• Title/Summary/Keyword: Genre-Convergent

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A Study on the Genre-Convergent Characteristics of Tropicália in Brazil -focused on Caetano Veloso- (브라질 '트로피칼리아'의 장르 융합적 특징 고찰 -카에타누 벨로주(Caetano Veloso) 작품을 중심으로-)

  • Park, Mi-Jin;Hong, Sung-Kyoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.237-245
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    • 2020
  • Tropicália, which marked the beginning of Brazilian Popular Music (MPB), is a musical genre that originated in the Brazilian cultural movement and this arose in the late 1960s. The musicians who participated in this cultural movement delivered radical innovation by embracing the international music trend of the 60s, such as the Beatles phenomenon and the experimental and creative music of the electronic age. The music derived from this era incorporated the cannibalism of the Brazilian modernism cultural movement in the 1920s, and it presented a cultural consilience while maintaining the traditional Brazilian culture. In particular, the convergence of Tropicália with rock was especially prominent. As rock grew into the culture of resistance in both Britain and the United States, the convergent characteristic of Tropicália reflected the critical sociocultural view toward Brazil at that time. This paper focuses on the element of fusion of traditional Brazilian music and the rock music present in Tropicália. To present a case study, this paper selected music pieces by Caetano Veloso, the essential pillar of Tropicália, and examined each element through specific music analysis. This study aims to establish an academic foundation for third-world music and contributes to the development and creation of fusion music.

The Form and Usefulness of Alternate Reality Games (대체현실게임의 형태와 유용성)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.151-160
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    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

A Convergent Study on the Narration of Novel through Text-mining (소설 내러티브의 변화: 텍스트마이닝 기반 장르별 내러티브 분석)

  • Park, Jungsik;Park, Mi Sun
    • English & American cultural studies
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    • v.17 no.1
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    • pp.81-106
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    • 2017
  • Using recently emerging quantitative methods, this article provides a comparative study of the diachronic changes in the narrations of novel, history, and science from the early 18th-century to the 20th-century. To trace the narrative changes in different genres, this article discusses how text-mining methodology can be introduced in literary studies. We compared the traces of narrative in three genres—novel, history, and science—as a pilot study, with the three major grammatical elements of narrative: pronoun, subordinating conjunction, and action verbs in past tense. The results of data-mining show that the use of pronoun and action verb has increased in the genre of novel toward the $20^{th}$ century, while history and science has developed less story-like writing styles.

A Study on the Relational Structure of Experimental Thinking and Collective Intelligence in Convergent Performing Art: Focusing on Analyzing ⟪God's Eye View⟫ (춤-연극⟪시선(God's Eye View)⟫분석을 통한 융복합 공연예술의 실험적 사고와 집단지성의 관계구조 연구)

  • Park, So-Hyun;Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.470-476
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    • 2016
  • Recently performing arts pursue a new rootage of the collective intelligence that seeks experimental thinking and diversity in creative convergence. Understanding in this way the concept of artist's horizontal creation structure and individual communication of the public, this study tries to analyze ${\ll}God's\;Eye\;View{\gg}$, an example of convergent performing art. The result of analysis is as follows. The convergence in performing art could be approached through experiential thinking and diachronic of artists by genre, and the interpretation and its value of the result of work be shared horizontally. ${\ll}God's\;Eye\;View{\gg}$ express a dynamic communication and meaning of poetic image, and shows the experimental creation of convergence and the individual communication ability of collective intelligence as a new value of convergence.

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.295-300
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    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.