• Title/Summary/Keyword: 영화 장르

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An Empirical Study of Temporal Navigation System for Time-based Contents: Focused on Digital TV Systems (시간 기반 컨텐츠를 위한 항해 시스템에 대한 실증적 연구 : 디지털 TV를 중심으로)

  • 김현호;김진우;박경욱;박준아
    • Journal of KIISE:Software and Applications
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    • v.30 no.10
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    • pp.944-954
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    • 2003
  • People are experiencing severe problems in temporal navigation as time-based contents and platforms become more popular Relatively limited research, however, has been conducted on temporal navigation compared to that on spatial navigation. This research aims to identify efficient temporal navigation aids for time-based contents. It proposes Time Navigator, a new temporal navigation system based on the episodic indexing theory, and evaluates its efficiency through two experiments with a computer-based simulator for digital TV The video contents of digital TV was focused on because it is one of the most representative time-based contents and platforms. Our results indicate that Time Navigator helps people navigate time -based contents more effectively. Its effects increase as the contents include more narratives.

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

Creating Cartoon Contents for the Aged : with Special Reference to 'Sex Education' Cartoon (노인 만화콘텐츠 창출 : 성교육 만화를 중심으로)

  • Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.132-139
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    • 2011
  • Despite the importance of sexual life of the aged, it is almost disregarded due to the Confucius value system and bias. The common people's view on the sex of the aged was clearly demonstrated by their attitude toward a movie entitled "I love it though I might die" which was determined "18 Age over"being awareness of its explicit sexual intercourse and several lied on the discussion. For this reason, the sex of the aged is clandestinely revealed and uses to receive publicity for sexual assault for children, sexual crime, and illegal prostitution in parks. And social atmosphere that prevents open discussion of the sexof the aged increases in the number of suffering aged in reality, and it causes the decrease of life quality of them. In this circumstance, cartoon contents can be perfectly used for sex education for them. Entertainment character and genre character of cartoon contents can deliver the understanding of sex rather voluntarily and easily to the aged and it can be used as a tool to motivate by indirect experience and to enhance efficient understanding.

A Study on the Types of Camera Working of Projection Mapping Contents (프로젝션 매핑 콘텐츠의 카메라 움직임 유형에 관한 연구)

  • Song, Min Ji;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.1-12
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    • 2014
  • The projection mapping technique is used in various ways in almost every genre of performance arts at the moment. Thus, artist from various areas are participated in contents productions using it. The diversification of projection mapping contents gave producers a clue to try fresher visual effects and it was connected to the change of point of time using the camera working which was never used in old projection mapping contents productions. It is analyzed that the use of camera workings in the projection mapping image maximizes the visual Tactility and helps audiences concentrate on the contents. This study performed the theoretical research on the 'camera working' which is a new visual expression of the projection mapping and analyzed cases of projection mapping works applying them. It is to reconstruct the camera working which has been applied only by images of movies and suggest a guideline to create the optimized visual effect.

Analysis on Video Image Effect in , China's Performing Arts Work of Cultural Tourism (중국의 문화관광 공연작품 <장한가>에 나타난 영상이미지 효과 분석)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.77-85
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    • 2013
  • This study aims to analyze the effects that video image in Seo-an's , claiming to China's first gigantic historic dance drama, has on the performance; it focuses on investigating which video image is used to accomplish the effects in showing specific themes and materials in . Image is meant by 'reflection of object', such as movie, television, dictionary, etc, with its coverage being extensive. The root of a word, image', is founded on imitary, signifying specifically and mentally visual representation. In other words, video image is considered combination of two synonymous words, 'video' and 'image'. Video is not just comprehension of traditional art genre, like literary value, theatrical qualities, and artistry of scenario, but wholeness as product, integrating original functions of all kinds of art and connecting subtle image creation of human being. The effects of video image represented in are as followings; first, expressive effect of the connotative meaning, reflecting the spirit of the age and its culture. Second, imaginary identification. Third, transformation scene. Fourth, dramatic interest through immersion. Last but not least, visual effect by dint of dimension of performance.

Advancement in Techne and strategy of image for Mimesis (미메시스를 향한 테크네의 진보와 이미지 전략)

  • Choi, Won-Ho;Lee, Wang-Joo;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.17 no.3
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    • pp.373-384
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    • 2014
  • Humankind longed for an image like the sense of sight and has developed history of image on the basis of the will toward record and reproduction. A long period of time was required for accumulation of technology for reproduction of an object, but directing point has always been impression experienced by the 'eyes.' But it has not all been pointing in the realistic image. This study aimed to discuss about its process and directing point of the paradigm of image creation that has been continued together with progress of humankind based on the academic outcomes achieved by Platon. 'Mimesis' classified by Plato required techne how far it may be distant from 'Idea.' Techne went forward in the direction of securing rationality according to accumulation of civilization in the end and reality, the history of mimesis was the process toward 'realistic image' and 'fantastic image'.

A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.205-214
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    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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Comparative Analysis of the Correlation between the Musical Element and the Storyline of the <Fantasia> and <Fantasia 2000> (<환타지아>와 <환타지아 2000>에서 나타나는 음악적 요소와 내러티브 상관관계의 분석)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.118-128
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    • 2011
  • The function of music in a motion picture ranges widely from supporting the storyline to being the main storyline delivering the major plots. This trend and can be seen in recently produced films, advertising as well as in music videos. Many attempts were made to express music visually in the past. But it was through Disney's creative production, "Fantasia", that such attempts became a reality in a motion picture. This paper will look into the difference between the "Fantasia" and "Fantasia 2000" through a comparative analysis of the correlation between the musical element and the storyline of the 2 Disney animation movies. The most distinct difference is that the "Fantasia" has a storyline that is faithful to the original interpretation of the true meaning of the music, while, on the other hand, the "Fantasia 2000" has a storyline that endeavors to express the special features of the overall sound of individual pieces as best as possible. And the differences between the two animations, thus compiled, is hoped to facilitate and enhance a better understanding of the two Disney's finest animations.

Using Genre Rating Information for Similarity Estimation in Collaborative Filtering

  • Lee, Soojung
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.93-100
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    • 2019
  • Similarity computation is very crucial to performance of memory-based collaborative filtering systems. These systems make use of user ratings to recommend products to customers in online commercial sites. For better recommendation, most similar users to the active user need to be selected for their references. There have been numerous similarity measures developed in literature, most of which suffer from data sparsity or cold start problems. This paper intends to extract preference information as much as possible from user ratings to compute more reliable similarity even in a sparse data condition, as compared to previous similarity measures. We propose a new similarity measure which relies not only on user ratings but also on movie genre information provided by the dataset. Performance experiments of the proposed measure and previous relevant measures are conducted to investigate their performance. As a result, it is found that the proposed measure yields better or comparable achievements in terms of major performance metrics.