• Title/Summary/Keyword: Genres

Search Result 544, Processing Time 0.035 seconds

A Study on SNS Applications in Broadcasting Based on Analysis on KBS' Reaches on Facebook

  • Lee, Jong-su;Pyo, Man-seok;Kwon, Soon-chul;Lee, Seung-hyun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.9 no.3
    • /
    • pp.27-34
    • /
    • 2017
  • According to the material about the analysis of digital consumers' lifestyle in Korea published at the end of 2016, 100% had experienced a smartphone before, and 91% had joined in digital communications. Among digital contents, 85.5% had experienced music, and 78.6% had used TV contents before. Also, SNS utility rate equaled 83.3%, and the Facebook utility rate of those in the 10's and 20's exceeded 80%. It means that it is necessary to conduct research on SNS utility in broadcasts. Based on the results of operating KBS Facebook accounts, this paper aims to compare the reaches of entertainment, drama, and culture genres and analyze correlation between the reaches and 'like' friends on Facebook and also correlation between the reaches and ratings.To address the goal, among the Facebook mentions operated within a year, 2016, this researcher analyzed 2,526 mentions to publicize entertainment, drama, and culture genres and the results of 834 million reaches and also used the data of original broadcasts' ratings. To analyze the data, this study employed SPSS Ver. 18.0 to perform the independent sample t-test and Pearson's correlation analysis. The conference interval is set as 95%, and p<0.05 is regarded to be statistically significant. According to the results, more reaches are found in entertainment, drama, and culture genres in order, and it is found to have strongly positive correlation with the frequency of 'like's. The reaches and ratings have no correlation, and there is no statistical significance found in it. It is expected that the results of this study can be applied to publicize programs efficiently for broadcasting.

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
    • /
    • v.12 no.1
    • /
    • pp.20-28
    • /
    • 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.

An Automatic Personal TV Scheduler based on HMM for Intelligent Broadcasting Services

  • Yudhistira Agus Syawal;Kim Mun-Churl;Kim Hui-Yong;Lee Han-Kyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2006.11a
    • /
    • pp.283-288
    • /
    • 2006
  • In the future television broadcasting a flood of information from various sources will not always be welcomed by everyone. The need of accessing specific information as required is becoming a necessity. We are interested to make the life of television consumer easier by providing an intelligent television set which can adaptively proposed certain shows to the viewer based on the user historical consumed shows. The TV watching history data consists of TV program titles with their respective genres, channels, watched times and durations, etc. The method proposed is by utilizing Hidden Markov Model (HMM) to model the user preference of kind of genres the viewer will watch based on recorded genres of several weeks time. We take watching schedule from 6 PM to midnight as boundary. The range thus divided into 3 independent time band of 2 hours each resulting in 3 time bands from 6 PM to 8 PM, 8 PM to 10 PM, and lastly 10 PM to midnight. Each time band will be represented by an HMM. From each HMM we can generate a sequence of predicted genre that the user will probably watch during corresponding time-band. Our approach assumes that the user shows a consistent behavior of watching pattern in week to week basis and during the moment of watching TV. To asses the method performance experiment is conducted using real data collected from December 2002 to May 2003. Some user's data are selected and based on that predictions are made. The resulting predictions are then compared with the actual user's history. The experiment shows satisfactory result for user with middle to high consistent behavior level.

  • PDF

Preliminary Study for Comparison of Subjective Voice Evaluations among Vocal and Applied Music Major Students (성악과 실용음악 보컬 전공 대학생들의 주관적 음성평가 비교 예비연구)

  • Lee, Dahye;Hwang, Youngjin;Kim, Jaeock
    • Phonetics and Speech Sciences
    • /
    • v.6 no.2
    • /
    • pp.37-45
    • /
    • 2014
  • The purpose of this study was to determine whether the Korean Singing Voice Handicap Index (K-SVHI) was suitable for singers in other genres than vocal music to assess their vocal problems subjectively. Twenty six college students majoring in vocal music and twenty six students majoring in applied music were included in the study. They were divided into G0 and G1 in voice quality using the GRBAS scale during the tasks of singing. K-SVHI was divided into three sub-areas (Physical, Functional, and Emotional). In the singing task, both groups showed no significant difference between K-SVHI scores by G scale. In the reading task, the vocal music group had significantly higher K-SVHI in G0 than in G1 in K-SVHIs by G scale, while the applied vocal music group had significantly higher K-SVHI in G1 than in G0. Also, the two groups were not significantly different in G0, G1 in the singing task while the vocal music group showed higher K-SVHI than the applied vocal music group in G0 in the reading task. In addition, the vocal music group had higher K-SVHI than the applied vocal music group in G1 in both tasks. As comparing by groups in three sub-areas of K-SVHI, significant differences were found in the Emotional and Functional area. Those results showed that singers felt their voice problems differently by musical genres, which means that K-SVHI may not be a proper tool for evaluating voice handicap of singers in diverse voice music genres.

