• Title/Summary/Keyword: 장르 이용

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A Study on the Relationship between Price Policy and Average Event Period (요금정책과 평균 이벤트 기간과의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.61-62
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    • 2019
  • RPG장르를 기준으로 게임이용등급별 게임들의 평균 이벤트 기간의 차이를 조사, 분석한 결과, 게임이용 등급별 게임들의 이벤트 실시 기간의 평균의 차이를 보이지 않고 있음을 알 수 있다. 이에 본 연구에서는 정액제와 부분유료화 등 요금정책을 기반으로 정액제를 실시하고 있는 게임과 부분유료화를 실시하고 있는 게임간의 이벤트 실시 기간의 평균의 차이를 연구하였다.

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Analysis on PVR Service as a Supplementary Function of Interactive Service: Based on Satellite Broadcasting Subscribers (양방향기능의 보완으로서 PVR(Personal Video Recorder)서비스 분석: 위성방송사례를 중심으로)

  • Kim, Mira;Kim, Jongha Bell
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.1-10
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    • 2013
  • With the help of information technology, PVR has been evaluated as an innovative device that brings epochal changes for program selection and convenience of receivers with the convergence between broadcasting and telecommunication. Satellite broadcasters introduced PVR service to strengthen its interactive function. This study analyzed PVR user behavior and how it changed the existing TV viewing behavior through satellite subscribers. The results revealed that PVR subscribers mainly used it for time shifting like VCR use. FUrthermore, heavy PVR users watched TV more than on average and enjoyed a divers genre of programs. This study provides scholarly implication for PVR using behavior and its effects and its useful information for contents and marketing strategy to help PVR service popularization.

Design and Application of a Winning Forecast Model of the AOS Genre Game (AOS 장르 게임의 승패 예측 모형의 설계와 활용)

  • Ku, Ji-Min;Yu, Kyeonah
    • KIISE Transactions on Computing Practices
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    • v.23 no.1
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    • pp.37-44
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    • 2017
  • Games of the AOS genre are classified as an e-sport rather than a recreational computer game. The involved statistical analyses such as game playing patterns and the season's characters gain importance due to the expertise-requiring nature of sports. In this study, the strategic analysis of computer games was conducted by using data mining techniques on League of Legend, a representative AOS game. We designed and tested a winning forecast model using winning percentage prediction techniques such as logistic regression analysis, discriminant analysis, and artificial neural networks. The game data analysis results were represented by a probabilistic graph and used in the visualization tool for game play. Experimental results of the winning forecast model showed a high classification rate of 95% on average with potential for use in establishing various strategies for game play with the visualization tool.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

New Method Proposal of Animation Screening by using Projection Mapping and Pop-up Book - Hybrid Animation Theater - (팝업북과 프로젝션 맵핑을 이용한 새로운 애니메이션 상영 방식 제안 - Hybrid Animation Theater -)

  • Lim, Kyoung-Hun
    • Cartoon and Animation Studies
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    • s.39
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    • pp.133-156
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    • 2015
  • With development of media and technology animation are seeking a variety of a genre fusion. I would like to propose a new animation screening method using a projection mapping and a popup book. I redesigned the existing method of watching the animation to a new experience by projecting the image on a three-dimensional structure instead a flat screen. This screening method was inspired by preceded works which were made by the fusion of a projection mapping and a popup book. Through analysis of them, I found the merits, shortcomings and clarified the difference of each works. I called this method "Hybrid Animation Theater" because it is fused the various areas - Theater, Projection mapping, Pop-up book, Animation, and Installations, etc. also studied for its architectural features and design. After I designed a prototype to demonstrate the possibilities, the limitations and shortcomings, I could suggest next research directions.

Classification of Music Data using Fuzzy c-Means with Divergence Kernel (분산커널 기반의 퍼지 c-평균을 이용한 음악 데이터의 장르 분류)

  • Park, Dong-Chul
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.3
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    • pp.1-7
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    • 2009
  • An approach for the classification of music genres using a Fuzzy c-Means(FcM) with divergence-based kernel is proposed and presented in this paper. The proposed model utilizes the mean and covariance information of feature vectors extracted from music data and modelled by Gaussian Probability Density Function (GPDF). Furthermore, since the classifier utilizes a kernel method that can convert a complicated nonlinear classification boundary to a simpler linear one, he classifier can improve its classification accuracy over conventional algorithms. Experiments and results on collected music data sets demonstrate hat the proposed classification scheme outperforms conventional algorithms including FcM and SOM 17.73%-21.84% on average in terms of classification accuracy.

