• Title/Summary/Keyword: genre analysis

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Remediation of fashion shows through social media (소셜 미디어에 의한 패션쇼의 재매개)

  • Kim, Sejin
    • The Research Journal of the Costume Culture
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    • v.29 no.5
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    • pp.694-705
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    • 2021
  • Forming perceptions and having experiences through digital media is becoming more common than having in-person relationships in digital media environment. This study, which was conducted when Fashion Week transitioned to a digital platform in 2020, focuses on fashion shows that are announced through social media. The purpose of the study is to explore how traditional fashion media change through social media and what their media characteristics are from the perspective of remediation, which has been suggested by Bolter and Grusin (1999) as the logic of change in the new media. The results of the case analysis in this study, based on the definition and logic of remediation outlined through a literature review, are that social media fashion shows are remediated from traditional fashion shows in the manner that they are represented, improved, refashioned, and absorbed. The characteristics of remediation expressed in social-media-based fashion shows were derived from repurposed video content, improved the elements of fashion shows to express the shows in various ways, expanded places within the fashion shows, and decontextualized and visually flattened spatial discontinuity, and from genre transitions and perceptual shifts. Social-media-based fashion shows are becoming a tool to renew the fashion experience and views of fashion and strengthen the authenticity of the brand by interacting with the audience, improving on the spatial limitations of traditional fashion shows, and diversifying fashion presentation methods.

Identifying Information Needs of Public Library Users Based on Circulation Data: Focusing on Public Libraries in Seoul (도서대출 데이터를 이용한 공공도서관 이용자 정보요구 분석: 서울시 공공도서관을 중심으로)

  • Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.173-199
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    • 2021
  • In this study, in order to understand the characteristics of the users' information needs for each public library unit, the user needs were analyzed based on the various attribute information of the books loaned to 11 public libraries in 8 districts in Seoul. As a result, the prominent book use patterns of the libraries were revealed, specifically related to the target user groups, purpose/motivation, interests/preferences, book genre, and subject. In addition, there was a preference for authors, and a difference in the role of the preferred authors in each library was also revealed. The results of this study will help to provide guidelines for the development of differentiated collections and service programs based on user needs.

Keyword-Based Contents Recommendation Web Service (키워드 기반 콘텐츠 추천 웹서비스)

  • Park, Dong-Jin;Kim, Min-Geun;Song, Hyeon-Seop;Yoon, Seok-Min;Kim, Youngjong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.346-348
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    • 2022
  • Media Contents Recommendation Web Service (service name 'mobodra') is a web service that analyzes media types and genre tastes for each user and recommends content accordingly. Users select some of the works randomly provided on the web when signing up for membership and analyze their tastes based on this. Based on this analysis, preferred content for each user is recommended. In this paper, we implement a content recommendation algorithm through item-based collaborative filtering. When the user's activity data or preference is re-examined, the above process is executed again to update the user's taste.

The Effect of Instatoon Service Quality on Diffusion Intention through Satisfaction and Dissatisfaction Coexistence

  • Chanuk Park;Sin-Bok Lee;Young-Il Chae
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.108-119
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    • 2023
  • Instatoon is a type of webtoons distributed through Instagram, but in the process of advancement of the webtoon industry, it shows the possibility of diversifying into a new genre that meets creativity, and diversity beyond uniform commercial webtoons. Since it does not go through a large platform, the content is freely composed. In addition, it is differentiated from other types of webtoons because in many cases artists create instatoon by adding entertaining elements into their real-life stories rather than drawing fictional ones. Furthermore, instatoons are free to enjoy, satisfaction level is high, but in most cases, even if there is a complaint, readers just enjoy webtoons without expressing it. We aimed to find out how the service quality characteristics of these instatoons affect behavioral intentions through the coexistence of satisfaction and dissatisfaction of readers, and meaninful results were found through empirical analysis. We discusses factors affecting the spread of Instatoons, including readers' satisfaction and dissatisfaction, the importance of relatability, good directing, and informativeness. The study emphasizes the need to approach maintaining existing readers and attracting new ones separately, and to manage readers effectively in the future.

A Study on Revitalizing the Use of School Libraries through Analysis of University Students' Experiences (대학생의 경험 분석을 통한 학교도서관 이용 활성화 방안)

  • Sena Lee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.2
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    • pp.47-64
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    • 2024
  • This study was conducted to analyze students' school library use factors and purposes and to suggest ways to stimulate school library use. For this purpose, essays freely written by university students in the Department of Library and Information Science about the school library were analyzed and divided into personal factors, school library factors, use factors, and non-use factors. Comments on school library facilities, collections, school librarians, and programs were presented to promote school library use. In addition, it was suggested that the school library serve as a rest area, reflect student preference for comic books and genre novels, and strengthen club activities.

