• 제목/요약/키워드: Genre Analysis

검색결과 376건 처리시간 0.025초

Relative Difficulty of Various English Writings by Fuzzy Reasoning and Its Application to Selecting Teaching Materials

  • Ban, Hiromi;Dederick, Toby;Nambo, Hidetaka;Oyabu, Takashi
    • Industrial Engineering and Management Systems
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    • 제3권1호
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    • pp.85-91
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    • 2004
  • The writing styles of TIME and Newsweek are analyzed using a specially developed linguistic program. These two news magazines were chosen because of their wide popularity. As for the results, it became obvious that both the frequency curve of words and that of characters have not changed for the past 60 years. Also, we have found that the frequency curves have some inflection points and that the genre of English writings can be identified by these points. After counting the percentage of required vocabulary for junior high school students and high school students in English writings, we can derive the relative difficulties of them using fuzzy reasoning. Fuzzy rules are constructed using features of the characteristic curves. We feel it would be a good guide index when selecting textbooks or supplementary readers.

An Analysis and Visualization of Creative Tendency appeared in Query Log of a Story Database Service (스토리 검색 서비스의 사용자 기록에 나타난 창작 성향 분석 및 가시화)

  • Kim, Myoung-Jun
    • Journal of Korea Multimedia Society
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    • 제19권8호
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    • pp.1609-1618
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    • 2016
  • is a service providing the story synopses that match user's query. This paper analyzes the user log of which is the answers to the queries to find stories from database, and shows the tendency distribution of user creation. Specially, we analyze a joint distribution of the genres and actions of stories to get better understanding of the tendencies that cannot be found in the analysis of independent distribution. Furthermore, we define a correlation factor between genre and action, and investigate what combinations of the genres and actions are highly, less, and negatively correlated. Finally, we investigate how the tendencies of characters are related to genres and actions, and propose a visualization method to show the tendencies.

Client-driven Animated Keyframe Generation System Using Music Analysis (음악 분석을 이용한 클라이언트 중심의 키프레임 생성 시스템)

  • Mujtaba, Ghulam;Kim, Seondae;Park, Eunsoo;Kim, Seunghwan;Ryu, Jaesung;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 한국방송∙미디어공학회 2019년도 하계학술대회
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    • pp.173-175
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    • 2019
  • Animated images formats such as WebP are highly portable graphics formats that are being used everywhere on the Internet. Despite their small sizes and duration, WebP image previews the video without watching the entire content with minimum bandwidth. This paper proposed a novel method to generate personalized WebP images in the client side using its computation resources. The proposed system automatically extracts the WebP image from climax point using music analysis. Based on user interest, the system predicts the genre using Convolutional Neural Network (CNN). The proposed method can easily integrate with streaming platforms such as YouTube, Netflix, Hulu, and others.

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A Study on Nurturing Korean Star Character by Analysis of Nintendo Super Mario Character Transition - Focusing on Robot Taekwon V - (닌텐도 '슈퍼마리오' 캐릭터 변천 분석에 따른 한국형 스타캐릭터 육성에 관한 연구 - 로봇태권 V를 중심으로 -)

  • Tak, Yeon-Suk
    • Journal of Korea Multimedia Society
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    • 제22권3호
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    • pp.395-402
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    • 2019
  • Star characters play a key role in the background of contents that secure global competitiveness. In this study, we study the growth factors and transitional forms of Nintendo Super Mario Bros. and suggest the direction of nurturing Korean star characters. As a result of the analysis of Super Mario Bros., it was possible to derive the growth factors of Originality, repeatability, Continuity, Pertain, and Star Fame and the transition result of step development method. Robot Taekwon V was presented as a reference model while Korean game characters with global competitiveness were excavated. Robot Taekwon V, which combines the features of friendly, unique, symbolism, and narrative, could be used to present a development model of the type of jump development. In the jump development model, character development and Upbringing, diversification of genre, pioneering of new markets combined with new technology, and fostering of characters through linkage with other industries were presented.

Evaluation of Similarity Analysis of Newspaper Article Using Natural Language Processing

  • Ayako Ohshiro;Takeo Okazaki;Takashi Kano;Shinichiro Ueda
    • International Journal of Computer Science & Network Security
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    • 제24권6호
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    • pp.1-7
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    • 2024
  • Comparing text features involves evaluating the "similarity" between texts. It is crucial to use appropriate similarity measures when comparing similarities. This study utilized various techniques to assess the similarities between newspaper articles, including deep learning and a previously proposed method: a combination of Pointwise Mutual Information (PMI) and Word Pair Matching (WPM), denoted as PMI+WPM. For performance comparison, law data from medical research in Japan were utilized as validation data in evaluating the PMI+WPM method. The distribution of similarities in text data varies depending on the evaluation technique and genre, as revealed by the comparative analysis. For newspaper data, non-deep learning methods demonstrated better similarity evaluation accuracy than deep learning methods. Additionally, evaluating similarities in law data is more challenging than in newspaper articles. Despite deep learning being the prevalent method for evaluating textual similarities, this study demonstrates that non-deep learning methods can be effective regarding Japanese-based texts.

