• Title/Summary/Keyword: Genre Use

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A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.

Analysis of Game Character Using Emotion Rule (감정규칙을 사용한 게임 캐릭터 분석)

  • Park, Jun-Hyoung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.7-18
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    • 2014
  • Emotion is one of the elements of the game that will help the user interaction. The way to express the emotions and personality of the character was taken into account severity of reaction to action or a specific graphics in the game so far. However recently structured for the interest in the study of emotion increases and to utilize a variety of feelings in the game is needed. In the field of autonomous agents, studies of the possibility of the use of emotion, defined 12 different emotion rules. In this paper, we dilate by defining the terms used in the game rules of emotion made the rules of the emotion of the game. And, we analyzed emotions in actual game character used Game Emotions Rule. As a result, it was possible to see the rules of the game feeling separate from that being used for game genre similar.

A Study of Fashion Art Illustration

  • Kang, Hee-Myung;Kim, Hye-Kyung
    • Journal of Fashion Business
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    • v.6 no.3
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    • pp.94-109
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    • 2002
  • The advent of the information age, advancement of the multi-media, and proliferation of internet are all ushering-in a new era of a cyber world. The artistic expression is unfolding into a new genre of a new era.. In the modern art, the boundary between the fine art and the applied art is becoming blurred, and further, distinction of fine art from popular art is also becoming meaningless. The advancement of science and technology, by offering new materials and visual forms, is contributing to the expansion of the morden art's horizon. As fashion illustration is gaining recognition as a form of art which mirrors today's realities, it has also become increasingly necessary to add variety and newness. Fashion illustration is thus becoming the visual language of the modern world, capable of conveying artistic emotion, and at the same time able to effectively communicate the image of fashion to the masses. The increasing awareness of artistic talent and ingenuity as essential components of fashion illustration is yielding greater fusion between fashion illustration and art & technology. This has resulted in the use of the advanced computer technology as a tool for crafting artistic expressions, such as fashion illustration, and this new tool has opened-up new possibilities for expressing images and colors. Further, the computer-aided fashion illustration is emerging as a new technique for expression. The concept of fashion illustration, history of fashion illustration from its incepton to modern date is reviewed and the simplicity has been researched throughout past studies published in Korean and overseas Journals.

Implementation of Music Source Classification System by Embedding Information Code (정보코드 결합을 이용한 음원분류 시스템 구현)

  • Jo, Jae-Young;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.10 no.3
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    • pp.250-255
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    • 2006
  • In digital multimedia society, we usually use the digital sound music ( Mp3, wav, etc.) system instead of analog music. In the middle of generating or recording and transmitting, if we embed the digital code which is useful to music information, we can easily select as well as classify the music title by using Mp3 player that embedded sound source classification system. In this paper, sound source classification system which could be classify and search a music informations by way of user friendly scheme is implemented. We performed some experiments to testify the validity of proposed scheme by using implemented system.

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Comparison Study Between Landline and Mobile VOD (유무선 모바일 VOD 인터넷간 차이 연구)

  • Sung Ho-Jun
    • KSCI Review
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    • v.14 no.1
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    • pp.273-285
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    • 2006
  • This study compares choice of contents genre between mobile VOD service users and landline internet VOD service users. Overall, males showed a higher rate of VOD usage than females and a variety of contents were used for entertainment, programs and mood alteration. In addition, a higher frequency of VOD usage showed a higher rate of VOD usage and also resulted in higher level of satisfaction. Also, the quality of landline internet VOD service showed to be higher than mobile VOD service. This suggests that programs for mobile VOD needs to be developed as well as a more open and simple rate system. In addition, subjects of this study showed to use VOD services mainly for entertainment purposes, suggesting that a variety of programs need to be developed in order to higher the level of satisfaction of its users.

