• Title/Summary/Keyword: 장르 분석

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Genre-specific Cultivation Effect of Reality-based TV Programs: Perceived Realism's Mediation and Fatalistic Beliefs (리얼리티 표방 TV 프로그램 장르의 문화계발 효과: 현실유사성 인식의 매개와 숙명적 태도에 미치는 영향을 중심으로)

  • Na, Eun-Kyung;Kim, Do-Hyeon
    • Korean journal of communication and information
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    • v.57
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    • pp.181-201
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    • 2012
  • Classic cultivation theory and research has been noted for its failure to capture subtle variation in effects by genre and to consider tangible and practical dependent variables. Redressing these limitations, this study aimed at extending cultivation theory frame to incorporating fatalistic attitudes and reality television viewing, especially with the mediator of perceived realism. We first replicated the original cultivation effect by showing the significant effect of overall TV viewing. Even controlling for overall TV viewing, reality-based program use showed positive association with fatalistic beliefs; furthermore, the effect remained significant, additionally controlling for news(fact) use and drama(fiction) use. In a nutshell, the cultivation effect of reality-based TV program on fatalistic beliefs turns out quite stable even after controlling other competing genres.

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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.

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.

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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Mood and Color Distribution Characteristics of Music Genres (음악 장르에 따른 분위기와 색상 분포의 특성)

  • Moon, Chang-Bae;Kim, Hyun-Soo;Song, Min-Kyun;Kim, Byeong-Man
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.59-72
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    • 2011
  • Since stress can cause a variety of diseases, the relaxation of stress is an important factor for preventing diseases. One way to relieve stress is to use auditory or visual materials. If auditory and visual ones are used together, the effect of stress relaxation will be maximized. In this context, we analyze mood distribution of genre of music and color distribution of mood from the mood data for musics and color data for mood words collected directly from volunteers. Based on these two distributions, we also perform the $X^2$-test with Minitab for checking that color distributions are different from genre to genre. The results show that a different genre has a different color distribution and that the distributions of color, brightness and saturation depend on mood (P<0.0001). The results will be used to develop an emotional lighting system which plays lighting according to music mood, which can be applied to psychotherapy but more data and analysis are needed for clinical trials.

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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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Factors Affecting the Popularity of Video Clip: The Case of Naver TV (영상클립의 인기요인에 대한 실증 연구: 네이버 TV를 중심으로)

  • Yang, Gimun;Chung, Sun Hyung;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.706-718
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    • 2018
  • This study analyzed Naver TV users' pattern of video clip watching, and analyzed the factors affecting the popularity of Naver TV's video clip. We selected 572 individual video clips that were ranked 50th in Naver TV rankings from September 10th to September 24th in 2017. We classified video clip's characteristics into several factors, including the number of likes, the number of subscriber, genre, video clip's types, and star appearances. We indexed the popularity of video clip, which implies the degree of popularity for each video clip. The results showed that the number of likes for video clips and the number of subscribers for each video clip were positively related to the popularity of video clip. Video clip's genre, video clip's type and star power positively affected the popularity of video clip. The effect of extras genre on the popularity of video clip was the lowest, followed by entertainment, music, and drama genre. but the difference among entertainment, music and drama genre was not statistically significant. Web-only video and non-broadcast video positively affected the popularity of video clip. Finally, the popularity of video clip was higher when stars appeared in the video clip.

Studies on Korean Digital Fantasy Film -Genealogy, Case, and Social Meaning (한국 디지털 판타지 영화 연구 -계보, 표본, 그리고 사회적 의미)

  • Kim, Chung-Kang
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.41-76
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    • 2020
  • Recently, the cinema industry faced a crisis on the rise of various media platforms such as Netflix, Amazon Prime, IPTV, and Kakao Page. The rate of film release in the theater has become ever shorter, and the secondary consumption of film through IPTV, tablet, PC, or mobile has seen a drastic increase. In the midst of this new media-geography, the most significant change in recent years would be the rise of the 'fantasy film' genre. This paper explores the conditions and characteristics of fantasy films in the way in which the genre has been constituted, and delves into particular aspects that its contents contain. This is an attempt to understand the sociology of the birth of a new genre. In this process, this paper will ask two frequently raised questions in regard to this genre. The first is to ask whether we can discern fantasy from reality, and the second is to examine whether the fantasy genre implicates certain social subversion. These two questions aim to discover how fantasy forms a relationship with reality and what this means. To do so, this paper will trace the genealogy of the fantasy film genre in Korea and analyze recent big hits such as the series as the model case of digital fantasy film. Through this exploration, this paper will be able to provide a new sociology of the fantasy film production and consumption in the 21st century Korea.

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.

Comparative Analysis on Lee Ritenour and Larry Carlton (기타리스트 리 릿나워와 래리칼튼 비교 분석 연구)

  • Jin, Jae-Young;Cho, Tae-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2635-2640
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    • 2014
  • Lee Ritenour and Larry Carlton were the most popular contemporary guitarists. So we can find they have something in common in many ways. Also their abundant experiences and know-how made their own music into Fusion Jazz. They always tried to make new approach specializing Fusion Jazz genre, which makes us realize that they are the front runners of Contemporary Jazz mixing music with the situation of the time. This paper analyzes harmonic parts and arranged parts these two guitarists show and studies the musical meaning and characteristics their representative albums have. Also this paper focuses on some developments and growth by examining the relationship between these two guitarists.