• Title/Summary/Keyword: 장르 유형

Search Result 127, Processing Time 0.025 seconds

Transfer of Media Contents between Different Genres : focused on Dramas, Films, and Musicals (미디어 콘텐츠의 장르 간 영역 이동에 관한 연구 : 드라마와 영화, 뮤지컬을 중심으로)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.10
    • /
    • pp.148-158
    • /
    • 2009
  • Recently, media contents are moving frequently between different media. TV, film, musical or animation, adapt killer story to each other. This tends to develop the new possibility of distribution of media contents. This study will analyse the trend of content industry. Particularly, we will focus on TV dramas, films and musicals : 61 samples have been extracted by Naver website. As a result, remakes have been increased since 2006. TV dramas and films have been used the most for source genres. Particularly, the story of films have been transferred for almost every genres including musicals.

SF&Action genre TV animation theme song lyrics feature and activity verification (SF&액션 장르 TV 애니메이션 주제가 가사의 특징과 활동성 검증)

  • Chung, jae-youn
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.57-58
    • /
    • 2019
  • SF&액션 장르 애니메이션 주제가 가사를 메시지의 유형에 따라 분류하고 Song form 별 가사의 역할과 내포된 활동성 표현 포함 비율의 서열을 생성했다. 3가지 세부 장르의 주제, 소재, 캐릭터 유형, 주제가의 유의미한 상관성을 도출하고 장르의 영향력 안에서 자유로울 수 없는 주제가의 제한적 창작형태를 확인하였다.

  • PDF

Neural Network Based Image Genre Classification (Neural Network을 이용한 이미지 장르 분류 시스템)

  • Ahn, Jae-Hoon;Lee, Han-Ku;Ju, Hyun-Ho
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2006.10b
    • /
    • pp.330-335
    • /
    • 2006
  • 본 논문에서는 neural network을 이용한 이미지 장르(유형) 분류 시스템을 소개한다. 이 논문에서 제안된 시스템은 이미지를 예술(art), 사진(photo), 만화(cartoon) 이미지라는 세 가지 장르(유형) 중 하나로 분류한다. 이미지의 특성은 표준 MPEG-7 visual descriptor를 사용하여 추출된 후, neural networks를 이용하여 학습된다. 시뮬레이션 결과는 제안된 시스템이 80% 이상의 이미지들을 정확한 장르(유형)로 분류하는 것을 보여준다.

  • PDF

A Study on the Audience's Subjectivity on Characteristics of Movie Characters: Focused on Horror Movies (영화장르별 등장인물 특성에 관한 수용자 주관성 연구: 공포영화 장르를 중심으로)

  • Hyun, seung-hoon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2017.05a
    • /
    • pp.219-220
    • /
    • 2017
  • 영화 장르에 있어 등장인물의 전형적인 이미지는 매우 중요한 관객 수용의 요인이 될 수 있다. 하지만 그럼에도 불구하고 영화 장르별 등장인물의 이미지 표현방법에 대한 관객 인식유형의 연구는 현재까지 많이 이루어지지 않고 있다. 이에 본 연구는 질적방법론 중 하나인 Q방법론을 사용하여 영화 장르 내 캐릭터이미지의 전형성에 대한 수용자의 주관적 감정의 상태를 유형별로 분석해 보았다.

  • PDF

SNS Utilization Profiled as Per Six Continental Areas, Dance Genre, Types at Overseas Dance Arts Companies (해외무용예술단체의 6대륙 지역별, 무용장르별, 유형별, SNS 활용 프로파일)

  • Jeon, Soon-Hee;Yang, Yu-Na
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.8
    • /
    • pp.74-83
    • /
    • 2014
  • This study was conducted for the overall analysis for the interests, generally and uses of SNS (Social Network Service) of the overseas dance arts company. The subjects of this study were total 3,614 of countries, public, private and personal dance arts company in 100 countries on six continents. The selected 627 company which operate at least one SNS, and included them in this study. Then analyzed the SNS utilization six continental areas as per dance gener, types, and dance gener analyzed as per types. Also analyzed the SNS utilization six continental areas, dance gener as per types and obtained the following result First, It appeared that Ballet company of North America continent took advantage of SNS the most. Second, It appeared that Facebook, Twitter of North America was the most frequently used. Third, It appeared that Facebook wsa the most frequently used by traditional dance company. Fourth. Facebook, Twitter, Youtube were the most activity used by Ballet company of North America continent. In conclusion, this study recommends the policy alternatives related to the awareness of digital media, the establishment of the SNS marketing information system.

