• Title/Summary/Keyword: Genres

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A Study on Split Screen according to the Form Classification of Visual Media (영상미디어 형태 분류에 따른 화면 분할에 관한 연구)

  • Joo, Heonsik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.131-139
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    • 2015
  • This study suggests that the application of split screen as visual media can attain the effect of diversity through providing rich information and accepting diverse contents as gorgeous aesthetics. Single images are analyzed as appropriate to a demanded concentration genre such as news and dramas, entertainment. In contrast, images with natural images and ads images those are more appropriate and analyzed as the genre of the split-screen which is highly efficiency to the contents and also highly efficiency to the spatial diversification. In introducing various genres of digital contents into split screen, the synergy of contents is induced by placement in consideration of the characteristics of split screen position. In order to increase the concentration of the split-screen image, using the left area and right area above it, can increase the effectiveness of the content.

Korean EFL Students' Reader Responses on an Expository Text and a Narrative Text

  • Lee, Jisun
    • English Language & Literature Teaching
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    • v.17 no.3
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    • pp.161-175
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    • 2011
  • This paper examines Korean EFL high school students' reader responses on an expository text and a narrative text with the same topic. The purpose of the study is to investigate whether they have different reading models depending on the two genres and whether there are any differences depending on the learners' proficiency levels. The analysis focuses on textual, critical, and aesthetic reading models in the reader responses written in English by science-gifted high school students (N=30). The results show that the participants have different reading models in reading an expository text and a narrative text. They tend to read the expository text in a more critical way while reading the narrative text in a more personal and emotional way. Moreover, regardless of the proficiency levels, they wrote longer responses on the narrative text than the expository text. However, the proficiency level of English does not support any significant differences in the types of reading models. The findings provide Korean EFL high school students' characteristics in L2 reading and suggest the pedagogical implication to pursue linguistic development as well as reading for pleasure.

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The Effects of Different Types of Genres and Tasks on College Students' English Listening Comprehension

  • Kim, Sook-Hyun
    • English Language & Literature Teaching
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    • v.16 no.1
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    • pp.61-80
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    • 2009
  • This study investigates the effects of different types of genre and tasks on college students' English listening comprehension. 104 college students were assigned to Argumentative (AG), Causal and Evaluation (CE), and Narrative (NA) group. They report their listening comprehension through gap-filling (GF), summary (ST), and multiple-choice comprehension task (MC). Results showed that different genre groups were significantly different on overall tasks. Moreover, results from each group also presented that different mean scores on each task indicated a statistical significance. Proficiency levels, higher and lower level group, showed a significant effect for the task on listening comprehension. The results of the statistical analysis, using One-way ANOVA indicated that genre significantly affects Korean college students' listening comprehension, and implied that listening comprehension sores for each genre were also substantially different. Different genre groups resented significant different in overall listening comprehension tasks.

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Automated Classification of Audio Genre using Sequential Forward Selection Method

  • Lee Jong Hak;Yoon Won lung;Lee Kang Kyu;Park Kyu Sik
    • Proceedings of the IEEK Conference
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    • 2004.08c
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    • pp.768-771
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    • 2004
  • In this paper, we propose a content-based audio genre classification algorithm that automatically classifies the query audio into five genres such as Classic, Hiphop, Jazz, Rock, Speech using digital signal processing approach. From the 20 second query audio file, 54 dimensional feature vectors, including Spectral Centroid, Rolloff, Flux, LPC, MFCC, is extracted from each query audio. For the classification algorithm, k-NN, Gaussian, GMM classifier is used. In order to choose optimum features from the 54 dimension feature vectors, SFS (Sequential Forward Selection) method is applied to draw 10 dimension optimum features and these are used for the genre classification algorithm. From the experimental result, we verify the superior performance of the SFS method that provides near $90{\%}$ success rate for the genre classification which means $10{\%}$-$20{\%}$ improvements over the previous methods

