• Title/Summary/Keyword: 장르분류

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Hip Hop Culture, Subculture, and the Social and Cultural Implications: A Comparative Case Study on Hip Hop Culture among Germany, Korea and the USA (힙합 문화, 하위문화, 그리고 이들 문화에 대한 사회·문화적 함축성: 독일, 한국 및 미국의 힙합 그룹들에 대한 비교분석을 중심으로)

  • Gerke, Sabrina;Baek, Seon-Gi
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.362-381
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    • 2017
  • People are most commonly divided by their nationality, but that does not mean they share the same culture. Even for people from one cultural background, subcultures play an important role for diversity and identity, and popular music is one way to express them. This study analyzed 6 songs of the Hip Hop genre from the US, Germany and South Korea, with one song each from the time of first emergence of the term 'Hip Hop' and one song each from 2016, selected on the basis of popularity indicated by music record sales and specialist literature on the history of Hip Hop. Through semiotic analysis of early and recent Hip Hop in each country, the changes in popular Hip Hop over time were examined. The results of this study show that through standardization, Hip Hop in the three countries has superficially become more similar and more focused on the individual, but on a detailed level shows significant differences: while U.S. Hip Hop refers to the American Dream, German Hip Hop displays an extreme image of masculinity, and Korean Hip Hop deals with private thoughts. Although popular Hip Hop nowadays does not explicitly exercise social criticism it is still ascribed the symbolic significance of a rebellious and revolutionary cultural practice that can be used to criticize and change culture as well as society.

The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.

Analysis on the Comparison of Cartoon and Satirical Cartoon for Signification of Sign (카툰과 만평의 유머와 풍자 비교 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.91-116
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    • 2013
  • The accessibility and effect of cartoon on children are very significant. Since cartoon is a medium of conveying information through text and pictures, it has a characteristic of being easily approached by children than any other medium. Its accessibility to children is inevitably more exceptional than any other medium in the sense that it is a method of not only telling or reading stories but also showing stories. The main audience of is children. It has a characteristic of being easily accepted by children since it's mythology seen in cartoon than read in text. However, gods conducts are full of unethical expressions. Sexual expressions of intermarriages between mother and son, between brother and sister and between uncle and niece, as well as extramarital intercourse are very unethical that could have negative effects on children. This study analyzed the unethical expressions of gods that could have negative effects on children at current point in time. Zeus was often unfaithful to his wife with many stories about the children of Zeus that were created from extramarital intercourse. Standard of value on rational decision has been established for adult readers, but children can readily accept things since they lack their own rational decision on what's right and wrong. As an alternative to children's uncritical observatory study, there is a need for author's intervention to help children form desirable values. The purpose of this study is to analyze the sexual expressions of Zeus and gods in that could affect children's social study.

A Study on Creation and Development of Folksonomy Tags on LibraryThing (폭소노미 태그의 생성과 성장에 관한 연구 - LibraryThing을 중심으로 -)

  • Kim, Dong-Suk;Chung, Yeon-Kyoung
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.203-230
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    • 2010
  • This study analyzed the development and growth of folksonomy by examining tags associated with 40 bestsellers on LibraryThing.com in 6-month intervals. It was found that tag values do not decrease but grow in terms of quantity and quality. Accordingly, we examined the major significances of the tags and their potential utilization as an expression of subjects. Our findings were as follows. First, the motivations for tagging can be categorized into personal information for search purposes, self-fulfillment such as sense of achievement, display of emotion and sharing of one's experience with others, or an altruistic objective that emphasizes sociality with a desire that one's actions might provide social benefits. According to our analysis, 74.12% of tags had a social motivation. Second, the total number of tags and the frequency of usage increased with time. Third, the categories that showed a high increase in tag usage were dates of publication and reading, key words, main characters, and book reviews. Tags related to subjects had the highest ratio. Fourth, among Library of Congress Subject Headings (LCSH), multiple genres, key words and main characters were assigned to books, and specific key words and other properties were added as time progressed. There was also a slight increase in the number of tags consistent with LCSH. Fifth, we found that key tags could serve as a compilation of terms that reflects the knowledge base of the corresponding era. Thus, folksonomy should be continuously monitored for its quantitative and qualitative development of the tags to make improvements on its formative disadvantages, and identify internal semantic significance, be actively utilized in conjunction with taxonomy as a flexible compilation of terms that incorporate the history of a specific era.

