• Title/Summary/Keyword: Genre Use

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A Study on the Upward Flow of the Majo and Maja Costumes in 18th Century Spain, Observed in the Paintings of Francisco de Goya (프란시스코 데 고야의 회화에 나타난 18세기 스페인 마호(majo), 마하(maja) 서민복식의 상향전파 사례연구)

  • Bae, Soojeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.1
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    • pp.74-87
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    • 2018
  • This thesis investigated majo and maja costumes of depicted in Francisco de Goya's paintings from the middle of 18th to the early 19th century, and presented the costumes defined as the upward flow from the lower classes to the upper classes. The study methodology selected those describing the maja and majo among the figure paintings, portraits and genre paintings by Goya that identify unique characteristics with the qualitative analysis of the cases of the upward flow with that affect the costume of the upper classes. The influence of the majo and maja costumes were outstanding in the shape of the outfits while the French style gown of the upper class women were one-piece dresses in shape, those of the maja were two-piece dresses that consisted of the upper and gather skirts. The costume was perfected by use of the mantilla or head kerchief, instead of the headdresses prevalent at those times. The majo's costume affected the men's costume of the upper classes in the shape of the outfits. Short coat and tight breeches were preferred to the loose ones as well as instead of a long coat. Rather than the wigs or tri-corn hat, the head kerchief and sash belt applied, which could be evidence of the upward flow as well as shows proof of the influence of majo and maja costumes.

Study on Fashion Illustration as Viewed from the Allegorical - Based on the theory of Craig Owens - (알레고리 관점의 패션 일러스트레이션에 관한 연구 - 크렉 오웬스의 이론을 중심으로 -)

  • Kim, Mi-Hyun
    • Journal of the Korean Society of Costume
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    • v.62 no.4
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    • pp.81-90
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    • 2012
  • The contents of this study are as follows. First, an academic understanding has been achieved by exploring the theoretical concept "allegory", and a new theoretical approached methodology has been sought. Second, an analysis-index of fashion illustration cases has been suggested based on the allegory theory of Craig Owens. Third, in order to draw the characteristics of fashion illustration as viewed from the allegorical viewpoint and find out its feasibility, the case studies has been referred and the internal significance, external significance that combines different characteristics has been extracted. In regards to this study method, literature studies and case studies has been done in parallel with each other. This study was done in the following sequence: the establishment of the study system, the drawing of the allegory-associated concepts and the discovering the characteristics of aesthetic expressions. The results of this study on the expression characteristics of fashion illustration as viewed from the allegorical viewpoint of Craig Owens are as follows. First, the borrowing of image, which is a characteristic of allegory, contains the meaning of uncertainty in the fashion illustration as it expresses the image-synthesis and forms a completely different meaning as the fixed meaning is dissolved and it is utilized as a photo-montage technique. Second, the inference of pictogram is the mixture of linguistic medium and visual medium. Fashion illustration utilizes the characters and transmits the fashion information visually and immanently. It has the characteristic of making the information into pictograms and the internal significances of mutual-text with communication function. Third, the uniqueness of location in the fashion illustration has the special nature of utilized mediums as it is used for advertising or publicizing. The fashion illustration from the viewpoint of allegory has the impermanency of existing only for a limited time and reflects the coincidence that gives the meaning of utilized location according to the season trend. Fourth, the cross-breeding is expressed as the mixture of various materials in the fashion illustration. The expressions made by the mixture of media, such as the use of computer graphic programs mixed together with various materials showed the trend of diversity and genre dissolution.

Analysis on PVR Service as a Supplementary Function of Interactive Service: Based on Satellite Broadcasting Subscribers (양방향기능의 보완으로서 PVR(Personal Video Recorder)서비스 분석: 위성방송사례를 중심으로)

  • Kim, Mira;Kim, Jongha Bell
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.1-10
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    • 2013
  • With the help of information technology, PVR has been evaluated as an innovative device that brings epochal changes for program selection and convenience of receivers with the convergence between broadcasting and telecommunication. Satellite broadcasters introduced PVR service to strengthen its interactive function. This study analyzed PVR user behavior and how it changed the existing TV viewing behavior through satellite subscribers. The results revealed that PVR subscribers mainly used it for time shifting like VCR use. FUrthermore, heavy PVR users watched TV more than on average and enjoyed a divers genre of programs. This study provides scholarly implication for PVR using behavior and its effects and its useful information for contents and marketing strategy to help PVR service popularization.