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Design and Development of the TPS action games Integrated with RPG (RPG를 융합한 TPS 액션 게임 설계 및 구현)

  • Kim, Hyun-Jun;Park, Dong-Won
    • Journal of the Korea Convergence Society
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    • v.7 no.3
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    • pp.143-148
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    • 2016
  • This paper analyses the main aspects the aspects of the Third-person shooting game and then investigates the released TPS games which are integrated with Role-playing game types of genres. Then we propose the technical points in designing and developing of the integrated action games to increase the immersion in playing the games. Also we propose the artifice in order to cut down the cost and enhance the portability to the mobile platform.

The Effect of Text Genre on Parent's Reading Behavior : Joint Picture Book Reading (그림책 읽어주기에서 그림책의 종류가 부모의 읽기 행동에 미치는 영향)

  • Kim, Jung Wha
    • Korean Journal of Child Studies
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    • v.27 no.5
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    • pp.95-107
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    • 2006
  • This study measured various types of joint book reading behaviors of parents of preschool children using two different text genres. Participants were the parents of 35 preschool children 4 years of age. Parent-child dyads were videotaped during periods of joint book reading using two different types of text(informational and narrative). Results indicated differences in maternal behavior between the two types of texts. The informational book elicited a higher amount of print concept behaviors and more content behavior while reading the narrative book. Among content-related behaviors parents used more labeling during the informational genre. On the other hand, parents' use of description and judgment were significantly higher in the narrative genre compared with the informational genre.

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Recurrence and Non-recurrence Appearing in Contemporary Hairstyles (현대 헤어스타일에 나타난 재현성과 비재현성)

  • Lee, Young-Mi;Kim, Sung-Nam
    • Journal of Fashion Business
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    • v.13 no.5
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    • pp.149-160
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    • 2009
  • The purpose of this research is to analyze how contemporary hairstyles are expressed based on the recurrence and non-recurrence of simulation. The results of this study can be summarized as follows : 1) Recurrence appeared as imitation which re-expresses the image of past hairstyles, change which borrows unordinary objects from previous hairstyles, and expansion which extends the volume in hairstyles. 2) For nonrecurrence, there were an absence of hairstyles which rid reality, a sub-culture as a disband of fixed perceptions, a combination with other genres, an ambiguity of hairstyles appearing as a fusion effect and a Kitsch phenomenon, an ambiguity of hairstyles where a totally different third image appears through dichotomy concepts combined.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.5
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

A Study on Aesthetic Cognition of Space in Modern Architecture (근대건축공간의 미학적 인식에 관한 연구)

  • 이용재;윤도근
    • Korean Institute of Interior Design Journal
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    • no.14
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    • pp.114-120
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    • 1998
  • In early 20th century a tendency of composite art -the aesthetical historian's struggle to unify various genres including paintings with architecture -appered which was created on the basis of spacial thoughts. On aesthetic interpretation of arts the object of aesthetic cognition is formed not just by itself but by aesthetic consciousness systems and this means the object can be classified with basic type that has various figures within its aesthetic categories. Here this study is purposed to prescribe space as an object of aesthetic cognition and define its conceptional characteristics stylistic expressions then to play a role as basic study of aesthetics of architectural space forming aesthetic cognition and analysis of architecture.

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Metamorphosis of Reality in Animation (애니메이션에서 리얼리티의 역사적 변용)

  • Rieh, Jae-Gyu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.220-234
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    • 2005
  • The article deals with the reality subject of animations. Animations are created on the basis of fantasy. Disney's introduction of the narratives and styles of live action film into the field of animation, which laid a foundation for the hyper-reality animation, has produced an unintended consequence of marginalizing other animation genres which have emphasized fantasy through free experimentations of various images. A combination of Disney's world view of hyper-reality with later-developed 3D computer animation technology has made fantastic figures and spaces much more real than the real ones, and succeeded in creating a matrix of simulacre, a world of mere copies without the original.

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