• Title/Summary/Keyword: Genre Use

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Qualitative Research of Picture Books Preferred by 6 Year Old and 9 Year Old (만6세와 만9세 아동이 선호하는 그림책의 장르에 대한 질적 연구)

  • Park, So-Yun;Kim, Min-Jung
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.9-21
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    • 2017
  • The purpose of this study was to explore the characteristics of children's favorite picture books by age according to genre. For this purpose, children of 6 and 9 year old were interviewed from October 2015 to January 2016, and the final data of 34 children were selected for analysis. The collected data were analyzed by inductive coding qualitatively. The results of this study are summarized as follows: First, picture books preferred by 6 year old children appeared in the order of folktale picture books, story picture books, korean-domestic poetry picture books, informational picture books, and they didn't prefer korean-translated poetry picture books. They tended to like interesting story and well-constructed plots. Second, picture books preferred by 9 year old children were surveyed in the order of story picture books, folktale picture books, korean-domestic poetry picture books, and they didn't prefer informational picture books and korean-translated poetry picture books. They explored literary elements extensively and considered them as interesting factors. Based on these results, this study revealed reasons why children of different ages prefer particular picture book genre, and proposed ways to use picture book genres widely by age.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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Characteristics of the Media Acting (매체연기 특성 연구)

  • Park, Ho-Young;Min, Kyung-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.159-169
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    • 2011
  • Due to media's characteristics, the methods of acting expression in stage differ from that in media. However, actors playing in either genre use the same internalization as the basis of their performance. The acting arising from actors' internalization is the same in stage acting and media acting. Nevertheless, media acting, by its genre characteristics, requires a more delicate and natural acting than that in stage acting. Such is because media acting shows a far more detailed and amplified performance that is shown on screen. The purpose of this research is to examine how to differentiate the expression characteristics of media acting from the expression methods of stage acting. Through this research, I attempt to present the expression methods of media acting that can show real life acting reflecting media's distinct characteristics, with the aim of benefiting students who practice media acting or professional actors. Diverse expression methods presented by training of media acting are expected to enable actors engaged in this field to produce excellent outcomes through acting training to successfully bring out a realistic and convincing performance through internalization. And together with the opportunity to build delicate and detailed acting styles that are required in media acting, acting styles that are differentiated from those in stage acting will also be discussed.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (사회통계학적, 장르적 분류에 따른 온라인 게임의 이용 특성에 관한 연구)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.61-71
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    • 2010
  • This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.

Performance Improvement of Collaborative Filtering System Using Associative User′s Clustering Analysis for the Recalculation of Preference and Representative Attribute-Neighborhood (선호도 재계산을 위한 연관 사용자 군집 분석과 Representative Attribute -Neighborhood를 이용한 협력적 필터링 시스템의 성능향상)

  • Jung, Kyung-Yong;Kim, Jin-Su;Kim, Tae-Yong;Lee, Jung-Hyun
    • The KIPS Transactions:PartB
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    • v.10B no.3
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    • pp.287-296
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    • 2003
  • There has been much research focused on collaborative filtering technique in Recommender System. However, these studies have shown the First-Rater Problem and the Sparsity Problem. The main purpose of this Paper is to solve these Problems. In this Paper, we suggest the user's predicting preference method using Bayesian estimated value and the associative user clustering for the recalculation of preference. In addition to this method, to complement a shortcoming, which doesn't regard the attribution of item, we use Representative Attribute-Neighborhood method that is used for the prediction when we find the similar neighborhood through extracting the representative attribution, which most affect the preference. We improved the efficiency by using the associative user's clustering analysis in order to calculate the preference of specific item within the cluster item vector to the collaborative filtering algorithm. Besides, for the problem of the Sparsity and First-Rater, through using Association Rule Hypergraph Partitioning algorithm associative users are clustered according to the genre. New users are classified into one of these genres by Naive Bayes classifier. In addition, in order to get the similarity value between users belonged to the classified genre and new users, and this paper allows the different estimated value to item which user evaluated through Naive Bayes learning. As applying the preference granted the estimated value to Pearson correlation coefficient, it can make the higher accuracy because the errors that cause the missing value come less. We evaluate our method on a large collaborative filtering database of user rating and it significantly outperforms previous proposed method.