A New Tempo Feature Extraction Based on Modulation Spectrum Analysis for Music Information Retrieval Tasks

  • Kim, Hyoung-Gook
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.6 no.2
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    • pp.95-106
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    • 2007
  • This paper proposes an effective tempo feature extraction method for music information retrieval. The tempo information is modeled by the narrow-band temporal modulation components, which are decomposed into a modulation spectrum via joint frequency analysis. In implementation, the tempo feature is directly extracted from the modified discrete cosine transform coefficients, which is the output of partial MP3(MPEG 1 Layer 3) decoder. Then, different features are extracted from the amplitudes of modulation spectrum and applied to different music information retrieval tasks. The logarithmic scale modulation frequency coefficients are employed in automatic music emotion classification and music genre classification. The classification precision in both systems is improved significantly. The bit vectors derived from adaptive modulation spectrum is used in audio fingerprinting task That is proved to be able to achieve high robustness in this application. The experimental results in these tasks validate the effectiveness of the proposed tempo feature.

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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.

A Study on Use Motivation, Consumers' Characteristics, and Viewing Satisfaction of Need Fulfillment Video Contents(Vlog / ASMR / Muk-bang) (욕구 충족 영상 콘텐츠(브이로그 / ASMR / 먹방) 이용 동기, 수용자 특성, 시청 만족도에 관한 연구)

  • Kang, Mee?Jeong;Cho, Chang-Hoan
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.73-98
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    • 2020
  • This study aims to redefine Vlog, ASMR, and Muk-bang contents as 'Need Fulfillment Video Contents,' which are emerging as major genres among the video contents. And this study explores the relationships between consumers' motives, viewing satisfaction, and consumers' characteristics such as demographic characteristics, big five personality traits, and individualism-collectivism tendencies in terms of uses and gratifications theory. Statistical analysis techniques such as factor analysis and hierarchical regression analysis were used to analyze 441 samples. As a result, age, income level, and collectivism were found to influence consumers' choice of Need Fulfillment Video Content genre. It was also found that the motivation of using Need Fulfillment Video Contents consisted of five factors: self-assessment and improvement, sensory stimulation and relaxation, entertainment, escapism and passing time, and following trends. Also, each usage motive influenced the viewing satisfaction in various ways. Based on the results of the analyses, the study concludes with discussion of the academic significance and practical implications for Need Fulfillment Video Contents industry development.

Importance-Performance Analysis of Multiplex Cinema Attributes (멀티플랙스 영화관 선택속성의 중요도-성취도 분석)

  • Kim, Jae-Hong;Ko, Seon-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.587-595
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    • 2018
  • This research aims to analyze the importance-performance among multiplex cinema selection attributes. Therefore, we collected data for visitors who visited the multiplex cinema and want to watch movies. Of the various multiplex cinema selection attributes, four factors were deduced that includes: major services, human services, physical environment, auxiliary services using exploratory factor analysis. In the quadrant I, the area of 'Concentrate Here' was 'diversity of screening time', 'diversity of movie genre', 'convenience of mobile app use', 'size and convenience of parking facility'. In the quadrant II, 'Keep up the Good Work' area was 'convenience of website booking', 'discounts through card partnerships', 'employee friendliness', 'accurate employee information delivery', 'comfortable seating', 'screen size', 'cinematic sound quality', and 'convenience of traffic' etc. The quadrant III, 'Low Priority' appeared to be 'membership system', 'tidiness of staff attire', 'resting space for waiting time', 'accessibility to the neighboring area', 'diversity of the snack corner', and 'overall cleanliness' etc. The quadrant IV, 'Possible Overkill' was 'appropriateness of the auditorium temperature' and 'service proficiency'.

Emotion and Sentiment Analysis from a Film Script: A Case Study (영화 대본에서 감정 및 정서 분석: 사례 연구)

  • Yu, Hye-Yeon;Kim, Moon-Hyun;Bae, Byung-Chull
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1537-1542
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    • 2017
  • Emotion plays a key role in both generating and understanding narrative. In this article we analyzed the emotions represented in a movie script based on 8 emotion types from the wheel of emotions by Plutchik. First we conducted manual emotion tagging scene by scene. The most dominant emotions by manual tagging were anger, fear, and surprise. It makes sense when the film script we analyzed is a thriller-genre. We assumed that the emotions around the climax of the story would be heightened as the tension grew up. From manual tagging we could identify three such duration when the tension is high. Next we analyzed the emotions in the same script using Python-based NLTK VADERSentiment tool. The result showed that the emotions of anger and fear were most matched. The emotion of surprise, anticipation, and disgust, however, scored lower matching.