• Title/Summary/Keyword: Genre Use

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Method of Using Disease in Television Drama (인기 TV 드라마에서 질병을 활용하는 방법)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.351-365
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    • 2017
  • Illness has long been an important plot device in Korean dramas. In earlier years, the device typically was supposed to be in the form of a terminal bodily disease occurring for the female main character toward the end of the story. On the other hand, the latest trend is to situate a mental illness for the male lead character at the earlier part, and use it as a tool to build characters, construct causal relations and set the intense tone for the overall story. The mental illness as a plot device helps to provide a series of reversals, revelations and turnarounds, giving viewers a stronger sense of intensity, empathy and identification. While the illness used to play the role of a deus ex machina to make a big emotional finish, the latest adoption of the mental illness as a main plot device has enhanced the flexibility of the plot and the effect of versimilitude in dramas. These noticeable changes make one suspect that the focus of Korea's drama contents might have already begun to grow out of the conventional soap operas into different genres.

An Empirical Analysis on the Determinants of VOD Viewing Pattern of Users in IPTV Platform (IPTV에서의 VOD 시청패턴 결정 요인에 관한 실증 분석)

  • Cho, Shin;Kim, Hee Sun
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.153-167
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    • 2015
  • This paper empirically analyzes specific characteristics of VOD users and their practical viewing patterns, using socio-demographic data of the current IPTV subscribers in combination with actual data of genre usage and payment. The findings revealed active viewing patterns of male, the unemployed, high earners and early adopters. In terms of preferences, households with large numbers of women prefer time shift contents, whereas households composed of more men or preschoolers prefer non-time shift contents. Likewise, the households that have more women or higher income had relatively a lot of experiences of purchasing time shift contents on one hand, but the households characterized by the larger numbers of family members or unemployed householder or young householder showed much willingness to pay premium contents on the other hand. Given the utilization of correct database, the findings offer useful information conducive to service promotion and marketing strategies to maximize VOD use in the practical dimension.

Studies of Meta-Expressions in Webcomics (웹코믹스의 메타표현에 관한 연구)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • s.16
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    • pp.211-221
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    • 2009
  • are cartoon-expressions called cartoon itself to show the characteristic and limit of the presentation system, cartoon, by constitution. These followings are typical examples. First, a character regarded as a cartoonist shows up in the cartoon and constitutes the readers' recognition of the cartoon by himself or herself. Second, the line dividing two cuts is transformed or destroyed and likened to another thing so that can help the readers understand the cuts are physical existence. Most of the approaches to cartoon criticism studies which have been done before are external analyses focused on how to use cuts, balloons, and the two-dimensional expression meaning the relationship between script and picture. The purpose of this research is understanding meta-expressions in online and offline cartoons based on these outcomes. The research on meta-expressions of cartoon is considered to help understanding about the structure of Webcomics and the expansion of expression field in media by examining the expressions of the genre called cartoon.

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A Study of Music Recommendation System in P2P Network using Collaborative Filtering (P2P 환경에서 협업 필터링을 이용한 음악 추천 시스템에 대한 연구)

  • Won, Hee-Jae;Park, Kyu-Sik
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1338-1346
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    • 2008
  • In this paper, we propose a new P2P-based music recommendation system. In comparison with previous system in client-server environment, the proposed system shows higher quality of music recommendation through real-time sharing of music preference information between peers. A collaborative filtering is implemented as a recommendation algorithm. As a user preference profile, we use the inherit KID music genre index contained in all legitimate music file instead of music feature vectors as in previous research so that the proposed system can mitigate the performance degradation and high computational load caused by feature inaccuracy and feature extraction. The performance of the proposed system is evaluated in various ways with real 16-weeks transaction data provided by Korean music portal, 5 company and it shows comparative quality of recommendation with only small amount of computational load.

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Research of real-time image which is responding to the strings sound in art performance (무대 공연에서 현악기 소리에 반응하는 실시간 영상에 관한 연구)

  • Jang, Eun-Sun;Hong, Sung-Dae;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.185-190
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    • 2009
  • Recent performing-art has a trend to be new cultural contents style which mixes various genre not just traditional way. Especially in stage performance, unique performance is playing using high technology and image. In sound performance, one of technology, a new experiment is trying which re-analyze the sound and mixes the result with image. But in public performance we have a technical difficulty with making visualization regarding the sound in realtime. Because we can not make visualization with instant sound from performers and audience it is difficult to interact smoothly between performer and audience. To resolve this kind of restriction, this paper suggests Real-time sound visualization. And we use string music instrument for sound source. Using the MaxMSP/Jitter based the Midi, we build image control system then we test and control the image with Korg Nano Kontrol. With above experiment we can verify verious emotion, feeling and rhythm of performer according to performance environment and also we can verify the real time interactive image which can be changed momently by performer's action.