Measuring Similarity Between Movies Based on Sentiment of Tweets (트위터를 활용한 감성 기반의 영화 유사도 측정)

  • Kim, Kyoungmin;Kim, Dong-Yun;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.292-297
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    • 2014
  • As a Social Network Service (SNS) has become an integral part of our everyday lives, millions of users can express their opinion and share information regardless of time and place. Hence sentiment analysis using micro-blogs has been studied in various field to know people's opinion on particular topics. Most of previous researches on movie reviews consider only positive and negative sentiment and use it to predict movie rating. As people feel not only positive and negative but also various emotion, the sentiment that people feel while watching a movie need to be classified in more detail to extract more information than personal preference. We measure sentiment distributions of each movie from tweets according to the Thayer's model. Then, we find similar movies by calculating similarity between each sentiment distributions. Through the experiments, we verify that our method using micro-blogs performs better than using only genre information of movies.

Improvement of UCI Metadata and Resolution Service for Massive Contents Recommendation (대규모 콘텐츠 추천을 지원하기 위한 UCI 메타데이터와 변환서비스의 기능 개선)

  • Na, Moon-Sung;Lee, Jae-Dong
    • Journal of Korea Multimedia Society
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    • v.13 no.3
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    • pp.475-486
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    • 2010
  • Contents Recommender System predicts user's preferences towards contents, and then recommends highly-predicted contents to user. Digital Identifier plays its part in identifying abstract works or digital contents in digital network environment. Digital Identifier could be effectively used in content-based filtering and collaborative filtering that are mainly used in Contents Recommender Systems. Therefore, this paper proposes an improvement of UCI metadata and resolution service for effective use of UCI in massive contents recommender systems. UCI metadata is expanded by adding elements such as abstract, keyword, genre, age, rate and review. Resolution service allows the operation systems to collect user preference for content by including input part of preference in a result page. This paper also designs and implements an improved UCI operation system and shows that the proposed improvement of UCI metadata and resolution service could be used for massive contents recommendation.

The Research of Visual and Aesthetic Values of an Asian Ethnic Look (아시안 에스닉 룩의 조형성과 미적가치에 판한 연구)

  • Kwon Ha-Jin;Kim Min-Ja
    • Journal of the Korean Society of Costume
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    • v.56 no.6 s.105
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    • pp.114-131
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    • 2006
  • An Asian Ethnic Look is based on its own values of traditional costumes and the fashion accessories that are influenced by its own genre within their own culture. In this thesis, it contemplates the study of visual values and the traditional influences of the Modern Western Designers and Asian Designers' definitions and the considerations of an Ethnic look in the countries like Middle East, India, Korea, China and Japan. The standard procedure to understand their Visual and Aesthetic values is acknowledgement of body. From that foundation, an Asian Ethnic Look and its Visual and Aesthetic Values were researched through out the Middle East Asian Look, Indian Look, Korean Look, Chinese Look and Japanese Look which effective after 1990's. The studies are further researched to the comparisons and interpretations of the Western Designers and the Asian Designers, and the definitions of an Asian Ethnic Look and its Visual and Aesthetic Values in between those. According to each country's religious attitudes, a beauty of concealment and a beauty of negative space appeal which emphasize an ethics on humanity and non-materialistic attitudes. It takes meanings of a phenomenon of nature's worship, Yin-Yang five elements of principles, oneness of body-mind and oneness of universe-mankind. Following the studies of Visual and Aesthetic Values of an Asian Ethnic Look, in 1990's Western Designers' interpretations were prominent use of the Asian Traditional Motif3. However, the interpretations of the Asian Designers were based on their own traditional ethics and they minimized decorative elements but enhanced naturalism, feminism, calm and sober designs compare to the past. The Asian Designers' interpretations of their visual values were based on their Asian mentality, beauty and its straightforward genuine perspective and respects of their own culture.

