

  • Choi, Jeung-Il
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.551-560
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    • 2008
  • The basic strategy of OSMU(One-source Multi-use) in digital image is a marketing that applying one source to other genres for leverage based on that cross-referencing in different genre enabled that one material(one-source) has synergy effect when reproduced to various products(multi-use) as cultural sources are available through on-line and digital format. Recently, according to the characteristics of culture industry with Window Effect, many culture contents such as movies, games, animations and characters are carefully planned at its design stage to get the maximum effect. Especially, the fact that one leading-trend source makes it easier to produce additional products with the least cost is observed and it enables organized management which resulted in low marketing and PR cost. This paper confirmed that OSMU strategy in Korea mainly get started from online to offline comparing to Japan and USA.

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A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.