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App Recommendation Based on Characteristic Similarity (특성 유사도 기반 앱 추천)

  • Kim, Hyung-Il
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.559-565
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    • 2012
  • The remarkable development of IT is contributed to popularization of smart phones, which in turn creates a new domain called app store. Smartphone apps have grown fast because they can be easily purchased through an app store. As the volume of apps traded in app stores is so huge that it is extremely hard for users to find the exact app they want. In general, an app store recommends an app to users based on the search words they entered. In terms of recommendation of app, this kind of content-based method is not effective. To increase accuracy in recommending app, this paper proposes a characteristic similarity-based app recommendation method. This method creates attributes on the app based on the related information such as genre, functionality and number of downloads and then compares them with the propensity to use the app. According to diverse simulations, the method proposed in this paper improved the performance of app recommendation by 33% in average, compared to the conventional method.

A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

A Study on Analyzing Caption Characteristic for Recovering Original Images of Caption Region in TV Scene (원 영상 복원을 위한 TV 자막 특성 분석에 관한 연구)

  • Chun, Byung-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.177-182
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    • 2010
  • Research on recovering original images from captions has been widely done in a reusability point of view. In usual, dynamic images imported from foreign countries often have captions of foreign languages, so it is necessary to translate them into one's language. For the natural exchange of captions without loss of original images, recovering the images corresponding to captions is necessary. However, though recovering original images is very important, systematic analysis on the characteristics of captions has not been done yet. Therefore, in this paper, we first survey the classification methods of TV programs at academic worlds, broadcasting stations, and broadcasting organizations, and then analyses the frequency of captions, importance of caption contents, and necessity of recovering according to their types. Also, we analyze the characteristics of captions which are significantly recognized to be necessary to recover, and use them as recovering information.

A Study on VR Convergence Contents Creation Process ink painting (수묵화를 이용한 VR 융합콘텐츠 제작공정 연구)

  • Hou, Zheng-Dong;Choi, Chul-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.193-198
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    • 2018
  • Applying VR technology to animation areas is emerging as a trend of recent years. So if you use this VR technology in traditional ink animation, 2D art piece is expected to be equipped with a new narrative style and visual and auditory language, making it a new animation genre. There's a lot of technical difficulties in putting the existing 2D ink image on a 360 degree display. VR ink animation has been created that gives depth to VR space by using layer extraction method based on depth of distance and placing layers extracted on curved surface that is aligned with depth in 360-degree space in the image of ink painting, which is the background of traditional ink animation. In the text, we took an overview on problems generated in extracting layers of distant view, close-range view and middle distant view from the existing image of ink painting and made suggestions of an effective way to approach them.

There's No Such Thing as Free Lunch but Envy among Young Facebookers

  • Iqbal, Tassawar;Yousafzai, Muhammad Tariq;Ali, Sabeen;Sattar, Kinza;Saleem, Muhammad Qaiser;Habib, Usman;Khan, Atta ur Rehman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.10
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    • pp.4724-4737
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    • 2018
  • Facebook has quickly infused across cultures worldwide to become a common household term for diverse spectra of netizens, especially youngsters. Inherently, interactive in nature, Facebook provides a common cyber enabled platform for online interactions with social friends, living across the world. However, despite its merits, users also experience certain disadvantages, which include but are not limited to rise in feelings of social comparison, decline in self-esteem, contentment and general subjective well-being. This work aims to determine the role of Facebook in spreading envy and identify factors that trigger such emotions. Due to abductive nature of the study, we used pilot interviews and consulted relevant literature to formulate hypotheses. Further, we used deductive approach and conducted a survey. The results showed that frequent use of Facebook, particularly passive following is main predictor of envy, and social interaction is the biggest cause for development of envious feelings in Facebook users. However, insignificant variation was found while investigating relationship between envy and factors, such as pretentiousness, time spent, accomplishment, everything in life, likes on posts, popularity across genders, marital status and genre.