• Title/Summary/Keyword: Genre Analysis

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Fashion Design Research on the Images Portrayed in Japanese Ukiyo-e - Focusing on Patterns - (일본 우키요에에 나타난 이미지를 통한 의상디자인 연구 - 작품에 나타난 문양을 중심으로 -)

  • Yang, Ji-Na;Lee, Sang-Eun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.2
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    • pp.143-151
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    • 2009
  • Ukiyo-e is the representative genre-painting of Japan, dominant during the 17th century Edo-Period (1503-1867). Ukiyo-e is mainly focused on expressing the lives of geishas, sumo wrestlers, and kabuki characters, who were the center of the Japanese amusement culture, and gained popular acceptance in Europe when it was first introduced in the late 19th century in the form of Japonism, having significant influence and impact on the impressionist artists of the time and on the design of western cloths. In this papers, we will be primarily conducting a historical study on the development of the Ukiyo-e, a representative genre-painting of Japan, and conduct a in-depth analysis of pattern expressed in the Kosode of women, represented through various different works of art. In order to conduct a thorough analysis of pattern expressed in Ukiyo-e, we collected over 255 pieces of materials from existing foreign paintings as well as museums in the National Museum of Tokyo, Edo Museum, and the Harajuku Museum of Ukiyo-e. This papers seeks to analyze and classify patterns expressed in the works of Ukiyo-e and research the characteristics express in the pattern to contribute to the development of fabrics in the modern fashion design industry.

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Analyzing Box-Office Hit Factors Using Big Data: Focusing on Korean Films for the Last 5 Years

  • Hwang, Youngmee;Kim, Kwangsun;Kwon, Ohyoung;Moon, Ilyoung;Shin, Gangho;Ham, Jongho;Park, Jintae
    • Journal of information and communication convergence engineering
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    • v.15 no.4
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    • pp.217-226
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    • 2017
  • Korea has the tenth largest film industry in the world; however, detailed analyses using the factors contributing to successful film commercialization have not been approached. Using big data, this paper analyzed both internal and external factors (including genre, release date, rating, and number of screenings) that contributed to the commercial success of Korea's top 10 ranking films in 2011-2015. The authors developed a WebCrawler to collect text data about each movie, implemented a Hadoop system for data storage, and classified the data using Map Reduce method. The results showed that the characteristic of "release date," followed closely by "rating" and "genre" were the most influential factors of success in the Korean film industry. The analysis in this study is considered groundwork for the development of software that can predict box-office performance.

Performance Analysis of Automatic Music Genre Classification with Different Genre Data (음악 장르 분류법에 따른 자동판별 성능분석)

  • Song, Min-Kyun;Moon, Chang-Bae;Kim, Hyun-Soo;Kim, Byeong-Man
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.288-291
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    • 2011
  • 기존 음악 장르 분류의 경우 음악의 특징 추출 또는 기계학습을 중점적으로 연구되어왔다. 하지만 자동 분류에 필요한 장르 데이터는 음악을 제공하는 웹 사이트마다 다르고, 각 웹 사이트의 장르 분류는 해당 음악이 아닌 앨범의 장르를 표시한다. 보다 나은 자동 분류를 위해서는 일관된 장르 데이터의 제공이 필요한데, 본 논문에서는 이러한 연구의 일환으로 여러 웹사이트에서 수집한 장르 데이터에 따른 판별 성능을 분석하였다. 분석 결과 장르 분류 방법에 따라 신경망 학습 및 판별성능이 큰 차이가 발생하였다.

A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.47-54
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    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.

