• Title/Summary/Keyword: 장르 분석

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The impacts of theme, genre, and existence of originals on the number of visitors of children performance: Focusing on the interaction effect of school periods (어린이공연의 내용, 장르, 원작유무가 공연 흥행에 미치는 영향: 등교기간의 조절효과를 중심으로)

  • Kim, Tae-Hee;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.4762-4768
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    • 2013
  • This paper investigated the impacts of theme, genre, and existence of originals on the number of visitors of children performance. Especially, we focused on the interaction effect of school periods with these variables. Using 954 performance data between 2010-2011 at Fantasia Theater run by Bucheon Culture Foundation, we found that entertaining performance, musical performance, and performance with existing originals had more visitors than others. Also, these impacts strongly existed during school periods. In result, this study found that school period should be considered seriously for the success of children performance.

A Study on Jamaican music Used in Moombaton (뭄바톤에서 사용된 자메이카 음악에 관한 연구)

  • Park, Beom-geun;Cho, Tae-seon
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.273-280
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    • 2021
  • The purpose of this study is to analyze the music of the Moombaton genre and to find out the characteristics of Jamaican music in it. I analyzed Lewis Poncy's and BTS's rhythmically, melodically and instrumentally to find the characteristics of Jamaican music. As a result, the rhythm features a Dembow rhythm and reggae rhythm derived from traditional Jamaican music. and As a feature of the melody, toasting, a unique Jamaican expression method, was used. Instrumental features include Latin American percussion, South American melodic instruments, and the use of tr-808. This study is meaningful in creating another fusion genre by finding the elements of Jamaican music in the current popular genre of EDM.

Analysis of General Characteristics and Structural Characteristics Centering on Offline Board Games (오프라인 보드게임을 중심으로한 일반적 특성과 구조적 특성 분석)

  • Park, Bo-Ra;Lim, Hee-Jung;Lee, Ye-Jin;Yi, Ryun-Jae;Yang, Yeong-Ae
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.234-242
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    • 2017
  • This study selected 60 board games that have a high sales rate and awareness in the board game market, and analyzed 37 board games that were selected through the advice of experts. According to the analysis of general characteristics, there was the highest number of board games that more than 2 people could participate and people from ages 7 to 11 could use, and the most common play time was from 20 minutes to 30 minutes. Also, there was the largest number of board games produced in 2000s, and Germany was the most common producer of board games. Next, the content analysis showed that abstract strategy was the most common game genre, and cognitive domain was the most common in the development area. The analysis based on how to play the game showed that games that had to go through 4 stages were the most common. Card games were the most common form of game, group was the most common in organization form, and reaching goal was most common among result analysis method. According to the analysis of correlation by items, the number of people and work analysis had a statistical correlation, and the playing age, time, and genre had a correlation. The origin of the game and game genre were also correlated to each other, and game form, game genre, organization form, and result analysis had a statistical correlation as well. The purpose of this study is to analyze the board game in terms of structural characteristics and to provide a foundation for future research.

Analysis of Bit and music genre using Peak Level (피크레벨을 이용한 비트 분석 및 음악 장르구분)

  • Kim, Yoon-Ho;Jo, Jae-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.417-420
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    • 2005
  • This report shows the new music player's system which could separate music's tempo by analysis Peak level frequency by time from some percussion instruments. After this process, the new music player could classify some fast or slow genre's musics without a user's order, then we should listen to a fast or slow genre's music by a button.

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Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach (내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증)

  • Kim, Jung Kyu;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.67-76
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    • 2013
  • By integrating of intrinsic motivation theory and flow theory, this study sought to investigate the causal linkage among optimal balance of video game player's perceived skill and challenge, flow experience, intrinsic motivation and video game genre usage. A path analysis showed that the different types of video game usage were directly influenced by players' intrinsic motivations, which were also reinforced by players' flow experiences of enjoyment. However, the path model with a multiple group approach provided no strong evidence for gender differences in the relationships between the variables of interest.

Proposal a case study for an interactive game content of a genre convergence with Racing and Shooting (레이싱과 건슈팅 장르의 융복합 체감형 게임 사례 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.2 no.1
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    • pp.51-56
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    • 2011
  • As fusion and composition of a game genre is actively achieved, game types where various genres coexist in a game increase. These games have advantage providing various funnies to game players. This study examines and analyzes game examples of fusion and composition genre that appear in the game market in accordance with such a trend. We suggested a game that can give new joy to players by application of fusion and composition of genre within the body type that can provide directly virtual experience of the given game situation on the base of this study.

