• Title/Summary/Keyword: Genre-over

Search Result 90, Processing Time 0.025 seconds

Changes in Inequal Trading Practices due to Changes in Contents Production System (방송콘텐츠 제작방식 변화에 따른 불공정 관행 변화; 외주제작사 입장을 중심으로)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.5
    • /
    • pp.540-551
    • /
    • 2017
  • While the way broadcasting contents are made has changed drastically, some conflicts appear to remain unchanged. And they are about allegedly unfair practices. The whole arguments may even be deemed natural to a certain degree, considering the characteristics of the overall creative industry. But it needs to be highlighted the conflicts are being aggravated both in drama and non-drama production industries for different reasons. The drama side of the issue comes from how the project-based organizations are organized, and will be resolved if broadcasting companies do not send over their directors. On the other hand, the non-drama side's issues are about the complaints that outsourcing production companies have about the production cost. In general, due largely to the genre's relatively weak power to generate revenue, the producers do not get the upper hand when it comes to the negotiations over financial matters.

A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.143-167
    • /
    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

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
    • /
    • v.10 no.3
    • /
    • pp.61-71
    • /
    • 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.

Clustering Method based on Genre Interest for Cold-Start Problem in Movie Recommendation (영화 추천 시스템의 초기 사용자 문제를 위한 장르 선호 기반의 클러스터링 기법)

  • You, Tithrottanak;Rosli, Ahmad Nurzid;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.1
    • /
    • pp.57-77
    • /
    • 2013
  • Social media has become one of the most popular media in web and mobile application. In 2011, social networks and blogs are still the top destination of online users, according to a study from Nielsen Company. In their studies, nearly 4 in 5active users visit social network and blog. Social Networks and Blogs sites rule Americans' Internet time, accounting to 23 percent of time spent online. Facebook is the main social network that the U.S internet users spend time more than the other social network services such as Yahoo, Google, AOL Media Network, Twitter, Linked In and so on. In recent trend, most of the companies promote their products in the Facebook by creating the "Facebook Page" that refers to specific product. The "Like" option allows user to subscribed and received updates their interested on from the page. The film makers which produce a lot of films around the world also take part to market and promote their films by exploiting the advantages of using the "Facebook Page". In addition, a great number of streaming service providers allows users to subscribe their service to watch and enjoy movies and TV program. They can instantly watch movies and TV program over the internet to PCs, Macs and TVs. Netflix alone as the world's leading subscription service have more than 30 million streaming members in the United States, Latin America, the United Kingdom and the Nordics. As the matter of facts, a million of movies and TV program with different of genres are offered to the subscriber. In contrast, users need spend a lot time to find the right movies which are related to their interest genre. Recent years there are many researchers who have been propose a method to improve prediction the rating or preference that would give the most related items such as books, music or movies to the garget user or the group of users that have the same interest in the particular items. One of the most popular methods to build recommendation system is traditional Collaborative Filtering (CF). The method compute the similarity of the target user and other users, which then are cluster in the same interest on items according which items that users have been rated. The method then predicts other items from the same group of users to recommend to a group of users. Moreover, There are many items that need to study for suggesting to users such as books, music, movies, news, videos and so on. However, in this paper we only focus on movie as item to recommend to users. In addition, there are many challenges for CF task. Firstly, the "sparsity problem"; it occurs when user information preference is not enough. The recommendation accuracies result is lower compared to the neighbor who composed with a large amount of ratings. The second problem is "cold-start problem"; it occurs whenever new users or items are added into the system, which each has norating or a few rating. For instance, no personalized predictions can be made for a new user without any ratings on the record. In this research we propose a clustering method according to the users' genre interest extracted from social network service (SNS) and user's movies rating information system to solve the "cold-start problem." Our proposed method will clusters the target user together with the other users by combining the user genre interest and the rating information. It is important to realize a huge amount of interesting and useful user's information from Facebook Graph, we can extract information from the "Facebook Page" which "Like" by them. Moreover, we use the Internet Movie Database(IMDb) as the main dataset. The IMDbis online databases that consist of a large amount of information related to movies, TV programs and including actors. This dataset not only used to provide movie information in our Movie Rating Systems, but also as resources to provide movie genre information which extracted from the "Facebook Page". Formerly, the user must login with their Facebook account to login to the Movie Rating System, at the same time our system will collect the genre interest from the "Facebook Page". We conduct many experiments with other methods to see how our method performs and we also compare to the other methods. First, we compared our proposed method in the case of the normal recommendation to see how our system improves the recommendation result. Then we experiment method in case of cold-start problem. Our experiment show that our method is outperform than the other methods. In these two cases of our experimentation, we see that our proposed method produces better result in case both cases.