Demand for Classical Music Concerts from Transaction Cost Perspectives (거래비용 관점으로 본 클래식 음악공연 관람수요)

  • Lee, Chang Jin;Kim, Jaibeom
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.3-28
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    • 2014
  • The characteristics of performing arts differ from those of utilitarian goods in terms of economics. Factors other than price need to be considered to understand the demand for performing arts. Audience surveys as well as econometric demand studies have confirmed that socio-economic factors such as age, income, employment, and education are major determinants of the demand for performing arts. This study focused on the attributes of concerts rather than consumer characteristics to determine the concerts audiences select in terms of transaction cost. Genre, price, internet search trends, and the purpose of performance as well as price are tested as determinants of demand by using the data set for a major concert hall in Seoul. Genre and the specific purpose of concerts influence the demand for concerts. Internet search trends of the performer are used as indicators of popularity and information exposure, which are positively correlated with demand. This result supports the hypothesis that larger audiences would attend concerts that require lower information search costs. To note, price has a positive effect on demand in the higher price range, which means that concerts at higher prices attract larger audiences, whereas normal goods have a negative slope in the demand curve. This result can be explained by the hypothesis that consumers use price as an indicator of the quality expected of a concert. Transaction cost for selecting classical concerts thus forms an inverse-U shape curve against ticket price. These results provide some explanation of why audiences of classical music choose to attend concerts at high ticket prices while offering evidence in favor of the hypothesis that performing arts are selected in a social context.

A Study on Vocal Curriculum (실용음악 보컬 교육과정에 관한 연구)

  • Cho, Tae-Seon;Choi, Yeong-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.218-227
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    • 2019
  • The term practical means that you actually use what you learn. Unlike that meaning, however, the curriculum is operated by specific majors of some professors. And we can be seen in many colleges. Jazz is a prime example. Jazz is a genre only for some maniacs and there is not much places to play on the pop scene. But this genre is now packaged as representative studies of practical music. This affects even cram schools, preparing for college entrance exams, while high school students are also learning, playing and preparing Jazz to take the exams. Of course, Jazz is a field of music, but it is a very sad reality, considering it can never be the mainstream of popular music. It has been 20 years since the department of practical music was established at a four-year university. The number of graduates will also be very large. Now that the role of a university is related to employment, it's time to look at how the graduates are getting jobs and whether they are working in music. And it will also be important to ensure that the curriculum of the department is reasonably managed to connect with employment in reality. Practical learning will be not only respond immediately to market changes but establishment and operation of education courses should be carried out accordingly. In this study, we will discuss curriculum of vocal at universities, concrete examples of operations, and reasonable vocal courses that can be connected to employment.

A study on game novel (게임소설 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.111-134
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    • 2019
  • Since This study is about game novel. I'm going to discuss the flow and features of game novels. Game novels developed in Korea, the game industry developed and made it possible. Fantasy novels, Muhyeop novels, and the generation of games met, so game novels could develop. By looking at the trends of game novels, I want to lay the foundation for the study of popular literature genre. The reason behind the emergence of game novels is the meeting of the game generation and the novel. The types of game novels can be distinguished according to the 'location of the main characters' and 'the narrative style'. It is not the best, but it is the minimum work to identify the genre. The biggest characteristic of game novels is their connection to games. It also uses the system of the real game. Another characteristic is that a variety of variations are possible with other genres. Game novels were influenced by fantasy novels and Muhyeop novels. Game novels now hold a solid place in the realm of popular literature. But the limits are also clear. It is the repeated use of game novel progression. Here are the limitations that game have to overcome. In addition, active research should be carried out. This study is intended to promote research on these game novel genres.

Viewing Pattern of IPTV Subscribers (IPTV 수용자의 프로그램 시청 행태)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.95-103
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    • 2008
  • Hana TV and Mega TV have been growing rapidly with IP-VOD service. The number of subscribers of both of them were 1.4 million in April 2008. Additionally, the change of viewing patterns of IPTV subscribers was predicted. Therefore, the purpose of this paper is to see how the subscribers use IP-VOD service practically. For this research, the frequency, the time and the duration of connection by genre have been analyzed on the March of 2007 and 2008. According to the result, there was a significant change quantitatively: within a year, not only the number of subscribers has doubled, but also the frequency of monthly connection has been increased 15 times. In addition, the duration of viewing per person has quadrupled. Regarding to the contents, the subscribers still prefer to watch free TV programs. However, the viewers have their own way of consuming TV programs. It has been proved that IPTV is a complementary media of free TV with a strong possibility to change the viewing patterns in the near future.

3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.