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Hierarchical grouping recommendation system based on the attributes of contents: a case study of 'The Movie Dataset' (콘텐츠 속성에 따른 계층적 그룹화 추천시스템: 'The Movie Dataset' 분석사례연구)

  • Kim, Yoon Kyoung;Yeo, In-Kwon
    • The Korean Journal of Applied Statistics
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    • v.33 no.6
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    • pp.833-842
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    • 2020
  • Global platforms such as Netflix, Amazon, and YouTube have developed a precise recommendation system based on various information from large set of customers and many of the items recommended here are leading to actual purchases. In this paper, a cluster analysis was conducted according to the attribute of the content, expecting that there would be a difference in user preferences according to the attribute of the recommended content. Gower distance was used for use regardless of the type of variables. In this paper, using the data of movie rating site 'The Movie Dataset', the users were grouped hierarchically and recommended movies based on genre, director and actor variables. To evaluate the recommended systems proposed, user group was divided into train set and test set to examine the precision. The results showed that proposed algorithms have far higher precision than UBCF.

Adult Readers' Responses to Picturebooks Portraying Play (놀이를 소재로 한 그림책에 대한 성인 독자의 반응)

  • Hyun, Eunja;Lee, Jiun
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.603-614
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    • 2021
  • The purpose of this study is to explore whether reading picturebooks portraying children's play assists adult readers to recall their childhood play memories according to the narrative model of human development. In this study, adult readers recalled their play memories before and after reading a picturebook depicting children's play. Adult readers' responses to the picturebooks were also collected. The types of play from their memories were categorized and the responses were qualitatively analyzed through open coding. The results indicated that first, before reading picturebooks portraying children's play, the type of play that adult readers mostly recalled was games with rules which happened outdoor. Second, after reading a picturebook, adult readers recalled new play memories which contained more detailed elements of narratives. Third, most adult readers responded to picturebooks either emotionally or aesthetically. This study suggests the perspective on picturebooks as a literature and art genre for readers from birth to death. In addition, as an evocative object, a picturebooks could assist adult readers to recall and rediscover their childhood.

Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.

Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.177-194
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    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.

Research on Classifying the 'Sijochang', or Korean Ode Narrative Song (시조창 분류고)

  • Shin Woong-Soon
    • Sijohaknonchong
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    • v.24
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    • pp.223-258
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    • 2006
  • This Research is about the classification of 'Sijochang', or the Korean ode narrative song, in terms of music. Contrary to the literature classification by the number of letters, sijochang varies with the melody. Literally, the classification is generally made as Dansijo(or short ode) Jungsijo(or medium ode) and Jangsijo(or lengthy ode) but the sijochang is normally divided into 'Pyongsijo' (or plain ode), 'Jirumsijo and Saseolsijo'. As while the same Sijochang is called under the different names, the different type of sijochang is also called as the same name, it needs the discussion about its name. Some Korean classical musicians have attempted to define it but they are trying to do it without the specific reasoning about its concept. As a result, the systematic research is required. This study designs to streamline the currently confusing and complex names and set up the sijo's classification system. After reviewing the ancient music note, current sijo score and the traditional theory, I largely classified it into 3 types: Pyongsijo, Jirumsijo and Saseolsijo. And then, 1 analyzed on to which type the sijochang which is presently called belongs, based on several principles. The 67 names of the sijo which I have investigated about are classified with them sharpy reduced into 16. Among the current sijo names. there are some which are of same type yet of different phonetics and there are others which are of different phonetics yet of same type. To avoid such complex and troublesome names, I have orchestrated them as follows, taking the literary and music concept into account. 1) Pyongsijo type : Pyongsijo, Joongherisijo, Wujosijo and Payeonkok 2) Jirumsijo type: Jirumsiro, Namchangjirumsijo(it refers to Jirumsijo sung by male ), Yeochangjirumsijo (it refers to Jirumsijo sung by female), Banjirumsijo(it refers to half the Jiumsiro), Onjirumsijo (it refers to the whole Jirumsijo), Wujojr\irumsijo, Saseoljirumsijo and Whimorisijo) 3) Saseolsijo type : Saseolsijo, Bansaseolsijo(it refers to half the Saseolsijo, Gaksijo or Pyongsiro There are still lots of things to musically streamline, in the fields of disposition of Sijo letters, its form, musical scale and influences on other genre. etc. and as such. the accumulation of theory on them is urgently required. Those musical elements need an in-depth review and study by the experts and the Korean traditional musicians. Later research is expected to play a role of exploring it.

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Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

The Determinants of Popular Music and Its Relationship with Music Concert Performance (대중음악 흥행결정요인과 공연성과와의 관계)

  • Lee, Nammi;Koo, Yohan;Yoo, Myunghyun;Kim, Jaehyun
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.54-66
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    • 2019
  • The purpose of this research is to examine and identify the factors that influence the outcome of performances in the popular music market. Therefore, this research analyzes music and concert ticket revenue charts, which serve as the most representative success quotient for singers, to delve into the elements that affect concert performance. Also, to secure reliability and validity of this research, 6 years(2012-2017) worth of data from Gaon Chart, a representative domestic music chart, and Interpark, the largest ticket purchasing site, were collected and analyzed. Research model identified how music chart ranking, genre, tv music shows, type of singer (gender and idol), and career affect concert performance rank via multiple regression analysis. The results suggest that music charts, music bands, tv music shows, and career had a significant effect on concert performance and rise in ranking; and the type of singer (gender and idol) had no significant influence. Finally, the result of this research could contribute to the understanding of the market of popular music.