Extension of Platforms and Return of High-Teen Romance Drama (플랫폼의 확장과 하이틴 로맨스 드라마의 귀환)

  • Moon, Sun-Young
    • Journal of Popular Narrative
    • /
    • v.25 no.4
    • /
    • pp.45-71
    • /
    • 2019
  • Through the expansion of platforms in the media era, this paper notes the phenomenon in which 'high-teen romance drama,' a genre which had been marginalized in the past, began to re-emerge. It analyzes the 'high-teen romance drama,' which is moving from TV to the Web and being produced in various ways, while successfully returning to the TV drama format. This study sums up the latest trends in TV and web-based high-teen romance dramas, and as a case study, this paper examines the characteristics of the 'high-teen romance drama' in relation to the platform's environment through the web drama A-Teen, TV drama 18 Moment. Due to the restriction of ratings, high-teen romance dramas have been one of the largely marginalized genres on television. But in the web space, high-teen romance dramas are no longer non-mainstream. The high-teen romance drama has been solidifying its position through the Web, with absolute support from young viewers. Web dramas are gradually expanding their influence on the genre and subject of TV dramas. The high-teen romance drama is one of the most prominent examples of this trend. The popular interest and success of the high-teen romance web drama has brought the forgotten high-teen romance drama back to TV. The web drama A-Teen is a high-teen romance drama about everyday life and love of high school students, and became one of the most popular and popular web dramas, leading to a Season 2. A-Teen actively utilizes teenage culture and expression, and a strategy that leads to empathy among teenage viewers. In A-Teen, love is recreated in a way that relieves the depth of overconsumption emotions. Instead of dealing in depth with the inner conflict over love, it takes an approach ofpresenting the emotional change of love in real time and forming a consensus with the acceptor. The TV drama 18 Moment is one of the programs that has helped refocus attention to TV-hitting romance dramas. 18 Moment underlines the growth of the characters, with the main characters reaching maturity through love as fresh and innocent teenagers. The TV drama 18 Moment is a high-teen romance drama that has been transformed into a way to apply the web-fadding high-times grammar while retaining the typicality of existing TV hagwons to suit the TV broadcasting environment. As the Internet becomes more ubiquitous, video content is changing based on the newly emerging platforms. Dramas no longer mean just traditional television media. While considering the limitations of TV, this paper analyzed the background of the rebirth of the high-teen romance drama, which had been marginalized, through the web platform. This is meaningful in that it identifies and considers the increasing popularity of this genre of drama.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
    • /
    • v.10 no.3
    • /
    • pp.21-38
    • /
    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

A Study on the Allegory in LadyGaGa's Fashion Style(Part 2) - Focused on Music Video - (LadyGaGa의 패션스타일에 나타난 알레고리 연구(제2보) - 뮤직비디오를 중심으로 -)

  • Kim, Hyang-Ja;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
    • /
    • v.14 no.5
    • /
    • pp.701-712
    • /
    • 2012
  • This study examines the various expressions and immanent value of fashion and beauty style based on Craig Owens's Allegory theory. I analyzed four application elements of Borrow, Site Specificity, Accumulation of Strategy, and Hybridization in? Ladygaga's Music Videos. The results are as follows. 'Borrow' presents a kitsch style and playful Pop-art style, transformation of gender from Mini Mouse body suit, telephone headpiece, and can hair. 'Site specificity' presents the temporarity of fashion material through rebirth, aging, natural extinction from the chain over the black jump suit, crime scene tape, and skull-face makeup with masculine style. 'Accumulation of strategy' presents a futuristic chic fashion style from a layered style, retrospective fashion, repetition and duplication in Music Videos. It shows the physical beauty of an Asian warrior style in Poker Face. 'Hybridization' present Cyborg feminism and 'Will of Power' from iPOD LCD glasses and Pyro-Bra. The Pyro-Bra represents how the female body can be used as a weapon in the outfits of Lady Gaga. In addition, Immanent value is as follows. Textual interaction with high art is accomplished through a combination of contemporary social and cultural significance to understand the cultural code and to extend the value. Combined with high culture, popular music genre is accomplished through musical appreciation by a woman in fashion styling and sensual pleasures of the body as a tool to express a sublime advantage. Fashion style is accomplished by overcoming a self-transcendent body image representation. The way in which mutual coupling dismantling, destruction, and uncertainty is to re-launch the static, with a pluralistic context of Textuality.

