• Title/Summary/Keyword: Genre classification

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A Study of Simplifying Call Numbers with Collection Codes at Children's Libraries (컬렉션코드를 활용한 어린이도서관 청구기호 간략화 방안에 관한 연구)

  • Chung, Yeon-Kyoung;Lee, Mi-Hwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.20 no.1
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    • pp.23-38
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    • 2009
  • The purpose of this study was to suggest the collection codes and simplification of call numbers for children's easy access to the children's materials. The classification schemes, author tables, expansion of classification schemes, collections codes, classification numbers used in domestic and foreign children's libraries were surveyed through questionnaires and interviewing with librarians. As a result, in foreign children's libraries, it was common practice to shelve children's materials separately into various collections and sub-collections, to mark the spine with collection code and the lead characters of the author's last name, and not to stick with their classification scheme when it comes to highly circulated children's materials such as fiction, picture book, biographies and so on. Also, in domestic children's libraries, it was found that a collection code was used a few and each call number was almost assigned by KDC number. Therefore, it was suggested that the types and codes of collection and sub-collection were divided as non-fiction, fiction, fiction/mystery, fiction/science fiction, picture book, cartoon, language, folks and fairy tales, biographies, legend, concept book, holiday, award, dinosaur, insect, DIY, transportation, tall book, pop-up, story book, board book, reference, magazine, series, new book, video, and audio and were easily expanded by combining age tables or fiction genre. Also, new simplifying methods of building call numbers with collection codes were suggested.

Testimony of the Real World, Documentary-Animation (현실세계의 증언, 다큐멘터리-애니메이션 분석)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.45
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    • pp.27-50
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    • 2016
  • The present study argues that documentary-animation films, which are based on actual human voices, on the level of representation, constitute a new expansion for the medium of animation films, which serve as testimonies to the real world. Animation films are produced using very diverse techniques so that they are complex to the degree of being indefinable, and documentary films, though based on objective representation, increase in complexity in that there exist various types of artificial interventions such as direction and digital image processing. Having emerged as a hybrid genre of the two media, documentary-animation films draw into themselves actual events and elements so that they conceptually share reality-based narratives and are visually characterized by the trappings of animation films. Generally classified as 'animated documentaries', this genre triggered discussions following the release of , a work that is mistaken as having used rotoscoping transforming live action in terms of the technique. When analyzed in detail, however, this work is presented as an ambiguous medium where the characteristics of animation films, which are virtual simulacra without reality, and of documentaries, which are based on the objective indexicality of the referents, coexist because of its mixed use of typical animation techniques, 3D programs, and live-action images. Discussed in the present study, , , and share the characteristics of the medium of documentaries in that the narratives develop as testimonies of historical figures but, at the same time, are connected to animation films because of their production techniques and direction characteristics. Consequently, this medium must be discussed as a new expansion rather than being included in the existing classification system, and such a presupposition is an indispensable process for directly facing the reality of the works and for developing discussions. Through works that directly use the interviewees' voices yet do not transcend the characteristics of animation films, the present study seeks to define documentary-animation films and to discuss the possibility of the medium, which has expanded as a testimony to the real world.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

Content-based Music Information Retrieval using Pitch Histogram (Pitch 히스토그램을 이용한 내용기반 음악 정보 검색)

  • 박만수;박철의;김회린;강경옥
    • Journal of Broadcast Engineering
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    • v.9 no.1
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    • pp.2-7
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    • 2004
  • In this paper, we proposed the content-based music information retrieval technique using some MPEG-7 low-level descriptors. Especially, pitch information and timbral features can be applied in music genre classification, music retrieval, or QBH(Query By Humming) because these can be modeling the stochasticpattern or timbral information of music signal. In this work, we restricted the music domain as O.S.T of movie or soap opera to apply broadcasting system. That is, the user can retrievalthe information of the unknown music using only an audio clip with a few seconds extracted from video content when background music sound greeted user's ear. We proposed the audio feature set organized by MPEG-7 descriptors and distance function by vector distance or ratio computation. Thus, we observed that the feature set organized by pitch information is superior to timbral spectral feature set and IFCR(Intra-Feature Component Ratio) is better than ED(Euclidean Distance) as a vector distance function. To evaluate music recognition, k-NN is used as a classifier

An Analysis of Books Selected in 'One Book, One City' Reading Campaigns in the U.S.A. (미국의 '한 책, 한 도시' 독서운동 선정 책의 분석)