Determinants of Diversity in Cultural Consumption among People in their 20s (20대 문화 소비의 다양성 결정 요인에 대한 탐색적 연구: 문화 자본, 콘텐츠 장르 이용 특성, 인구사회 요인의 영향)

  • Kim, Seul Gi;Chon, Bum Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.762-771
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    • 2016
  • This study examined determinants of diversity in cultural consumption among people in their 20s. The main results are following; firstly, this study explored determinants of diversity in nine cultural consumption. The results showed that diversity of cultural consumption was determined by three factors such as current interests in cultural fields, content preferences based on broadcasting genres, and income. Although current interests in cultural fields and content preferences based on broadcasting genres were positively correlated to cultural consumption, income was negatively correlated. Next, this study examined diversity in cultural consumption in terms of two separate orientations such as highbrow and mass cultures. The results showed that diversity of highbrow culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and income. Also, diversity of mass culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and education period for classic music including opera and chorus.

Feature-Vector Normalization for SVM-based Music Genre Classification (SVM에 기반한 음악 장르 분류를 위한 특징벡터 정규화 방법)

  • Lim, Shin-Cheol;Jang, Sei-Jin;Lee, Seok-Pil;Kim, Moo-Young
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.5
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    • pp.31-36
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    • 2011
  • In this paper, Mel-Frequency Cepstral Coefficient (MFCC), Decorrelated Filter Bank (DFB), Octave-based Spectral Contrast (OSC), Zero-Crossing Rate (ZCR), and Spectral Contract/Roll-Off are combined as a set of multiple feature-vectors for the music genre classification system based on the Support Vector Machine (SVM) classifier. In the conventional system, feature vectors for the entire genre classes are normalized for the SVM model training and classification. However, in this paper, selected feature vectors that are compared based on the One-Against-One (OAO) SVM classifier are only used for normalization. Using OSC as a single feature-vector and the multiple feature-vectors, we obtain the genre classification rates of 60.8% and 77.4%, respectively, with the conventional normalization method. Using the proposed normalization method, we obtain the increased classification rates by 8.2% and 3.3% for OSC and the multiple feature-vectors, respectively.

A Study on Music Contents Recommendation Service using Emotional Words (감성어휘를 이용한 음악콘텐츠 추천 서비스의 연구)

  • Jang, Eun-Ji
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.43-48
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    • 2008
  • And this study intends to discuss especially the one using emotional filter among various information processing methods. The existing music recommendation service on the web has a weak point that it makes the user feel bored by recommending songs only with similar feeling of the same genre, because music is classified by tune, melody, atmosphere and genre before recommendation. The service using emotion filter, suggested in this study, recommends the song and lyrics appropriate to the current emotional state of the user by abstracting emotional words that could reflect the sensitivity of human and then search the words within lyrics to match in order to overcome the weak point of the existing service. This study starts where the current emotional status for the user is being input. As for the range to choose, there are the seven representatives of emotion which are, love, separation, joy, sorrow-gloom, happiness-lonesome, and anger. As the service receives input of user's emotion, it matches the emotional words appropriate for the emotion input with the lyrics, and ranks the lyrics in the order of priority, so that it recommends the song and it lyrics to the user.

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Identifying the Usefulness of Weblog Genre Analysis in Organizational knowledge Creation: A Social Construction of Technology Perspective (조직내 지식창출을 위한 웹블로그 장르분석의 유용성 발굴: 기술의 사회구성론적 관점)

  • Park, Ji-Hong
    • Journal of the Korean Society for information Management
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    • v.25 no.1
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    • pp.5-17
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    • 2008
  • The purpose of this paper is to identify the usefulness of Weblog genre analysis in knowledge creation within an organization where communications are occurred frequently among the employees with information and communication technologies (ICTs). Knowledge creation is essential to achieve competitive advantage in today's knowledge-oriented working environments. There has been huge investment on knowledge management systems to achieve such advantages. It is, however, widely recognized that distributed knowledge management systems often fail due to the different social contexts across the sub-organizations where the local information systems are deployed. It is important to coordinate such social gaps across the sub-organizations to achieve better advantages. Given that Weblogs users often feel a shared social norm. Weblogs playa positive role of narrowing the social gaps. This paper argues that the genre analysis of Web logs could provide important clues to narrow the social gaps existed across the sub-organizations within an organization. Hence, such taxonomical practice may be a solution for the high rate of failure in knowledge management system implementations in an organization. This paper uses the theory of organizational knowledge creation (Nonaka & Takeuchi. 1995) and social construction of technology (SCOT) approach (Bijker, 1995) to compare the socialized with the non-socialized integration of distributed information systems. The findings of this research provide a useful framework for better implementing knowledge management practices especially in distributed working environments.