Saseol-sijo singing aspect of current Gagok (현행 가곡의 사설시조 가창 양상)

  • Kim, Young-Woon
    • Sijohaknonchong
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    • v.43
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    • pp.5-39
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    • 2015
  • Shijo (Korean poetic form) is a representative literature genre of a short poem among the literary works of Korea in the late Chosen Dynasty. The format of Sijo is Normal-Shijo in the form of 3 verses, 6 sections and 12 sound, and the lyrics of one Normal-Shijo has within or without 45 words. But Saseol-sijo, a type of Sijo, there is a work that has more than 100 letters due to the number of lyrics were a lot increased. Among those Saseol-sijo there is a work with 'solemn and elegant feeling' borrowing some verses even from Chinese poem, using a lot of Chinese vocabulary, but there are a lot of works with 'salacious and explicit contents'. Literary work, Shijo, is used for lyrics of vocal music as Gagok (a genre of Korean vocal music for mixed female and male voices) and Sijochang, however, there are many cases that the same Sijo poem is used as lyrics of Gagok and Shijo. But those music that use Saseol-sijo as lyrics among Gagok, the vocal music, are mainly songs with 'solemn feeling' rather than 'salacious work'. This study looked into the reason why the Saseol-sijo with 'salacious and explicit contents' are hard to be used as lyrics in Gagok, confirming the fact that most music singing Saseol-sijo among Gagok that are being handed down till now use lyrics with 'solemn and elegant feeling'. The most important thing among those reasons seems to be irregularly increasing lyrics, and in accordance with accompaniment. Gagok accompanys a number of instruments the fixed melody recorded and delivered in score. So it's almost impossible to play unless it depends on the steadily made song melody and accompaniment melody according to the chosen lyrics in advanced. Also, appreciation of literary works is usually made privately through a private reading activity, but Gagok is conducted through public performance in an open space for many people. Especially, it would have been hard to sing a salacious and explicit song gathered together with men and women of different social status in social system and custom of the late of Chosen Dynasty. This study confirmed the fact that folksy and popular character that was praised for literary characteristic of Saseol-sijo can't be easily found from Saseol-sijo that was called Gagok.

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Cable TV Violence: A Context Analysis (케이블TV에 나타난 폭력성 연구: 폭력의 맥락화를 중심으로)

  • Ha, Sung-Tae;Kim, Chang-Sook;Ryu, Sung-Hoon
    • Korean journal of communication and information
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    • v.41
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    • pp.200-231
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    • 2008
  • This study content-analyzed Korean cable television programs aired from Feb. 6 to Feb. 19, 2007, focusing on the contextual variables linked to violent acts. A total of 657 PAT's (perpetrator-action-target) in the 68 programs sampled were analyzed for characters' age, sex, type, relationship, and motivation, humorization, punishment for their violent acts, and finally reality of violence. According to the results, (1) most violence occurred among male characters, who were at their ages between 20 and 39; (2) more than half of the total violent acts happened among acquaintances including family members; (3) anger, retaliation, personal or group interest, and violence for fun were ranked at the top tiers of the motivation list; (4) most violences were overlooked without punishment; (5) and about 80% of the whole violence were realistic. In terms of program types, (1) female perpetrator and victims appealed more often in drama than the other genres; (2) violence among acquaintances and simple fun as motivation were prevalent most in entertainment programs; (3) every violent act in children's programs was done by unrealistic characters. According to the analysis by program ratings, (1) while least violence appeared in '19 and older', all of the violent acts were portrayed as realistic; (2) humorization were most prevalent in the 'everyone' rating; (3) and female perpetrators and victims appealed most in the programs rated as '15 and older'. Generally, various contextualized violences displayed different distributions according to program types and ratings. The qualitative features of the current findings about cable television violence provide a fundamental data for future studies, which will explore the subsequent effects of violent media contents.

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Model for stage make-up design by personality types based on Physiognomy - Focused on eyebrows and eyes make-up design - (관상학에 근거한 성격유형별 무대 분장디자인 모형 연구 -눈썹과 눈 디자인을 중심으로-)

  • Jeon, In-Mi;Lee, Hye-Joo
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.273-286
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    • 2007
  • The performing art is a genre which is integrated of various fields of arts, and Stage Make-up as well. Stage Make-up functions as an important means of communication which makes audience understand the characteristic facts by transforming an actor/actress into the character in the play and also, visually enlarging characters. Due to the creativeness of Stage Make-up, the conceptual study on Stage Make-up design for visual expression coincide with the intended character is needed. However, in Korea, the systematical approach for Stage Make-up design by character types has not developed, or studied yet, The result of this study is to present system model through theoretical study of psychological personality types. and to apply for the expression of characters in the play based on physiognomy(face-reading), The case study of visualizing according to an actor/actress's shape of face. is Specially focused on eyes and eyebrows. In designing Stage Make-up, eyes and eye brows are important elements as a tool for strong expression of the characters. This model of Stage Make-up design by personal type constructed in this study, is for applying methodically as professional approach on actual Stage Make-up design and educational teaching methods as well.

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