A study on the communication system of web genre (웹 장르의 커뮤니케이션 체계 연구)

  • 오병근
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.351-360
    • /
    • 2003
  • The concept of genre used to be applied to classify the fine arts also can investigate various way of communication system and classification. The structuring element of genre was identified by form and contents in that field. But the classification of the web, which is new communication tool, was made by defining the purpose of the web. In this paper the genre system, which consists of form, contents, and function, is applied to classify the web so that we offer tile opportunity to identify dearer characteristics of it. In order to investigate the genre elements in the communication process the structure of the semiotic triad after Charles S. Peirce was adapted, which was labeled as representamen, object, and interpretant. The representamen substitutes for the web function, the object does for the form of the web, and the representamen does for the web contents. According to the Peirce's the representamen identify the object but on the other hand it is identified by the interpretant. Logical structure of the fact that form of the web is identified by its function, and the function is identified by the contents is proved by following the theory. Therefore, the concept of web genre is supported by the element of genre having a logical structure activating in the communication process. We suggest that in recent complicated communication circumstance the genre concept should be adapted to implement the effective web communication design.

  • PDF

Clustering Character Tendencies found in the User Log of a Story Database Service and Analysis of Character Types (스토리 검색 서비스의 사용자 기록에 나타난 인물 성향 군집화 및 유형 분석)

  • Kim, Myoung-Jun
    • Journal of Digital Contents Society
    • /
    • v.17 no.5
    • /
    • pp.383-390
    • /
    • 2016
  • is a service providing story synopses that match user's query. This paper presents a classification of character types by clustering of character tendencies found in the user log of . We also present a visualization method of showing genre-action relationships to each character type, and investigate the genre-action relationships of the major character types. We found that a small number of character types can represent more than half of the character tendencies and the character types tend to have a relationship to particular genres and actions. According to this properties, it would be desirable to provide supports for creative writing classified by character types.

The Effect of Expected Perspective on the Role of Genre and Attitude toward Utilizing Genre in Broadcast Ad on the Liking of Broadcast Ad Genre (방송광고에서 장르의 역할에 대한 기대관점과 활용에 대한 태도가 방송광고 장르에 대한 호감도에 미치는 영향)

  • Kim, Chulho
    • Journal of Digital Convergence
    • /
    • v.12 no.12
    • /
    • pp.491-506
    • /
    • 2014
  • The purpose of this study is to examine the effect of expected perspective on the role of genre and attitude toward utilizing genre in broadcast ad on the liking of broadcast ad genre as appeal types of creativity. The results show that there is a significant correlation between macro-environmental expected perspective(MEEP) on the role of genre and a negative attitude toward utilizing genre in broadcast ad. A significant correlation between micro-practical expected perspective(MPEP) and a positive attitude was also found. Consumers with an integrated-situational expected perspective(ISEP) show a more significant relationship with the dual attitude. Consumes with a MPEP have a stronger liking on comparative ad and sex appeal ad, and consumers with an ISEP show a median liking. Consumers with positive attitude have a stronger liking on comparative ad and sex appeal ad, and consumers with a dual attitude show a median liking that is between the positive attitude-based consumers' and negative attitude-based consumers'.

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
    • /
    • v.18 no.6
    • /
    • pp.706-718
    • /
    • 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.

Analysis of Genre-specific Competition Patterns in Korean Online Game Market using Market Dominance Assessment of Major Game Contents (주요 게임 콘텐츠의 시장 지배력 평가를 통한 한국 온라인 게임 시장의 장르별 경쟁 유형 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.145-151
    • /
    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game contents market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. First, to analyze the market power of the rank 1 and 2 game contents in each genre, using the play time share ratio and standard deviation statistics values in the genre, ANOVA analysis and Cluster analysis were carried out for each genre. According to ANOVA analysis result, in the rank 1 game share ratio in each genre, there was a relationship of 'FPS/Racing > RST/Sports > Poker > Go-stop > RPG > Arcade > Board', and in the play time total share ratio of rank 1 and 2 games, the relationship of 'RTS > FPS/Racing > Sports > RPG > Go-stop > Poker > Arcade > Board' was verified. And in Cluster analysis, the groups of the genres with the degree of market power tendency and the variability at similar level were classified and stated.