• Title/Summary/Keyword: Genre Grammar

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A Study of Digital Game Grammar (디지털 게임의 장르 문법 연구 -FPS 장르를 중심으로-)

  • Lee, Dong Eun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.7-18
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    • 2015
  • The aims of this study are to theorize genre convention of the digital games and to draw digital game genre grammar. This study verified the need for game genre and derives FPS Game genre grammar in six features. There is a formulation of the genre theory of meaning to academic researchers who studies digital games. And game designers to provide universal principles of a specific genre that is meaningful. As well as this study found that game play through the convergence of different media genres and the new format of storytelling or do it the potential to generate content may also be expected.

Multimodal Discourse: A Visual Design Analysis of Two Advertising Images

  • Ly, Tan Hai;Jung, Chae Kwan
    • International Journal of Contents
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    • v.11 no.2
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    • pp.50-56
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    • 2015
  • The area of discourse analysis has long neglected the value of images as a semiotic resource in communication. This paper suggests that like language, images are rich in meaning potential and are governed by visual grammar structures which can be utilized to decode the meanings of images. Employing a theoretical framework in visual communication, two digital images are examined for their representational and interactive dimensions and the dimensions' relation to the magazine advertisement genre. The results show that the framework identified narrative and conceptual processes, relations between participants and viewers, and symbolic attributes of the images, which all contribute to the sociological interpretations of the images. The identities and relationships between viewers and participants suggested in the images signify desirable qualities that may be associated to the product of the advertiser. The findings support the theory of visual grammar and highlight the potential of images to convey multi-layered meanings.

A Study on the Motif of 'Book Travel' in Korean Web Novel -Focused on Romance Fantasy Genre (한국 웹소설의 '책빙의물'의 특성 연구 -로맨스판타지 장르를 중심으로)

  • Ahn, Sang-Won
    • Journal of Popular Narrative
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    • v.26 no.3
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    • pp.87-120
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    • 2020
  • The study noted the characteristics of the web novel's 'Book Travel' motif, which reflects the characteristics of popular culture content, which is free to use familiar genre grammar or code. The imagination of the main character entering the work he read in the real world is a reinterpretation of the existing genre grammar of the web novel, and studying the motif is meaningful in reviewing the intertext of the genre. This motif, summarized as 'Book Travel' differs from other genres in the romance fantasy genre, which can also be used to reveal the gender characteristics of the genre. The study noted that the 'Book Travel' motif was born from an interactive interpretation of existing narratives, thus having a affinity with dimensional shift, regression, and alternative historical objects, and referring to the writing norms of Fanfiction. Through this, it was predicted that the re-combination of existing narratives and interference between genres would continue in the future. Next, the original move in the romance fantasy genre was seen as quite conservative and revealing the logic of self-improvement even though people around him became the main characters and overthrew the narrative. The characters should use their knowledge of the future of the real world to fight in a world of survival where destruction has been predicted. The appearance of an ethical and self-help subject is interesting, but on the other hand, I could look at conservatism in that romance is a way of survival and achievement of characters. The research is meaningful in that it reviewed the characteristics of the original transfer motif, which started fairly quickly in the romance fantasy genre, and reviewed its appearance background and characteristics. There was a limit to the collection of physical works and limited platform. The above limits are intended to be supplemented by further reviewing and supplementing later works.

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 on Convention of the Fantasy Cartoon (판타지 만화의 컨벤션 연구)

  • Kim, Seong-Jae;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.38
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    • pp.195-216
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    • 2015
  • 'Convention' refers to custom and practice as the dictionary definition; it means genre custom. Readers feel intimate with the pattern and grammar that a genre has, and they participate in the work, predicting and expecting the next in the 'truism.' So, all popular arts targeting the public have genre custom-that is, convention. A cartoon (comics) is one of the popular arts whose convention is developed most to the extent that its law comes across our mind just with the genre's name such as 'sports comics', 'detective comics' and 'romance comics.' However, although the fantasy cartoon is a genre that has been loved for a long time, it is one of the cartoon genres that has rarely been studied on its convention. There are several reasons for the lack of studies on convention of the fantasy cartoon. The most fundamental reason may be that its basic concept has not been properly prescribed. There are some precedent studies prescribing the fantasy cartoon as an extension of the fantastic literature, but it is hard to analyze convention that only fantasy cartoon has, because its range is too wide. So, this study considered J.R.R. Tolkein's 'Lord of the Ring' had made the genre custom of fantasy novel and fantasy comics, and classified concept and type of the fantasy cartoon. And through analysis of various cases, it investigated convention of the fantasy cartoon into 6 types. Genre is not the complete format. It is subdivided and differentiated, and it becomes one with other genres and makes a new one. For that reason, there exist limitations always when we study a genre convention of a certain genre. This study confesses in advance that it also has limitations as it just suggests convention of the general fantasy cartoon.

A Study on the value and importance of Dancefilm: Focusing on the Wim Vandekeybus's Blush (댄스필름의 역사와 영상기법에 대한 연구 : 빔 반데키부스(Wim Vandekeybus)의 <블러쉬(Blush)>를 중심으로)

  • PARK, Youjung
    • Trans-
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    • v.1
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    • pp.45-66
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    • 2016
  • The study uses the image technique of the movie (analysis) since there are limited analyses and data of the dance film's (cinematic) grammar. The films are limited to the Wim Vandekeybus's Blush. From the analysis of the one film, films are directed using basic movie grammars. Although the films are of the same genre, it differs from the method of using image techniques as well as the director's personal art preference. The cinematic grammars enhance the effect of the movement and it emphasizes the objectives to deliver the audience true meaning of the films. Dance film is not a simple word combination of dance and film to record new type of art; dance is used for the movie's artistic and aesthetic enhancement. To find out dance is the language and important expressive tool of the dance film, at the same time cinematic grammar enhances effect of dance and objective of the film, the study uses image technique analysis. These are the results of dance film analysis by using image techniques. Firstly, Dance film can transcend time and space. Secondly, The creative director could emphasize some part that the audience should focus on to clearly deliver the intention of the choreographer. Lastly, To popularize the dance genre. If the dance film produces with more diversified stories than the resent, it will be a part of a cultural industry and could create profits. Dance film might lose the sense of realism, which is the main characteristic of the stage art; however it could feel the beauty of the film through the mise en scene.