A Study on Value of Artistic Presentation on Motion Graphics -Focused on F5 and Semi-Permanent- (모션그래픽에서 예술적 표현의 가치에 관한 연구 -F5와 Semi-Permanent를 중심으로-)

  • Son, Kook-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.521-529
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    • 2016
  • This paper presents the historical development process and expressive style of motion graphics which are intended to artistic expression, and discusses the value of artistic expressions in motion graphics through the works and activities of F5 and Semi-Permanent which are the representative organization of that. Commercial use of digital motion graphics has been rapidly widespread and used in most of the picture contents by changes in the digital video production environment with the development of the computer. Motion graphics begins with a graphic design applied to the motion graphic content and is transferred from the abstract representation of the animation at the same time. Since then motion graphics have been developed as an independent genre on the basis of graphic design and animation, and take the important position for the understanding and development of the contemporary design and content industry. Moreover, the motion graphics which present the experiment of various techniques and the aspect of mixed genres contribute to the development and diversification of the visual image. This paper is covered on not only F5 and Semi-Permanent that have published experimental artistic motion graphics but also the analysis of the developed ways and expressive patters to produce experimental motion graphics of their works. Furthermore, it discusses the experimental artistic value of these works.

Scientific Study of Subjectivity on Recognition Types and Preferences of Animation Audiences (애니메이션 수용자의 인식유형과 취향에 관한 주관성연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.31-56
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    • 2012
  • This is a scientific study of subjectivity on recognition types and preferences of animation audience. Therefore, Q-methodology was used as a methodology of this study. As a result, it was possible to find the various characteristics according to the preferences of audience on animation genres. The features of each type were classified into 3 types. First was an artistic and literary value-oriented type that explored storytelling and descriptive value. Second was a pictorial and aesthetic value-oriented type that explored visual beauty such as characters and Mise en scene. Third was a visual and entertainment value-oriented type that explored entertainment factors and attractions. Thus, according to the classification of preference types, it was inferred that digital image generation audience with an active preference that can create and consume images have developed a tendency that independently consumed their preferences based on thoroughly personal or subjective preferences rather than classified and accepted their preferred culture as their symbolic expressions of hierarchical position. In this aspect, Q-methodological consideration that is useful to analyze the subjectivity of audience could be a significant work. Nevertheless, this study alone could not reveal various generative contexts of specific preferences. It seems to have more significant results by applying various qualitative or quantitative methodologies together with this study and analyzing recognition types and preferences of audience.

Personalized Clothing and Food Recommendation System Based on Emotions and Weather (감정과 날씨에 따른 개인 맞춤형 옷 및 음식 추천 시스템)

  • Ugli, Sadriddinov Ilkhomjon Rovshan;Park, Doo-Soon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.11
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    • pp.447-454
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    • 2022
  • In the era of the 4th industrial revolution, we are living in a flood of information. It is very difficult and complicated to find the information people need in such an environment. Therefore, in the flood of information, a recommendation system is essential. Among these recommendation systems, many studies have been conducted on each recommendation system for movies, music, food, and clothes. To date, most personalized recommendation systems have recommended clothes, books, or movies by checking individual tendencies such as age, genre, region, and gender. Future generations will want to be recommended clothes, books, and movies at once by checking age, genre, region, and gender. In this paper, we propose a recommendation system that recommends personalized clothes and food at once according to the user's emotions and weather. We obtained user data from Twitter of social media and analyzed this data as user's basic emotion according to Paul Eckman's theory. The basic emotions obtained in this way were converted into colors by applying Hayashi's Quantification Method III, and these colors were expressed as recommended clothes colors. Also, the type of clothing is recommended using the weather information of the visualcrossing.com API. In addition, various foods are recommended according to the contents of comfort food according to emotions.

