• 제목/요약/키워드: 장르 연구

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Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach (내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증)

  • Kim, Jung Kyu;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.67-76
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    • 2013
  • By integrating of intrinsic motivation theory and flow theory, this study sought to investigate the causal linkage among optimal balance of video game player's perceived skill and challenge, flow experience, intrinsic motivation and video game genre usage. A path analysis showed that the different types of video game usage were directly influenced by players' intrinsic motivations, which were also reinforced by players' flow experiences of enjoyment. However, the path model with a multiple group approach provided no strong evidence for gender differences in the relationships between the variables of interest.

Collaborative Filtering Design Using Genre Similarity and Preffered Genre (장르유사도와 선호장르를 이용한 협업필터링 설계)

  • Kim, Kyung-Rog;Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.4
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    • pp.159-168
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    • 2011
  • As e-commerce and social media service evolves, studies on recommender systems advance, especially concerning the application of collective intelligence to personalized custom service. With the development of smartphones and mobile environment, studies on customized service are accelerated despite physical limitations of mobile devices. A typical example is combined with location-based services. In this study, we propose a recommender system using movie genre similarity and preferred genres. A profile of movie genre similarity is generated and designed to provide related service in mobile experimental environment before prototyping and testing with data from MovieLens.

Category Grammar and Gender Ideology of the Su-Hyeon Kim's Home-drama Focused on <Mom's dead upset> (김수현 홈드라마의 장르문법과 젠더 이데올로기 <엄마가 뿔났다>를 중심으로)

  • Yoo, Jin-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.102-112
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    • 2010
  • This study is the secondary full-scale research of a TV drama writer, who has been out of scholarly pursuits. This study examines the Su-Hyeon Kim's differential and tendency in home-drama genre, who has been constructing a general idea of TV drama genre, namely a home-drama, and a melodrama. The purpose of this study is to reconsider the meantime both of exclusive evaluation by the functional measure of social norm, also by the feminism-based evaluation of her drama's supporting role of patriarchal gender ideology. By focusing on her recent highly popular home-drama (2008), this study shows that the writer used her own category grammar strategy of harmonizing both of convention and invention in genre. The conventions in genre are 'a big family', 'a pluralistic construction' 'a realism based on a everyday life', and 'a theme of love of a family with happy ending'. The invention in genre are 'a change of the 1st generation patriarchy', 'a change of the 2nd generation role of a housewife' and a change of the 3rd generation marriage customs'. Also this paper presents that the writer showed a humanistic tendency that pursues a recovery of both 'humanity' and 'love of family based on trusting', which have been destroying by capitalistic ideology, rather than discussing whether her tendency on the gender ideology of patriarchism is conservative or not.

A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

Exploring the Genres and Cast Portions' Influences on Broadcasting Entertainers' Professional Consciousness and Program Awareness (장르와 배역 크기에 따른 방송 연예인의 직업의식과 프로그램 의식 고찰)

  • Lee, In-Hye;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.55-75
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    • 2019
  • This study examines popular entertainers' professionalism with division of genres and cast portions. While genres can be divided into TV drama and variety show, cast portion into leading, supporting, and minor role. Entertainers' thought is categorized into their professional consciousness and their program awareness. By this division and categorization, this study grasps concretely how genres and cast portions affect entertainers' ideas. We conducted a survey on one hundred entertainers in TV dramas and variety shows and have analyzed data by using n-way ANOVA. This study also conducted in-depth interview as a research method by which we intended to enhance validity of the result. The results provide that genres and cast portions affected on entertainers' professional consciousness and their program awareness. In terms of professional consciousness, significant result was drawn on thoughts of discrimination, community, vocation, and satisfaction. In terms of their program awareness, affection, accountability, ownership, and anxiety consciousness were significant. With this result, this study provides implications both theoretical aspect and practical aspect. On theoretical aspect, this study broadens celebrity studies beyond star studies, and attempts to categorize entertainers theoretically. On practical aspect, it provides reconsideration on broadcasting condition, and suggests solving the problem of gap among entertainers.