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The Expression of Ending Sentence in Family Conversations in the Virtual Language - Focusing on Politeness and Sentence-final Particle with Instructional Media - (가상세계 속에 보인 일본어의 가족 간의 문말 표현에 대해 - 교수매체로서의 문말의 정중체와 종조사 사용에 대해)

  • Yang, Jung-Soon
    • Cross-Cultural Studies
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    • v.39
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    • pp.433-460
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    • 2015
  • This paper was analyzed the politeness and the expression of ending sentence in family conversations in the virtual language of cartoon characters. Younger speakers have a tendency to unite sentence-final particle to the polite form, older speakers have a tendency to unite it to the plain form in the historical genre. But younger speakers and older speakers unite sentence-final particle to the plain form in other fiction genres. Using terms of respect is determined by circumstances and charactonym. Comparing the translation of conversations with the original, there were the different aspects of translated works. When Japanese instructors are used to study Japanese as the instructional media, they give a supplementary explanation to students. 'WA' 'KASIRA' that a female speaker usually uses are used by a male speaker, 'ZO' 'ZE' that a male speaker usually uses are used by a female speaker in the virtual language of cartoons. In the field of the translation, it is translated 'KANA' 'KASIRA' into 'KA?', 'WA' 'ZO' 'ZE' into 'A(EO)?', 'WAYO' 'ZEYO' into AYO(EOYO)'. When we use sentence-final particle in the virtual language of cartoon, we need to supply supplementary explanations and further examinations.

Cinematic reproduction of original game contents-Focusing on text analysis of games and movies (게임 원작 기반 콘텐츠의 영화적 재현-게임과 영화의 텍스트 분석을 중심으로)

  • Park, Hyunah
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.17-32
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    • 2021
  • This study focused on the games that were in the spotlight during the One Source Multi-use era, analyzing game based movies and the games. Through this, we wanted to examine the phenomena, changes, and in-depth meanings of the genre and grammar. Using Vogler's "12 Stages of the Hero Journey" and Greimas's "Model actantie" the three works of Need for Speed, Assassin Creed and Warcraft were cross-analyzed. Through this analysis, we looked at the structure of the discourse and identified the significant messages brought by the change in text.

Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.13-30
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    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

Automatic Generation of Video Metadata for the Super-personalized Recommendation of Media

  • Yong, Sung Jung;Park, Hyo Gyeong;You, Yeon Hwi;Moon, Il-Young
    • Journal of information and communication convergence engineering
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    • v.20 no.4
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    • pp.288-294
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    • 2022
  • The media content market has been growing, as various types of content are being mass-produced owing to the recent proliferation of the Internet and digital media. In addition, platforms that provide personalized services for content consumption are emerging and competing with each other to recommend personalized content. Existing platforms use a method in which a user directly inputs video metadata. Consequently, significant amounts of time and cost are consumed in processing large amounts of data. In this study, keyframes and audio spectra based on the YCbCr color model of a movie trailer were extracted for the automatic generation of metadata. The extracted audio spectra and image keyframes were used as learning data for genre recognition in deep learning. Deep learning was implemented to determine genres among the video metadata, and suggestions for utilization were proposed. A system that can automatically generate metadata established through the results of this study will be helpful for studying recommendation systems for media super-personalization.

Discoveries, Voiceovers, and Greek Poetry: the Colonization of Lands, Languages, and Literatures in James Joyce's Ulysses and Anne Carson's Autobiography of Red

  • Omnus, Wiebke
    • Journal of English Language & Literature
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    • v.56 no.6
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    • pp.1027-1045
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    • 2010
  • What does an Irish modernist have in common with a contemporary Canadian classicist? The present paper attempts an unlikely comparison to bring out previously unnoticed facets of meaning by analyzing James Joyce's Ulysses (1922) and Anne Carson's Autobiography of Red: A Novel in Verse (1998) together. While Joyce and Carson write at different times and in different places, I suggest that they are also remarkably similar. First, both of these authors can be said to have re-invented the genre of the novel in the two aforementioned works. Second, they both set themselves the task of re-writing a Greek text, in Joyce's case Homer's Odyssey, in Carson's case Stesichoros's Geryoneis, transferring it to their own present reality. The focus of the article is to read Ulysses and Autobiography of Red together in light of their engagement with colonialism. This concept is central to both novels, as literary critics have noted. However, rather than examining the concept in the traditional sense, I use it as a platform to examine the roles that sociolinguistic colonialism, and what I call literary colonialism, play in these two innovative and groundbreaking novels. Finally, I analyze the ways in which these authors position themselves against the tradition. Comparing works by Carson and Joyce allows me to arrive at conclusions that transcend their time and apply to humanity in general.