Fuzzy Clustering with Genre Preference for Collaborative Filtering

  • Lee, Soojung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.5
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    • pp.99-106
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    • 2020
  • The scalability problem inherent in collaborative filtering-based recommender systems has been an issue in related studies during past decades. Clustering is a well-known technique for handling this problem, but has not been actively studied due to its low performance. This paper adopts a clustering method to overcome the scalability problem, inherent drawback of collaborative filtering systems. Furthermore, in order to handle performance degradation caused by applying clustering into collaborative filtering, we take two strategies into account. First, we use fuzzy clustering and secondly, we propose and apply a similarity estimation method based on user preference for movie genres. The proposed method of this study is evaluated through experiments and compared with several previous relevant methods in terms of major performance metrics. Experimental results show that the proposed demonstrated superior performance in prediction and rank accuracies and comparable performance to the best method in our experiments in recommendation accuracy.

Evaluation of AHP-Based Mobile MMORPG Game Interface Usability (AHP 기반 모바일 MMORPG 인터페이스 사용성 평가)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.255-261
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    • 2015
  • The use of games using smartphones have become universal, and the market share of MMORPG among various game genres shows an uptrend. However, MMORPG requires complex interface in view of the genre characteristics, and therefore, there are difficulties in building interface for efficient game play. This study analyzed game interface characteristics to suggest MMORPG game interface suitable for the mobile environment, and carried out a questionnaire survey evaluation on the usability of fight, exploration, character and transaction interfaces targeting 12 users. To quantitatively evaluate the subjective questionnaire survey results, this study analyzed a correlation between the characteristics of game interface and popularity using AHP. As a result, there was a close correlation between game selection & popularity and interface, and this study ascertained that interface development through game interface usability evaluation using AHP was possible.

Same music file recognition method by using similarity measurement among music feature data (음악 특징점간의 유사도 측정을 이용한 동일음원 인식 방법)

  • Sung, Bo-Kyung;Chung, Myoung-Beom;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.99-106
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    • 2008
  • Recently, digital music retrieval is using in many fields (Web portal. audio service site etc). In existing fields, Meta data of music are used for digital music retrieval. If Meta data are not right or do not exist, it is hard to get high accurate retrieval result. Contents based information retrieval that use music itself are researched for solving upper problem. In this paper, we propose Same music recognition method using similarity measurement. Feature data of digital music are extracted from waveform of music using Simplified MFCC (Mel Frequency Cepstral Coefficient). Similarity between digital music files are measured using DTW (Dynamic time Warping) that are used in Vision and Speech recognition fields. We success all of 500 times experiment in randomly collected 1000 songs from same genre for preying of proposed same music recognition method. 500 digital music were made by mixing different compressing codec and bit-rate from 60 digital audios. We ploved that similarity measurement using DTW can recognize same music.

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Importance-Performance Analysis of Multiplex Cinema Attributes (멀티플랙스 영화관 선택속성의 중요도-성취도 분석)

  • Kim, Jae-Hong;Ko, Seon-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.587-595
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    • 2018
  • This research aims to analyze the importance-performance among multiplex cinema selection attributes. Therefore, we collected data for visitors who visited the multiplex cinema and want to watch movies. Of the various multiplex cinema selection attributes, four factors were deduced that includes: major services, human services, physical environment, auxiliary services using exploratory factor analysis. In the quadrant I, the area of 'Concentrate Here' was 'diversity of screening time', 'diversity of movie genre', 'convenience of mobile app use', 'size and convenience of parking facility'. In the quadrant II, 'Keep up the Good Work' area was 'convenience of website booking', 'discounts through card partnerships', 'employee friendliness', 'accurate employee information delivery', 'comfortable seating', 'screen size', 'cinematic sound quality', and 'convenience of traffic' etc. The quadrant III, 'Low Priority' appeared to be 'membership system', 'tidiness of staff attire', 'resting space for waiting time', 'accessibility to the neighboring area', 'diversity of the snack corner', and 'overall cleanliness' etc. The quadrant IV, 'Possible Overkill' was 'appropriateness of the auditorium temperature' and 'service proficiency'.