Faction Contents' Practical Study for Korea Film Production's Variety (한국 영화 제작의 다양성을 위한 팩션 콘텐츠 활용 연구)

  • Han, Dal-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.193-202
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    • 2009
  • This dissertation is considerably studied Faction Genre which is embossed as a new image content, and it is figured out practical used works' possibilities for Korea film production's varieties. Faction, a neologism, which is combined by Fiction and Fact, is a boundary as limits. If authentic history is closed to a truth, it is a record history description method. Also, if unauthorized history is closed to a fake, it is a fictitious history description method. In addition, macro history and micro history are respectively connected to social criticism's matter and personal action, and these can make various analyses, depend on a boundary's limits and personal analysis. On the other hand, history film could be remembered to audience merely history film itself without existed history's fact. However, there are Faction Genre's Genre possibility and film's attraction which indirectness experience of historic fact could be experienced through film. For Faction Genre’s developing solution, there are three cognitive switches; audience's interpretation ability about history film through watching perception, linking between the past and the present for audience through communication with history, audience's considerable decision about history first or fiction first as film writer's interpretation. Above all, hopefully filmic pressure can be shown with historical true to audience. Therefore, it would be Korea Faction Genre's attraction and hope.

Implementation of an Intelligent Audio Graphic Equalizer System (지능형 오디오 그래픽 이퀄라이저 시스템 구현)

  • Lee Kang-Kyu;Cho Youn-Ho;Park Kyu-Sik
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.3 s.309
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    • pp.76-83
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    • 2006
  • A main objective of audio equalizer is for user to tailor acoustic frequency response to increase sound comfort and example applications of audio equalizer includes large-scale audio system to portable audio such as mobile MP3 player. Up to now, all the audio equalizer requires manual setting to equalize frequency bands to create suitable sound quality for each genre of music. In this paper, we propose an intelligent audio graphic equalizer system that automatically classifies the music genre using music content analysis and then the music sound is boosted with the given frequency gains according to the classified musical genre when playback. In order to reproduce comfort sound, the musical genre is determined based on two-step hierarchical algorithm - coarse-level and fine-level classification. It can prevent annoying sound reproduction due to the sudden change of the equalizer gains at the beginning of the music playback. Each stage of the music classification experiments shows at least 80% of success with complete genre classification and equalizer operation within 2 sec. Simple S/W graphical user interface of 3-band automatic equalizer is implemented using visual C on personal computer.

The Publicness of Public Art : Focused on the "Golden market, Golden Age" Public Art Project (공공미술의 공공성과 주체간 관계의 특성 -<황금시장 황금시대> 공공미술 사업 사례를 중심으로-)

  • Nahm, Kee-Bom;Nam, Miyoung
    • Journal of the Economic Geographical Society of Korea
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    • v.16 no.1
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    • pp.118-134
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    • 2013
  • This paper analyzes the pubic nature of New Genre Public Arts. It is very sensitive to the social issues and supports democracy and communities with the diverse civic participation. Therefore, it is be widely known without doubt that new genre public arts is more public in nature compared to the previous public arts. This research observes the practices of new genre public art and focuses on the problems of the revealing nature of new genre public art through the analysis of the interrelations among government, artists, and the residents by through observation on the , Seoul City Gallery project from October 2008 to January 2009. The implementation of the project is divided into three constituent parts: local government for funding, artists for planning and implementing, and residents. Local government supports and commands the public art works to create more competitive and harmonious city. Artists emphasize the revitalization of community and take the residents as the passive objects of enlightenment. Whereas, the residents hope to use the funds to improve economic conditions. Artists accept the top-down commands of government, whereas residents tend to passively participate and become objects for enlightenment by artists, after all, might be alienated by the project. These kinds of communications and relationships raise the issue of the possibility of failure of public arts projects.

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A Study on New Genre of Public Art in Mullae Art Village: Focus on Adorno's Mimesis and Benjamin's Active Companion (문래동 예술촌의 공공예술 실천에 대한 연구: 아도르노의 미메시스(Mimesis)와 벤야민의 '적극적 동반자' 개념을 중심으로)

  • Jung, Na-Ri;Kang, Jin-Suk
    • Korean journal of communication and information
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    • v.66
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    • pp.87-109
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    • 2014
  • The purpose of this study is to investigate public art in Mullae art Village based on Adorno's Mimesis and explore a wide range of possibilities of new genre of public art. This study found out the new possibility of not only artist network, but also networks of local villagers and iron factory workers, and considered in-depth analysis of new genre public art in Mullae art village focusing on their active participations in art programs. By analyzing the artists' stories through interviews, low-cost rental accommodation brought a influx of artists into the village, and they formed their artist networks working by themselves. At this point, this could be judged a critical phenomenon in accordance with Adorno's mimesis. However, by external pressures such as government policies for setting up Mullae Art factory or downtown redevelopment, artists sought independent role in Mullae-dong and doing active public art programs grounded on mimesis. Artists were seeking a way to cope with the economy mechanism doing new genre of public art based on mimesis, and found out the possibility of formation of relationships with local residents and iron factory workers. This study was seemed to suggest the direction of new genre of public art through Mullae art village case, and considers new political measure plans for culture and art policy.