Matching Analysis between Actress Son Ye-jin's Core Persona and Audience Responses to Her Starring Works (배우 손예진의 코어 페르소나와 주연 작품에 대한 수용자 반응과의 정합성 분석)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.93-106
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    • 2019
  • Persona is an actor's external ego constructed by playing various roles, and his/her another self-portrait in the eyes of the audience. This study was conducted to analyze persona identity containing core persona(CP) and to gain implications for the growth strategy of the actress Son Ye-jin called "melo queen" by verifying consistency between the CP and audience responses to her starring works of the past. According to the related theories and models, the persona was firstly set as image, visuality, personality and consistency, and it was used to extract and sort descriptive texts about Son related news articles in the last 5 years of the six major Korean newspapers using the content analysis method. After that, we analyzed the number of viewers of her movies and the audience share of her dramas by genre. As a result, Son's persona components were found to have a proportion for 54.2% images (34.0% for melo and romance images, 20.2% for non-melo and romance images), 25.6% for visibility, 13.8% for consistency, and 6.4% for personality. Her CP was derived from a melo and romance image. Comparing this with the audience reaction, the melo romance genre dominated and showed consistency in the drama, but in the case of the film, the non-melo romance was dominant and did not match each other. The results were attributed to a wide gap between dramas and movies in terms of key viewers, box office factors, degree of genre hybridity and experimentality. Therefore, Son should actively use her CP in the drama and challenge the various roles in order to expand her persona spectrum in the film.

Opportunity or Threat?: Case Study of an Arts Entrepreneur Responding to Gentrification (위협인가 기회인가? 젠트리피케이션에 대응하는 예술기업가 연구 - 문래문화살롱 사례를 중심으로 -)

  • Lee, JooEun;Na, Hea Young;Chang, WoongJo
    • Korean Association of Arts Management
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    • no.50
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    • pp.147-175
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    • 2019
  • Gentrification is the process by which a working class or other disadvantaged area of a city changes into a middle class residential or commercial district. Gentrification, which has received much attention in arts management in recent years as part of a concern with urban regeneration, carries a generally negative connotation. In this paper, we interrogate this negative view of gentrification to explore ways arts entrepreneurship can convert the perceived threat of gentrification into opportunity. To this end, we examine the Mullae Cultural Salon in the gentrifying district of the Mullae Creative Village. Through a literature review of gentrification and arts entrepreneurship, we propose seven elements of art entrepreneurs responding to gentrification as an analytic framework for research. Our findings indicate that arts entrepreneurs were able to extend the maturity phase of gentrification and thus enhance the cultural and artistic value of the region for other artists and arts entrepreneurs.

User Perception of Olfactory Information for Video Reality and Video Classification (영상실감을 위한 후각정보에 대한 사용자 지각과 영상분류)

  • Lee, Guk-Hee;Li, Hyung-Chul O.;Ahn, Chung Hyun;Choi, Ji Hoon;Kim, Shin Woo
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.9-19
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    • 2013
  • There has been much advancement in reality enhancement using audio-visual information. On the other hand, there is little research on provision of olfactory information because smell is difficult to implement and control. In order to obtain necessary basic data when intend to provide smell for video reality, in this research, we investigated user perception of smell in diverse videos and then classified the videos based on the collected user perception data. To do so, we chose five main questions which were 'whether smell is present in the video'(smell presence), 'whether one desire to experience the smell with the video'(preference for smell presence with the video), 'whether one likes the smell itself'(preference for the smell itself), 'desired smell intensity if it is presented with the video'(smell intensity), and 'the degree of smell concreteness'(smell concreteness). After sampling video clips of various genre which are likely to receive either high and low ratings in the questions, we had participants watch each video after which they provided ratings on 7-point scale for the above five questions. Using the rating data for each video clips, we constructed scatter plots by pairing the five questions and representing the rating scale of each paired questions as X-Y axes in 2 dimensional spaces. The video clusters and distributional shape in the scatter plots would provide important insight into characteristics of each video clusters and about how to present olfactory information for video reality.

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