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A Case Study on the Adjustment of Story Copyright Problems in Internet Game Broadcasting Media (인터넷 게임 방송 매체의 스토리형 게임 저작권 문제 조정 사례 연구)

  • Choi, Young-Gui
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.61-67
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    • 2020
  • The game has several genres. Actions, RPGs, FPS, and simulations are diverse, and the game that flows around the story is a game genre that feels like watching a movie on the other. Internet game broadcasters can be thought of as playing a movie in a movie theater when they broadcast a story-type game. The difference with the movie theater is that you can get involved in the story by showing your play directly to viewers. As a broadcasting material, story-type games are a good means, but the fact that the story is published on the Internet in terms of game publishers can have a negative impact on sales revenue as viewers can enjoy the story without purchasing the game. The purpose of this study is to analyze the coordination status between producers and internet broadcasters for story-type games that could be copyrighted and suggest ways to move forward.

A Study on Women's Daily Headdresses in the Joseon Dynasty (조선시대 여성의 일상용 머리쓰개에 관한 연구)

  • Kang, Seo-Young;Kim, Jiyeon
    • Journal of the Korean Society of Costume
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    • v.65 no.6
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    • pp.79-98
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    • 2015
  • This article studied women's headdresses that appeared in the paintings of Joseon Dynasty. This examined the shapes of women's headdresses painted in genre paintings, record paintings and nectar ritual paintings from Joseon Dynasty and compared them to literatures and relics in order to analyze their types and characteristics. Headdress can be categorized into three types: (1) square cloth worn on the top of the head; (2) a kind of small cap; (3) Cloth that completely covers the head. The first type of headdress resembles the shape of Garima. In the early period of Joseon Dynasty, it was worn not only by Gisaeng, but also by both upper and lower class women. The second type of headdress includes a cap made by connecting several cloths, round cap, and cone-shaped cap. These two types are worn on top of the head. However, sometimes these were worn between the head and the chignon to fix the chignon. Also, these were used as hair accessories for decorative purposes. In particular, old women wore these headdresses and braided their white hair around them to fix the chignon. This way, the headdress not only kept the head warm, but also hid the old women's scanty hair. Headdress was usually made of black fabric and it was a simple hair accessory that replaced the wig. The third type of headdress was widely worn among lower class women. The cloth completely covered the head so that the hair would not fall when working. It also provided protection from cold and hot weather. According to paintings, there were many ways of wearing the cloth around the head.

A Study on the Streaming-Friendly Game Design and Suggestion of Game Planning Guidelines through the Analysis of Game Streaming (인터넷 게임 방송 분석을 통한 방송 친화적 게임 디자인 연구와 게임 기획 가이드라인 제시)

  • Kim, Young-Bum;Sohn, Kee-Hoon;Lee, Taek-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.538-547
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    • 2021
  • This study seeks to derive game design elements that turn out game streaming-friendly through the analysis of Internet game streaming. To this end, this study surveyed previous studies on the motivation of watching internet game broadcasting and simplified the motivations to 'Expertise' and 'Amusement', the goal that game streaming should aim for, and divided streamer's streaming types into 'Reviewer', 'Master', 'Entertainer' and 'Acrobat' by those two options. Based on the categories, this study analyzed game streaming videos of various genres and confirmed that both the number of videos and the number of views by the streaming type were the highest in the 'Acrobat' group. In addition, the analysis shows that and revealed different figures by the type although they belong to the similar genre. By comparing and analyzing the systems and content elements of the two games, this study identified 's advantages in three points-Fortune, Setup Time, Control View- and finally suggested some guidelines for streaming-friendly game planning.

Long Song Type Classification based on Lyrics

  • Namjil, Bayarsaikhan;Ganbaatar, Nandinbilig;Batsuuri, Suvdaa
    • Journal of Multimedia Information System
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    • v.9 no.2
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    • pp.113-120
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    • 2022
  • Mongolian folk songs are inspired by Mongolian labor songs and are classified into long and short songs. Mongolian long songs have ancient origins, are rich in legends, and are a great source of folklore. So it was inscribed by UNESCO in 2008. Mongolian written literature is formed under the direct influence of oral literature. Mongolian long song has 3 classes: ayzam, suman, and besreg by their lyrics and structure. In ayzam long song, the world perfectly embodies the philosophical nature of world phenomena and the nature of human life. Suman long song has a wide range of topics such as the common way of life, respect for ancestors, respect for fathers, respect for mountains and water, livestock and animal husbandry, as well as the history of Mongolia. Besreg long songs are dominated by commanded and trained characters. In this paper, we proposed a method to classify their 3 types of long songs using machine learning, based on their lyrics structures without semantic information. We collected lyrics of over 80 long songs and extracted 11 features from every single song. The features are the name of a song, number of the verse, number of lines, number of words, general value, double value, elapsed time of verse, elapsed time of 5 words, and the longest elapsed time of 1 word, full text, and type label. In experimental results, our proposed features show on average 78% recognition rates in function type machine learning methods, to classify the ayzam, suman, and besreg classes.