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A Study on the Garden Meaning of Pungryu through Genre Painting in Joseon Dynasty (조선시대 풍속화를 통해 본 정원의 풍류적 의미 연구)

  • Zoh, Kyung-Jin;Seo, Young-Ai
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.5
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    • pp.94-107
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    • 2008
  • This study examines the diversity of garden culture in the Joseon Dynasty focusing on genre painting. Genre painting gives us insight into the various ways of enjoying the garden. The intimate activities portrayed in the painting show us about the vivid scenes of Korean garden at that time. Among the various meanings of gardens, sensual pleasure is focused on here. The garden has always been a place of pleasure for seeing, smelling, touching, meeting people and erotic flirting. Here, the oriental aesthetic idea of Pungryu is adopted to reformulate pleasure based on the traditional way of thought. Most Korean gardens in the Joseon Dynasty were understood as the place for Pungryu. Sensuality in the Korean garden associated with a high level of spiritual pleasure. In order to look closely into garden activities, genre paintings were selected and analyzed. Several characteristics were elicited. First, the garden was understood as the medium of communication through reconciling man with nature. Mediating man with nature often calls for uplifting the sense of community within groups of people. Second, the garden was featured as the place of cultural creation. Many scholars utilized the garden as a place for poetic imagination. Therefore, the garden was the locus of intellectual discourse. Third, personal retreat was one of important functions in the Korean garden. the humble attitude toward landscape such as solitude and mediation might be understood as one way of enjoying the nature. Fourth, taste, power and social relations were embedded in garden culture. Therefore, the garden was regarded as a space of distinction. Garden making was understood as one of the high class leisure activity. It was quite natural that the garden was used as a place of showing up their taste and culture. Finally, we need to reinvigorate the rich meanings of garden in contemporary practices. In-depth analysis of garden culture through the lens of genre painting gives us quite useful information in Korean garden culture.

A Study on the Creation Proceed of Cartoon Market through Genre-mixed Knowledge-Cartoon (장르융합형 지식만화의 만화시장 창출과정에 관한 연구)

  • Lee, Yong-Hun
    • Cartoon and Animation Studies
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    • s.27
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    • pp.51-78
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    • 2012
  • The types of cartoon market are classified with publishing cartoon(a cartoon magazine & comics) and webtoon. The revitalization of the cartoon market makes cartoonist create many cartoons. By studying many methods for the revitalization of the cartoon market, this paper argues the expanded methods of comics market which is a sort of publishing cartoon market. The expanded methods of comics market are two kinds, one is the revitalization of the comics market and the other is the creation of the comics market. This paper focuses on Genre-mixed Knowledge-Cartoon in order to extend the cartoon market. Also, After studying the Creation Proceed of cartoon market through Genre-mixed Knowledge-Cartoon, we would like to develope the New Creation Model of Cartoon Market. We selected three case(the Real Estate Agency expressed as Cartoon, Let's find an answer in sided figure blank, miraculous English grammar) for this study. With this, we analyzed the case that the matters for analysis is the essential particulars of plan-publishing-distribution's proceed. As a result, we found out the possibility of new cartoon market's creation through Genre-mixed Knowledge-Cartoon. For that reason, we was able to develop 'the New Creation Model of Cartoon Market through Genre-mixed Knowledge-Cartoon'. This paper provides the possibility about the New Creation Model of Cartoon Market through Genre-mixed Knowledge-Cartoon. With this, we will make many plans for creation of Genre-mixed Knowledge-Cartoons. Therefore, This plans will help cartoonists to create the Genre-mixed cartoons.