A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.51-59
    • /
    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

Satisfaction survey on music listening in patient waiting areas and hallways

  • Han-Kyung Seo
    • The Korean Journal of Nuclear Medicine Technology
    • /
    • v.28 no.1
    • /
    • pp.31-33
    • /
    • 2024
  • Purpose: Music therapy helps alleviate anxiety, depression, and pain for cancer patients, contributing to stress relief. With such advantages, music therapy is applied across a broad spectrum of treatment areas, including mental disorders, developmental disabilities, and conditions affecting the elderly. It has been shown to enhance the quality of life for terminally ill cancer patients. Recent research has revealed its positive effects in boosting immune function and resilience. In light of these findings, the author conducted a study to investigate patient satisfaction with music listening. Materials and Methods: First, a survey was conducted with 30 individuals to inquire about the perceived necessity of listening to music in a waiting area. Next, participants were asked whether listening to music could contribute to psychological stability. Finally, preferences for music genres and satisfaction with music listening were assessed with a sample of 20 individuals. Results: In terms of the perceived necessity of listening to music in the waiting area, 28 out of 30 individuals, or 93%, expressed agreement. Regarding the belief that music listening could contribute to psychological stability, 28 out of 30 individuals, or 93%, believed that it would indeed help with stability. When it comes to preferred music genres, 4 individuals (13%) favored classical music, 2 individuals (6%) preferred traditional Korean music, 2 individuals (6%) enjoyed trot music, and 20 individuals (66%) had no specific genre preference. As for music listening satisfaction, 17 out of 20 individuals, or 85%, reported being satisfied. Conclusion: When patients visit the hospital, stress can increase due to concerns about their medical conditions. To address this, providing a variety of music genres at the hospital has been effective in reducing patient stress and promoting psychological stability.

Effects of Different Music Genres on the Stress Levels of Jeju Crossbred Horses (마방에서 음악장르에 따른 Jeju crossbred의 스트레스 변화 연구)

  • Yoonjeong Jang;Jae-Young Choi;Jongan Lee;Yongjun Kang;Nayoung Kim;Minjung Yoon;Moon-Cheol Shin;Sang-Min Shin;Sangsoo Sun;Jiwoong Lee
    • Journal of Life Science
    • /
    • v.33 no.12
    • /
    • pp.995-1001
    • /
    • 2023
  • This study investigated the effects of three music genres (classical, new age, and rock) on the stress levels of six Jeju crossbred horses (Jeju horse × Thoroughbred) in a horse stable. The horses were exposed to the three genres for seven days, and their stress levels were measured by analyzing physiological markers, including neurotransmitter (cortisol, β-endorphin, dopamine, serotonin, and oxytocin) plasma levels and creatine phosphokinase (CPK) and aldolase serum levels. The neurotransmitter analysis showed significant differences in cortisol levels between classical and new age music exposure. Dopamine levels decreased significantly only with new age exposure. Although there were no significant differences in β-endorphin levels between the three genres, β-endorphin levels decreased with increasing classical and new age music playback times and increased with increasing rock music playback times. There were no significant differences in serotonin levels between the three genres. Oxytocin levels decreased significantly with exposure to classical and rock music. The CPK and aldolase analyses showed that CPK levels decreased significantly only with exposure to new age music and increased after playback ended, while aldolase levels decreased significantly with classical and new age music exposure and increased after playback ended. These findings suggest that classical music and new age are the optimal music genres for the psychological stability of Jeju crossbred horses. Playing back an appropriate music genre could be used to improve breeding and promote the welfare of Jeju crossbred horses.

The Study of Genre Differentiation in Korea Film Market (국내 극장용 영화 시장에서의 장르 차별화에 관한 연구)

  • Joung, Won-Jo;Cho, Eun-Ki
    • Korean journal of communication and information
    • /
    • v.51
    • /
    • pp.47-64
    • /
    • 2010
  • Korea film market is heterogeneously divided market that comes from competition between Korean movies and foreign imported movies. This research empirically analyzes genre differentiation in Korean film market with three dimensions (film audience preference, production and import, box office hit). The results indicate that, first, audiences who preferring Korean movie preferred 'cultural factor oriented genres', but audiences who preferring foreign movie preferred 'high budget oriented genres'. Second, imported foreign movie genre distribution was little bit different with box office hit genre of foreign movies. Foreign movie was imported not only hit genre (action genre) but also low cost genre (comedy and Drama/melodrama genre), but most of all Korean film was produced in box office hit genres (comedy and Drama/melodrama genre), third, Korean movies hit a box office in comedy and Drama/melodrama genre, but foreign movies hit a box office in action and SF/Fantasy genre. Those results show that Korea movies' genres are concentrated very much in cultural factor oriented genre. Those results can give implication of diversity policy and movie production strategy of Korea film market.

  • PDF

Une etude sur la representation reepetative de la decorativite : autour du sounziang manwha et d'autres genres d'expression(affiche, illusatation, shojo manga) ('장식성'의 반복적 출현에 대한 소고 : 순정만화와 타 장르(포스터, 일러스트, 서정화, 소조망가)를 중심으로)

  • Han, Sang-Jung
    • Cartoon and Animation Studies
    • /
    • s.12
    • /
    • pp.44-55
    • /
    • 2007
  • Nous conduisons tous les codes graphiques specifiques d'un genre de la bande dessinee coreenne, sounziang manwha, e la "decorativite". Afin de mieux rendre compte de cette decorativite, nous suivons un chemin qui aborde des divers etats de cette specificite. Etant donne que la decorativite n'est pas originaire, ni propre totalement au genre, nous nous interessons e ses formes differentes dans les genres precedentes : dessin de mode, dessin lyrique, illustration, affiche, shojo manga, etc. Ils nous permettent e voir des ressemblances et des differences dans les styles graphiques. Nous parvenons enfin e comprendre ce que la decorativite en bande dessinee est attachee intimemnt aux traits fictifs et irreels du diegese.

  • PDF