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Category Grammar and Gender Ideology of the Su-Hyeon Kim's Melodrama Focused on (김수현 멜로드라마의 장르문법과 성 이데올로기 <내 남자의 여자>를 중심으로)

  • Yoo, Jin-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.175-183
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    • 2009
  • This study is the full-scale research of a TV drama writer, who has been out of scholarly pursuits, examining the differentiality and tendency of the most popular TV drama writer, Su-Hyeon Kim. By focusing on her recent melodrama , this study shows that the writer used her own category grammar, 'pursuit of psychology' and 'reversal of dichotomy', which led her to convey the drama's message of the 'self-reflection' on love successfully. This analysis would be the good result of overcoming all the raised melodrama's negative elements in Koran TV such as conventionality, dichotomy, unreality, and excessive emotion. Also this paper presents that the writer showed an advanced tendency on the gender ideology, overthrowing the existing patriarchal gender ideology. This study proposes the further research to analyze what sort of influence is the writer's own category grammar. Also this study proposes the following research on that the writer's advanced tendency in melodrama could applicate the other genre drama of her's, stressing the necessity of sustaining research work on TV drama writer.

A study on the cultural ideology of narrative in 3D C.G. Animation (3D C.G. 애니메이션에 반영된 문화적 이데올로기 - <슈렉>을 중심으로)

  • Koh, Eun-Young
    • Cartoon and Animation Studies
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    • s.6
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    • pp.7-22
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    • 2002
  • Animation constitutes the core of the media industry, which in turn lies at the center of the cultural industry. It is considered one of the industries where South Korea has the competitive edge over other countries. With the pool of customers getting wider, the genre of animation has become more and more diverse, forming a great market for it. Aware of this trend, this study focused on animation as a part of the pop culture, and on providing corresponding various viewpoints for future cultural studies. This researcher measured the practicality and persuasiveness of this study through Shreck, a three-dimensional C.G. animation which is acclaimed for its success in dismantling the old grammar of animation movies that represent the anti-Disney ideas. This researcher felt it imperative to heed the unique language of Shreck, which contains discourses on various cultural ideologies such as paradoxical structure that pits entertainment that is shown through dismantling of the canon, feminism and antifeminism against each other. This study analyzed the entertaining element of the animation genre by means of the Semiotics of Keith Moxey, thereby attempting to establish a legitimate social status of the genre, whose artfulness has been depreciated in the art society. In chapter II, this researcher examines the chronological development of three-dimensional C.G. animation that has shown a rapid advancement. Chapter III defines the cultural ideology of Shreck by exploring basic theories and texts employed in analysis of art works. This study started with the assumption that defines, from the viewpoint of symbology, the animation text as an aggregate of discourses on entertainment, and competitive and paradoxical ideologies. Then, this researcher analyzed the text and the generation process of meanings in Shreck. Consequently, this study has come to the following conclusions: First, Shreck induces changes of concepts about the canon by means of distorting and reversing the existing animation movies, which seems to reflect in the contemporary tendency of seeking new interpretations of entertainment. Second, Shreck shows up the cognitive changes of our age as to feminism by competing feminism against antifeminism. Although Shreck serves as a venue of competition between the two opposing ideas, it stops short of brushing off women as outsiders in society. Rather, it represents the resistance to the male chauvinism existing in the structures of animation and culture. As shown in the text analysis, Shreck presents an advent of a new ideology critical of the previous animation films. In addition, it reflects in the struggle between the pro-feminism on the part of the viewers and the anti-feminism that lies in the social and culture structure. This study, however, is limited in its scope and selection of subject. First, although this researcher has stressed the importance of understanding the animation as part of the pop culture and conducting researches within the historic paradigm, this study fails to provide an in-depth insight in the impacts that the changes in the C.G. industry and the systematic conditions may have on the three-dimensional C.G. animation genre. Furthermore, this study runs the risk of being understood as pro-American due to its selection of Shreck as its research subject.

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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.

Text Steganography Based on Ci-poetry Generation Using Markov Chain Model

  • Luo, Yubo;Huang, Yongfeng;Li, Fufang;Chang, Chinchen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4568-4584
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    • 2016
  • Steganography based on text generation has become a hot research topic in recent years. However, current text-generation methods which generate texts of normal style have either semantic or syntactic flaws. Note that texts of special genre, such as poem, have much simpler language model, less grammar rules, and lower demand for naturalness. Motivated by this observation, in this paper, we propose a text steganography that utilizes Markov chain model to generate Ci-poetry, a classic Chinese poem style. Since all Ci poems have fixed tone patterns, the generation process is to select proper words based on a chosen tone pattern. Markov chain model can obtain a state transfer matrix which simulates the language model of Ci-poetry by learning from a given corpus. To begin with an initial word, we can hide secret message when we use the state transfer matrix to choose a next word, and iterating until the end of the whole Ci poem. Extensive experiments are conducted and both machine and human evaluation results show that our method can generate Ci-poetry with higher naturalness than former researches and achieve competitive embedding rate.