A Study on the Preference of Color by Genres of Smartphone Game (스마트폰 게임 장르별 색채 선호도 조사 연구)

  • Park, Ji-Hye;Hong, Soo-bong;Jung, Chool-gon
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.7-22
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    • 2016
  • While the period of 40 million smart phone users begins, mobile game has spread and evolved as quick as popularization of smart phone. Therefore, this study is written to help the improvement of a graphic image on a development of a game for a qualitative growth of a game market, and is to suggest a guideline of tone by genres, by measuring image or feeling of game genre targeting game users. As a result of study, more than 50% of adjectives game users wrote by genres corresponded. It means that tone game users prefer is relatively clear. Therefore, the researcher confirmed that it is possible to attempt the standardization of tome about genre, and suggested 3 kinds of tone and brightness of color by genres. The researcher hopes that this result of the study will help smooth color plan on a development of smart phone game, and that more diverse studies will be proceeded for a qualitative growth of a game market arriving at puberty.

A Genre-based Classification of Digital Documents by using Deviation Statistic of Genre-revealing Term and Subject-revealing Term (장르와 주제 범주간 용어 편차정보를 이용한 디지털 문서의 장르기반 분류)

  • 이용배;맹성현
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1062-1071
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    • 2003
  • A genre-based classification means classifying documents by the purpose for which they were written, not by the semantics or subject areas. Most genre classifying methods in the past were based on the existing documents categorization algorithms and ineffective for feature selections, resulting in low quality classification results. In this research, we propose a new method for automatic classification of digital documents by genre. The genre classifier we developed uses the deviation statistic between the genre-revealing term frequencies and between the subject-revealing term frequencies within a genre. We collected Web documents to evaluate the proposed genre classification method. The experimental results show that the proposed method outperforms a direct application of a kai-square feature selection and bayesian classifier often used for subject classification by proving an excellent accuracy of about 30 percent.

Correlation between Stories and Emotional Responses for American Movies (영화 스토리와 관객 감성반응과의 상관성에 대한 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.13-19
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    • 2021
  • While watching the movie, the audience shows various emotional reactions. Emotional reactions such as sadness and anger, joy and anger appear depending on the storyline of the film. This aspect can be seen through the audience's brain wave response. This study is to examine the relationship between the movie story development and the movie story development through brain wave measurement of the emotional reaction of the audience in situations and events occurring in the movie development. Four American films, which represent each genre and are well known to many people, were selected for the study. These are of the adventure genre, of the animation genre, of the action genre, and of the drama genre. In order to measure the emotional response of these movies, four cases were set centered on the PPG of EEG and analyzed as a time series graph pattern. It can be seen that the emotional response on the graph has a certain relationship with the story development. It is expected that this study will help in selecting a genre when making a movie in the future, especially when deciding how to compose and develop a story, and it will help to induce the emotions of the audience.

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
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    • v.12 no.1
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    • pp.20-28
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    • 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 Analysis of the Patterns and Preferences on Online Games by Gender and Genres (성별 및 게임장르별 게임 이용방식과 선호요인 비교 분석)

  • Kim, Min-Kyu;Hong, Yu-Jin;Lee, Ji-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.645-650
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    • 2007
  • 게임 개발 방향은 주로 많은 비중을 차지하는 10대 및 20대의 남성을 대상으로 이루어져왔다. 그러나 최근 여성게이머의 증가와 여성을 대상으로 하는 게임의 등장 등 게임소비자의 구성이 다변화되어가고 있다. 이러한 상황에 비해, 게임이용자에 대한 연구나 실태조사는 성별간의 차이를 감안하여 분석한 사례가 매우 드물고, 이와 함께 새로이 유입되어 증가 추세에 있는 여성 게이머들이 선호하는 게임 개발은 여전히 활성화되지 못하고 있다. 본 연구는 게임장르별 게임이용 방식 및 선호에 대한 견해를 남성과 여성으로 구분하여 살펴보고, 더 나아가 남성과 여성 각각의 주요 게임장르별 이용방식 및 견해의 차이를 분석함으로써, 게임콘텐츠의 개발 방향이 타겟이 되는 소비자의 성별에 차별적인 요인을 감안하는 것이 필요함을 보여주고자 하였다. 특히 각 장르별로 선호하는 게임 요소에도 차이를 보이고 있어 보다 세분화된 콘텐츠 구성방식에 대한 고민이 요구된다.

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