  • Yoon, Cheong-Ok
    • Journal of Korean Library and Information Science Society
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    • v.43 no.4
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    • pp.47-68
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    • 2012
  • The purpose of this study is to understand the direction of 'One Book, One City' community reading campaign by analyzing the characteristics of selected books, including their classification numbers, subject headings, publication dates, and genres. An analysis of lists of 'One Book, One City' Reading Promotions Projects' available from the website of the Library of Congress, the Center for the Books, and bibliographic records of 210 books from LC OPAC, shows the preference for the recently published American literatures in the genre of Bildungsromane and domestic fiction which describe the life of people with multi-cultural or ethnic backgrounds. It is confirmed that 'One Book, One City' community reading campaign has been consistently oriented to achieve the understanding and integration of a community by reading and discussion of one book.

3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.

Representative Melodies Retrieval using Waveform and FFT Analysis of Audio (오디오의 파형과 FFT 분석을 이용한 대표 선율 검색)

  • Chung, Myoung-Bum;Ko, Il-Ju
    • Journal of KIISE:Software and Applications
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    • v.34 no.12
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    • pp.1037-1044
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    • 2007
  • Recently, we extract the representative melody of the music and index the music to reduce searching time at the content-based music retrieval system. The existing study has used MIDI data to extract a representative melody but it has a weak point that can use only MIDI data. Therefore, this paper proposes a representative melody retrieval method that can be use at all audio file format and uses digital signal processing. First, we use Fast Fourier Transform (FFT) and find the tempo and node for the representative melody retrieval. And we measure the frequency of high value that appears from PCM Data of each node. The point which the high value is gathering most is the starting point of a representative melody and an eight node from the starting point is a representative melody section of the audio data. To verity the performance of the method, we chose a thousand of the song and did the experiment to extract a representative melody from the song. In result, the accuracy of the extractive representative melody was 79.5% among the 737 songs which was found tempo.

A Study on Analyzing Caption Characteristic for Recovering Original Images of Caption Region in TV Scene (원 영상 복원을 위한 TV 자막 특성 분석에 관한 연구)

  • Chun, Byung-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.177-182
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    • 2010
  • Research on recovering original images from captions has been widely done in a reusability point of view. In usual, dynamic images imported from foreign countries often have captions of foreign languages, so it is necessary to translate them into one's language. For the natural exchange of captions without loss of original images, recovering the images corresponding to captions is necessary. However, though recovering original images is very important, systematic analysis on the characteristics of captions has not been done yet. Therefore, in this paper, we first survey the classification methods of TV programs at academic worlds, broadcasting stations, and broadcasting organizations, and then analyses the frequency of captions, importance of caption contents, and necessity of recovering according to their types. Also, we analyze the characteristics of captions which are significantly recognized to be necessary to recover, and use them as recovering information.

A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games (증강현실 토이게임의 개발 특징에 따른 요소 분석 연구)

  • Song, Hyun-Joo;No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.51-62
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    • 2017
  • The augmented reality toy-game is a kind of new game genre that can be seen within the concept of augmented reality games, and it is a term to refer to the content or hardware that plays the game using the toy of the real world. This study aims to analyze the elements for the model of toy-game development based on the augmented reality. This study analyzed three characteristics of toy game which are different from other games based on existing related research. and have selected important factors to consider when developing augmented reality toy-game. A questionnaire was conducted to determine the suitability of the development elements derived, and the analysis and verification of the factors derived using an exploratory analysis method. As a result, it showed a reasonable outcome of the selection of variables, with the exception of some of the questions, and the classification results of the multi-dimensional scaling methods were also classified as reasonable in the clustering analyses.

Legal Issues of Electronic Commerce Chapters of the Korea·US FTA and Tasks of the Digital Contents Industry (한·미 FTA 전자상거래 협정문의 주요쟁점과 디지털콘텐츠 산업의 활성화 과제)

  • Kwon, Soon-Koog
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.21-29
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    • 2015
  • The emergence of the internet causes the electronic trade of movies, music, software and other digital content products to be an eminent share of international commerce. The purpose of this study is to examine legal issues of electronic commerce chapters of the Korea US FTA and tasks of the digital contents industry. Results of the study show that several implications based on the industry are offered. The Korean government needs to do the following: settle of classification issue in digital contents, settle of customs issue in digital contents, settle of issue of non-discrimination principle in digital contents, settle of exclusion issue in audiovisual services, improve of global competitiveness, unify of export support system, establish of overseas expansion strategy in genre and regional contents, train of global experts and protect of intellectual property in digital contents.