The Comparative evaluation of cultural contents preference for active seniors' enjoyment (액티브시니어의 문화향유 콘텐츠 선호도 비교평가)

  • Kim, Woo-Seop;Shin, Young-Seok;Shin, I-Su;Kim, Kyu-Ho;Jung, Duk-Young
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.12 no.1
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    • pp.20-28
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    • 2018
  • In this research, for the smooth cultural life of seniors, we recruit 92 smart seniors (male: 22, female: 70) and survey their preferred content sub-genre. The survey is mainly based on the two devices (PC, Smartphone) to be used. As a result of the study, there was a little difference in preference on the web pages between both devices, the video contents showed the similar preference, regardless of the device. Also, sub-genres surveyed show higher correlations with similar sub-genres in other content genres. So, If the result of this study is reflected in the development of cultural contents and the composition of content pages, it will be helpful for senior to enjoy the improved cultural life by lowering entry barriers accessing digital media contents.

Television Debates: Genre Conventions and Their Limits as Public Spheres (사회적 공론장으로서 텔레비전 토론 프로그램: 장르 관습과 한계)

  • Kim, Hoon-Soon;Kim, Eun-Jung
    • Korean journal of communication and information
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    • v.18
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    • pp.63-97
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    • 2002
  • Public debate is an essential communication process of our society and now it's carried out generally by television. The purpose of this study is to discuss on the potentialities and limits of TV debate as a public space. First, we examine the way of television's construction of public debate to discover the conventions of the genre. Second, examine its limitation and potentials as an public sphere. We analyse four TV debate programs during one month(June, 2001) using text analysis: format construction, nature of agenda, characteristics of panels and chairman, participation of audience, type of knowledge. The result shows that although numbers of programs are increased, many TV debates not differentiated each other in their format, panel, and contents, and merely reproduce genre conventions. Especially in policy debates, abstract agenda, male-dominated panel, limited participation of audience, and elitism and authoritative are prevailing. The genre's preconceived formulae and fixed convention restrict its own possibility of a participant and democratic public sphere. So, in order for TV debates to function as a open public sphere, to be flexible and re-examinate the proper frame for mass media public sphere.

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Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

A Study on Music Retrieval method based on Audio Contents Feature Analysis (오디오 멜로디 추출 기반 특징 분석을 이용한 음악검색 방법에 관한 연구)

  • Song, Chai-Jong;Lee, Sek-Phil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.441-443
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    • 2011
  • 본 논문은 오디오 특징 분석을 기반으로 한 음악검색 방법에 대한 기술과 연구에 대한 내용이다. 본 연구에서는 크게 3가지의 주요 알고리즘을 이용하여 다 성음에서의 오디오 특징을 추출하고 3가지의 각자 다른 방식의 매칭 알고리즘을 기반으로 한 퓨전 매칭 방식을 제안한다. 오디오 특징으로는 메인 멜로디, 음악 구조를 분석한 세그먼테이션 정보를 이용한다. 본 연구에서 사용된 음악 DB는 음악 포털 서비스에서 제공하는 장르를 기반으로 한 8가지 장르에서 다양한 범위에서 2000곡을 선곡하였다. 오디오 특징 추출을 위한 알고리즘 개발과 매칭 알고리즘 개발을 위하여 음악 DB 2000곡 중 장르의 비율을 고려하여 100곡을 선정하고, 24명으로부터 1200개의 허밍을 녹음하였다. 24명중 3명은 대학에서 음악을 전공하고 나머지는 음악적 교육을 받은 경험이 없는 사람들이다. 1200개의 허밍을 분석한 결과 전체 허밍 중 60%정도가 노래의 시작 부분을 허밍하거나 노래를 불렀고, 30%정도는 하이라이트 부분을 허밍 하였다. 나머지 10%정도는 자신이 가장 자신 있는 부분을 불렀다. 이러한 분석 결과를 기반으로 가장 중요한 부분은 노래가 시작되는 부분에서의 멜로디를 정확하게 찾아내는 것이 무엇보다 중요하다는 것이다. 본 연구에서 검색결과의 평가는 MRR를 이용하여 측정하였다. MIDI DB를 사용한 경우가 다 성음에서 직접 멜로디를 추출한 경우보다 약간 성능이 우수하게 나왔으나 그 차이는 미미했다. 본 연구에서는 개발된 알고리즘을 이용하여 PC상에서 사용할 수 있는 클라이언트 프로그램과 Android app를 개발하였다.