An Analysis on the Value of Korea Professional Baseball as TV Contents (TV콘텐츠로서의 한국프로야구 가치분석)

  • Chung, Ji-Gyu
    • The Journal of the Korea Contents Association
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    • 제14권4호
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    • pp.379-388
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    • 2014
  • This study analyzed the status of Korean professional baseball as TV contents utilizing ratings. For the purpose of the study, Korea professional baseball's relative status to other genres though ratings is investigated. For this study, ratings per minute for the whole cable TV channel viewer ratings in 2010 were analyzed, and the following is the result of comparing and analyzing ratings per genre and channel of cable TV. Among 11 genres, drama showed the highest rating, and entertainment, movies, kids, news/reports, sports, music, etc followed. Drama and entertaining channels showed the highest ratings and sports did not show any high ranking. However, when analyzing times for broadcasting Korean professional baseball separately, Korean professional baseball in both genre and channel showed the highest r ratings and it was significant statistically. Thus, it is considered that Korean professional baseball is the most valuable contents for the related cable TV times.

A Recommendation Technique using Weight of User Information (사용자 정보 가중치를 이용한 추천 기법)

  • Yun, So-Young;Youn, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제15권4호
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    • pp.877-885
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    • 2011
  • A collaborative filtering(CF) is the most widely used technique in recommender system. However, CF has sparsity and scalability problems. These problems reduce the accuracy of recommendation and extensive studies have been made to solve these problems, In this paper, we proposed a method that uses a weight so as to solve these problems. After creating a user-item matrix, the proposed method analyzes information about users who prefer the item only by using data with a rating over 4 for enhancing the accuracy in the recommendation. The proposed method uses information about the genre of the item as well as analyzed user information as a weight during the calculation of similarity, and it calculates prediction by using only data for which the similarity is over a threshold and uses the data as the rating value of unrated data. It is possible simultaneously to reduce sparsity and to improve accuracy by calculating prediction through an analysis of the characteristics of an item. Also, it is possible to conduct a quick classification based on the analyzed information once a new item and a user are registered. The experiment result indicated that the proposed method has been more enhanced the accuracy, compared to item based, genre based methods.

A Study on Culinary Staffs' Subjective Perception of Star Chefs' Appearance in Cooking Broadcast (스타셰프의 쿡방 출연에 대한 조리사의 주관적 인식에 관한 연구)

  • Kim, Chan-Woo;Jung, In-Yeong
    • The Journal of the Korea Contents Association
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    • 제17권12호
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    • pp.236-246
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    • 2017
  • As a research on culinary staffs' subjective perception of star chefs' appearance in cooking broadcast, this study analyzed the subjective tendency targeting culinary staffs in hotels & restaurants by applying Q methodology. Three research questions of this study were set up like below. First, what are the culinary staffs' acceptance types of subjective perception of star chefs' appearance in cooking broadcast? Second, what are the characteristics of homogeneous type of culinary staffs' subjective perception of star chefs' appearance in cooking broadcast? Third, what are the things in common and differences of culinary staffs' each subjective perception type of star chefs' appearance in cooking broadcast? In the results of typological analysis based on such research questions, total four types were drawn such as Acquiring expertise through cooking broadcast type(Type1, N=8), New broadcast genre recognition type(Type2, N=10), The profession of the chef reality recognition type(Type3, N=2), and Profession image of chef synergy type(Type4, N=2). Each type showed its own distinctive characteristics.

A Proposed Role for Semiotics Methodology in Education of Comics Studies Majors (전공자 대상의 만화교육에 있어서 기호학적 방법론의 역할제안)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • 통권32호
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    • pp.141-158
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    • 2013
  • Comics are a genre that convey meaning through compositional arrangements of dialogue and images as well as through the flow of panels across a page. Communicating that meaning to readers through a combination of language and visual lexicons is the essential process of drawing comics, a process that in itself is significant. The semiotics of comics is a field of scholarship grounded in the broader discipline of semiotic theory in which all the components of comics, both visual and verbal, are the subject of study and research. By adopting a semiotic approach we are able to objectively analyze and understand the symbolic, social and ideological meanings embedded in the signs and sign processes expressed in comics. The fundamental pedagogical mission of teaching comics is to cultivate human nature through the study of theory as well as through the production and completion of original works that explore new modes of expression. To go further, interpreting those embedded meanings in the context of comics fosters effective and creative skills of expression that go beyond a mere fascination for the genre itself. In short, because the semiotic approach to understanding visual communication is the essence teaching comics, we can expect that the act of reading and creating comics plays a significant role in understanding visual communication.

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • 제19권12호
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.