• Title/Summary/Keyword: 장르 다양성

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The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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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.

Method of Using Disease in Television Drama (인기 TV 드라마에서 질병을 활용하는 방법)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.351-365
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    • 2017
  • Illness has long been an important plot device in Korean dramas. In earlier years, the device typically was supposed to be in the form of a terminal bodily disease occurring for the female main character toward the end of the story. On the other hand, the latest trend is to situate a mental illness for the male lead character at the earlier part, and use it as a tool to build characters, construct causal relations and set the intense tone for the overall story. The mental illness as a plot device helps to provide a series of reversals, revelations and turnarounds, giving viewers a stronger sense of intensity, empathy and identification. While the illness used to play the role of a deus ex machina to make a big emotional finish, the latest adoption of the mental illness as a main plot device has enhanced the flexibility of the plot and the effect of versimilitude in dramas. These noticeable changes make one suspect that the focus of Korea's drama contents might have already begun to grow out of the conventional soap operas into different genres.

Analysis on Annual Film Distribution Portfolio of Lotte Entertainment (영화 투자배급사의 연간 포트폴리오 분석: 롯데엔터테인먼트를 중심으로)

  • Park, Seung Hyun;Ju, Young Kee
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.83-92
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    • 2014
  • We examined the annual film distribution portfolio of a Korean film distributor, Lotte Entertainment, investigating how the company puts big-budget films and low-budget movies together. As a result, the distributor was found to invest more than 80% of its whole budget in producing medium-size movies. The more successful box office, however, was witnessed from big-budget films that the company spent more than 6 billion Korean wons. With respect to genre, comedy and drama were the most and second-most frequently produced. However, Those two genres were not the most successful genres in the box office. Korean movie-goers favored actions and thriller the most and second most. Comedy took only the third place of the Korean box office, signifying a discord between the portfolio and the Korean box office.

An Analysis of Science Writing by High School Students through the Argumentation Structure Instruction: Focus on Writing tasks Based on Genres of Science Writing (논증 구조 교육을 통한 고등학교 학생들의 과학 글쓰기 분석: 과학 글쓰기 장르에 따른 글쓰기 과제를 중심으로)

  • Park, Jeong-Eun;Yu, Eun-Jeong;Lee, Sun-Kyung;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.29 no.8
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    • pp.824-827
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    • 2009
  • The purpose of this study was to demonstrate the changes in structure and contents of different functional genre of science writing during high school using the argumentation structure. For this thesis, seven students of a girls' high school in the national capital region took the argumentation structure instruction for 40 hours for a month. As a result, considerable changes had occurred amid the Explanation genre, the Experiment-recount genre and the Exposition genre. In the Explanation genre and the Experiment-recount genre, noticeable progress had been made in the usage of the argumentation elements and scientific concepts and knowledge evolved in a more rarified and detailed manner. In the Exposition genre, argumentation structure had changed from the simple argumentation structure to the subordination or the multiplex argumentation structure. Simultaneously, it was affirmed that the types and number of the argumentation elements increased significantly along with enlargement of respective scientific concepts and knowledge. Hence, this implies students can determine their understanding of scientific facts and contents during the progress of developing the argumentation structure. It is necessary that students take the well-organized argumentation structure instruction.

Animation and Horror - Ghost story, Madness, and Cannibalism (애니메이션과 공포 -괴담(怪談), 광기(狂氣), 식인(食人))

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.42
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    • pp.1-24
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    • 2016
  • The 'fear' in animation has a couple of problems to apply the criteria for identical genre as in movie or literature. First, the mutilation and destruction of one's body and the appearance of monsters and ghosts are not a normal way of expression and could not apply to one genre. Second, the cause of fear comes from the subject of fear which is a reality that is something 'unrealistic' and 'special' and is approachable. This is all possible in a three dimensional world, but animation is not founded on realism. According to this logic, the horror genre in animation or the esthetic experience of animation is not possible. However, many of the powerful images you can see from the horror genre are all created from animation. Therefore, many writers are drawn to the horror in animation and tried to express in many different ways. This study will include the general idea of fear which drives the audience to the felling of fear and terror but we will mainly focus on the three types of fear - ghost story, cannibalism, and madness - and discover the meaning of fear used in animation. Through this process, we anticipate that fear in animation is not just for pure amusement, but will be able to investigate the meaning of fear philosophically even if the hidden side of reality is terrifying.

현대 패션에 나타난 홀치기염 디자인 연구

  • 최경희
    • Proceedings of the Costume Culture Conference
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    • 2003.04a
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    • pp.97-98
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    • 2003
  • 현대 의상에서의 소재가 차지하는 비중이 날로 커지고 있는 가운데, 과거 공예적 성격을 띠고 있던 염직의 개념이 디자이너들의 자유로운 창작욕구를 표현하는 새로운 장르로 대두되면서 지금까지 사용된 재료와 표현방식에 국한되지 않으며 혁신적 재료의 사용과 개발을 통해 새로운 표현기법이 끊임없이 추구되고 있다. 인류의 역사와 함께 발전되어온 전통적인 기법인 홀치기염은 단지 실용성에서 벗어나 새롭고 다양한 조형예술로서 그 가치를 추구하는 작가의 끊임없는 노력으로 새로운 재료와 기법이 개발되고 그 표현 양식도 다양해지고 있다. (중략)

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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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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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The Publicness of Public Art : Focused on the "Golden market, Golden Age" Public Art Project (공공미술의 공공성과 주체간 관계의 특성 -<황금시장 황금시대> 공공미술 사업 사례를 중심으로-)

  • Nahm, Kee-Bom;Nam, Miyoung
    • Journal of the Economic Geographical Society of Korea
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    • v.16 no.1
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    • pp.118-134
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    • 2013
  • This paper analyzes the pubic nature of New Genre Public Arts. It is very sensitive to the social issues and supports democracy and communities with the diverse civic participation. Therefore, it is be widely known without doubt that new genre public arts is more public in nature compared to the previous public arts. This research observes the practices of new genre public art and focuses on the problems of the revealing nature of new genre public art through the analysis of the interrelations among government, artists, and the residents by through observation on the , Seoul City Gallery project from October 2008 to January 2009. The implementation of the project is divided into three constituent parts: local government for funding, artists for planning and implementing, and residents. Local government supports and commands the public art works to create more competitive and harmonious city. Artists emphasize the revitalization of community and take the residents as the passive objects of enlightenment. Whereas, the residents hope to use the funds to improve economic conditions. Artists accept the top-down commands of government, whereas residents tend to passively participate and become objects for enlightenment by artists, after all, might be alienated by the project. These kinds of communications and relationships raise the issue of the possibility of failure of public arts projects.

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