Price Determinant Factors of Artworks and Prediction Model Based on Machine Learning (작품 가격 추정을 위한 기계 학습 기법의 응용 및 가격 결정 요인 분석)

  • Jang, Dongryul;Park, Minjae
    • Journal of Korean Society for Quality Management
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    • v.47 no.4
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    • pp.687-700
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    • 2019
  • Purpose: The purpose of this study is to investigate the interaction effects between price determinants of artworks. We expand the methodology in art market by applying machine learning techniques to estimate the price of artworks and compare linear regression and machine learning in terms of prediction accuracy. Methods: Moderated regression analysis was performed to verify the interaction effects of artistic characteristics on price. The moderating effects were studied by confirming the significance level of the interaction terms of the derived regression equation. In order to derive price estimation model, we use multiple linear regression analysis, which is a parametric statistical technique, and k-nearest neighbor (kNN) regression, which is a nonparametric statistical technique in machine learning methods. Results: Mostly, the influences of the price determinants of art are different according to the auction types and the artist 's reputation. However, the auction type did not control the influence of the genre of the work on the price. As a result of the analysis, the kNN regression was superior to the linear regression analysis based on the prediction accuracy. Conclusion: It provides a theoretical basis for the complexity that exists between pricing determinant factors of artworks. In addition, the nonparametric models and machine learning techniques as well as existing parameter models are implemented to estimate the artworks' price.

Analysis of Popular YouTube Channels Created in South Korea (국내에서 제작된 인기 YouTube 채널 분석)

  • Han, Sukhee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.2
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    • pp.11-17
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    • 2018
  • This study analyzes the characteristics of popular channels of YouTube created in South Korea. As the science and technology have developed, the ordinary people come to upload their own videos after filming them. Regarding YouTube, the most popular video provide service in the world, this study researches the traits of popular YouTube channels produced in South Korea. Specifically, top 100 channels of 1) Most Subscribed 2) Most Viewed are researched, then it explores further by classifying them as 1) The number of the most subscribed/the most viewed 2) The number of videos 3) The number of viewed/subscribed 4) Genre 5) Type of creator. Thus, it not only reveals the multi-dimensional aspects of popular YouTube channels in South Korea but also prospects the market of Multi-Channel Network(MCN).

A Study on Symbolic of the Mask Dancing (무용가면의 상징성 연구)

  • 김경희;이옥희
    • The Research Journal of the Costume Culture
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    • v.10 no.4
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    • pp.404-418
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    • 2002
  • The pattern of a dance had changed and made a progress delicately according to the change of the myth, religion, and civilization. One genre which had experienced the change for the dance is a mask dance. This dance started from wishes to adore spirit or god with imitated masks of native animals and desire to identify with nature. After the middle ages, it finally became to approach to the artistic state. In that dance, there was used a role of the head of the family which was strongly adapted to the shape of the mask as performing casts After studying symbolic characteristics of the mask dancing, we could conclude these as fol1ows.: First, Masks symbolized the totemism that adores spirit or god. This kind of whole masks were consistently used. Second, Mask was worn for expressing a dancer's cast well. This function of performing cast was in the primitive ages. However at the age which was characterized as the age of the art, the expression of using a mask became various. Third, Mask was mostly related to the head of the family and appeared with the desire to be others not themselves. Since the middle ages, this tendency continued to the modern dance. Now we can see this type at the carnival. The mask was not only an effective means of dance but also an expression of totemism, performing cast, and the head of the family. Therefore it contributed to the growth of the dance a lot.

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Issues of Discourse Studies in Korean Language Education (한국어교육학에서의 담화 연구 분석)

  • Kang, Hyounhwa
    • Journal of Korean language education
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    • v.23 no.1
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    • pp.219-256
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    • 2012
  • The aim of this study is to observe the trend of discourse study in language education and analyze the main issues by investigating the literatures related to discourse in Korean language education in the last ten years. This study observed the discourse study conducted in Korean language education from the perspectives of study subject, study method and study data. Moreover, based on the results, it estimated the achievements and effectiveness of the discourse study conducted in Korean language education. The subject of discourse study was mainly dealt with discourse function, discourse pattern, discourse marker, discourse structure. In the study methods, analysis of corpus and survey were mainly used as the study methods, and spoken corpus, written corpus and semi-spoken corpus were used as study materials. In particular, the semi-spoken corpus was used at a very high rate among them. This showed that discourse study in Korean language education was mainly focused on spoken corpus study. This study divided the detailed field of Korean language education into four fields of linguistic knowledge, communication function, teaching activities and learning activities, and observed the trends of discourse study in each field. Overall, it was recognized that relatively many studies were focused on linguistic knowledge, particularly in pragmatic perspective. It can be said that the study based on discourse has a language educational effectiveness in that it is based on actual data and improves practical communication skills in the environment of various languages.

A study on understanding of a history of Korean classic literature written in English (영문(英文) 한국고전문학사 서술의 이해)

  • Choi, Yun hi
    • (The)Study of the Eastern Classic
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    • no.59
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    • pp.233-261
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    • 2015
  • This paper describes the system and check the characteristics of Korean classic literature in English. Examine the name of the classic novel, classification. More specifically would described the Purpose of writing of Korean classic novel(soseolsa). Name of the classic novel, How classic novel genre classification, Classic novels are classified into several types, Are some types of literature are applicable, How to determine the type of name, how did the name written work, a description of the work is to encompass any attitude looks. This paper is significant to the Korea Arts and Technology of Korea as an classic novel in English.

The development of Smart Robot Game (스마트 로봇 게임 개발에 관한 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1596-1601
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    • 2019
  • A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world's game is connected to real world's robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game.