Classification of Music Data using Fuzzy c-Means with Divergence Kernel (분산커널 기반의 퍼지 c-평균을 이용한 음악 데이터의 장르 분류)

  • Park, Dong-Chul
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.46 no.3
    • /
    • pp.1-7
    • /
    • 2009
  • An approach for the classification of music genres using a Fuzzy c-Means(FcM) with divergence-based kernel is proposed and presented in this paper. The proposed model utilizes the mean and covariance information of feature vectors extracted from music data and modelled by Gaussian Probability Density Function (GPDF). Furthermore, since the classifier utilizes a kernel method that can convert a complicated nonlinear classification boundary to a simpler linear one, he classifier can improve its classification accuracy over conventional algorithms. Experiments and results on collected music data sets demonstrate hat the proposed classification scheme outperforms conventional algorithms including FcM and SOM 17.73%-21.84% on average in terms of classification accuracy.

The Influence of the Traditional Hostess's Hair Shapes in the Last of Chosun Dynasty on the Modern Ladies Hair Shapes (조선후기 기녀의 머리형태가 일반여성의 머리형태에 미친 영향)

  • 임영자;조미영
    • Journal of the Korean Society of Costume
    • /
    • v.54 no.3
    • /
    • pp.1-11
    • /
    • 2004
  • As Confucian ideology dominated all over the society, the androcentric patriarchical society in the last of Chosun Dynasty produced the unequal power relationship between man and woman. It was traditional hostesses(kisaengs) who uniquely had an occupation among the women in this society. In modern society. they are reinterpreted as 'fashion leaders' or 'professional career women with expert knowledge and it caused a lot of the studies of them to be in a progression vigorously. Therefore this paper studied on the influence of the traditional hostesses(kisaengs) -who were educated and permitted in ther social activity formally in a Confuanism-governed society which forbided a woman to participate in a social activity and which did not gave ladies any formal education. The general hostess in the beginning time of the Chosun Dynasty imitated the hair shape of women in the yangban family which formed the highest class in the Chosun Dyansty and it reflected their aspiration for the highest social class. Howerver, coming into the last age of the chosun dynasty, a reverse phenomenon -that women in the yangban family imitated the general hostesses' hairstyle -occured due to the spread of a genre painting & the concubine system. The general hostesses were educated systematically and did social activity and influenced hair shapes as they were independent economically and their influence in the part of hairstyle appeared as great and high EONJIN MEURI and as one-sided EONJIN MEURI. Regarding-as the result of this study on the influence of the traditional hostess's hair shapes on the ladies hair shapes in the last of Chosun Dynasty -that the traditional hostesse of the last age of chosun dynasty played a role as a fashion leader of the ladies at the same age. the general hostesses in Chosun Dynasty should be revaluated... And the study of ladies which were hidden behind the scenes of Confuanism should be made much more.

An Ontological and Rule-based Reasoning for Music Recommendation using Musical Moods (음악 무드를 이용한 온톨로지 기반 음악 추천)

  • Song, Se-Heon;Rho, Seung-Min;Hwang, Een-Jun;Kim, Min-Koo
    • Journal of Advanced Navigation Technology
    • /
    • v.14 no.1
    • /
    • pp.108-118
    • /
    • 2010
  • In this paper, we propose Context-based Music Recommendation (COMUS) ontology for modeling user's musical preferences and context and for supporting reasoning about the user's desired emotion and preferences. The COMUS provides an upper Music Ontology that captures concepts about the general properties of music such as title, artists and genre and also provides extensibility for adding domain-specific ontologies, such as Mood and Situation, in a hierarchical manner. The COMUS is music dedicated ontology in OWL constructed by incorporating domain specific classes for music recommendation into the Music Ontology. Using this context ontology, we believe that the use of logical reasoning by checking the consistency of context information, and reasoning over the high-level, implicit context from the low-level, explicit information. As a novelty, our ontology can express detailed and complicated relations among the music, moods and situations, enabling users to find appropriate music for the application. We present some of the experiments we performed as a case-study for music recommendation.