• Title/Summary/Keyword: Source Genre

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The Differences in Factors Influencing Portal News and News Site Application Usages on Smartphones: Focusing on Political Discussion Networks, News Media Use and News Genre Consumption

  • Lee, Hyunjoo;Ahn, Jungah
    • International Journal of Contents
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    • v.13 no.1
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    • pp.1-8
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    • 2017
  • The study aims to reveal the differences in the factors influencing portal news and news site application usages on smartphones in regard to political discussion networks, news use across multiple media platforms and news genre consumption. The results demonstrate that those factors affected both types of application usages in a different manner when controlling for demographics. The more participants conversed politics with homogeneous networks, the more they used portal news on smartphones. Conversely, the more political discussion with heterogeneous networks, the more they used news site application on smartphones. The more frequently Internet and mobile phone were employed for news source and the more soft news genre was consumed, the more the portal news application was used. However, the more frequently traditional and social media were employed for news source and the more hard news consumed, the more news site application was used. The findings imply that portal news application users may increase their likelihood of soft news consumption using Internet and mobile phones for political discussion with close social relations, while news site application users may increase their likelihood of hard news consumption using traditional and social media for political discussion with distant social relations.

Musical Genre Classification Based on Deep Residual Auto-Encoder and Support Vector Machine

  • Xue Han;Wenzhuo Chen;Changjian Zhou
    • Journal of Information Processing Systems
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    • v.20 no.1
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    • pp.13-23
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    • 2024
  • Music brings pleasure and relaxation to people. Therefore, it is necessary to classify musical genres based on scenes. Identifying favorite musical genres from massive music data is a time-consuming and laborious task. Recent studies have suggested that machine learning algorithms are effective in distinguishing between various musical genres. However, meeting the actual requirements in terms of accuracy or timeliness is challenging. In this study, a hybrid machine learning model that combines a deep residual auto-encoder (DRAE) and support vector machine (SVM) for musical genre recognition was proposed. Eight manually extracted features from the Mel-frequency cepstral coefficients (MFCC) were employed in the preprocessing stage as the hybrid music data source. During the training stage, DRAE was employed to extract feature maps, which were then used as input for the SVM classifier. The experimental results indicated that this method achieved a 91.54% F1-score and 91.58% top-1 accuracy, outperforming existing approaches. This novel approach leverages deep architecture and conventional machine learning algorithms and provides a new horizon for musical genre classification tasks.

Transfer of Media Contents between Different Genres : focused on Dramas, Films, and Musicals (미디어 콘텐츠의 장르 간 영역 이동에 관한 연구 : 드라마와 영화, 뮤지컬을 중심으로)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.148-158
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    • 2009
  • Recently, media contents are moving frequently between different media. TV, film, musical or animation, adapt killer story to each other. This tends to develop the new possibility of distribution of media contents. This study will analyse the trend of content industry. Particularly, we will focus on TV dramas, films and musicals : 61 samples have been extracted by Naver website. As a result, remakes have been increased since 2006. TV dramas and films have been used the most for source genres. Particularly, the story of films have been transferred for almost every genres including musicals.

A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

The Gender Division of Housework in the Choson Period as Expressed in Genre Painting (조선시대 가사노동의 성별분업: 풍속화 분석을 중심으로)

  • Kim, Sung-Hee;Lee, Ki-Young
    • Journal of Family Resource Management and Policy Review
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    • v.11 no.3
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    • pp.1-21
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    • 2007
  • The purpose of this study is to investigate the gender division of housework in the Choson period. The gender division in the Choson period has been considered as discriminative because women had to remain indoors and were excluded in social works. But in fact the Confucian idea, which regulated the relation between women and men, emphasized the gender difference and not gender discrimination. Actually it can be seen in genre painting of Choson period that women and men worked complimentarily indoors. So this article intends to explore the possibilities of the new analysis of the traditional gender division of housework by reviewing the paintings. As the results indicate, men in the Choson period were involved in some housework, in contrast to the common idea that they maintained their authority by not participating housework. There is also some evidence that gender division benefited women to protect their own productive territory or to satisfy their needs. So it is suggested that gender division in the Choson period should be considered as a source of power as well as a disadvantage to women. Forth, the employed mens' reemployment decision was affected from their household income, expected income after retirement, pension ownership, and attitude toward retirement. From the findings, it can be concluded that the employed mens' age, economic status, and attitude toward retirement played a important role in the process of retirement and reemployment decision making.

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Analyzing Predictors of Gamer Issue Participation: Focused on the Role of Media Source, Corrective Action, and Attitudinal Information (게이머 이슈 참여에 미치는 영향 연구: 미디어 출처, 시정 행동과 태도 정보의 역할을 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.187-197
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    • 2022
  • This study examined the effects of game genre, news media with differing political ideologies, and game-related information sources on gamer issue participation by performing a hierarchical regression model, using an online survey on Korean gamers (N=1,362). As a result of the study, playing specific genres of games played a positive role in gamer issue participation. The group behavior or collective action for or against game regulation reported in the liberal/moderate media acted as a mobilization cue for readers and potentially encouraged gamers to take social action. But the conservative media, which used governmental organizations and interest groups as sources of information, had a negative impact on real-life participatory behavior. The biased journalism practice of the mass media on game-related social issues influenced gamers' social and political behavior through corrective action. This study is significant in empirically analyzing the relationship between political ideology, game genre, media use, and gamers' social participation. The current research suggests the improvement of game regulation policy and the need for theoretical and conceptual expansion of game research.

Movie Choice under Joint Decision: Reassessment of Online WOM Effect

  • Kim, Youngju;Kim, Jaehwan
    • Asia Marketing Journal
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    • v.15 no.1
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    • pp.155-168
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    • 2013
  • This study describes consumers' movie choices in conjunction with other group members and attempts to reassess the effect of the online word of mouth (WOM) source in a joint decision context. The tendency of many people to go to movies in groups has been mentioned in previous literature but there is no modeling research that studies movie choice from the group decision perspective. We found that ignoring the group movie-going perspective can result in a misunderstanding, especially underestimation of genre preference and the impact of the WOM variables. Most of the studies to measure online WOM effects were done at the aggregate level, and the role of online WOM variables(volume vs valence) is mixed in the literature. We postulate that group-level analysis might offer insight to resolve these mixed understanding of WOM effects in the literature. We implemented the study via a random effect model with group-level heterogeneity. Romance, drama, and action were selected as genre variables; valence and volume were selected as online WOM variables. A choice-based conjoint survey was used for data collection and the models was estimated via Bayesian MCMC method. The empirical results show that (i) both genre and online WOM are important variables when consumers choose movies, especially as group, and (ii) the WOM valence effect are amplified more than the volume effect does as individuals are engaged in group decision. This research contributes to the literature in several ways. First, we investigate movie choice from a group movie-going perspective that is more realistic and consistent with the market behavior. Secondly, the study sheds new light on the WOM effect. At group-level, both valence and volume significantly affect movie choices, which adds to the understanding of the role of online WOM in consumers' movie choice.

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Implementation of Music Source Classification System by Embedding Information Code (정보코드 결합을 이용한 음원분류 시스템 구현)

  • Jo, Jae-Young;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.10 no.3
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    • pp.250-255
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    • 2006
  • In digital multimedia society, we usually use the digital sound music ( Mp3, wav, etc.) system instead of analog music. In the middle of generating or recording and transmitting, if we embed the digital code which is useful to music information, we can easily select as well as classify the music title by using Mp3 player that embedded sound source classification system. In this paper, sound source classification system which could be classify and search a music informations by way of user friendly scheme is implemented. We performed some experiments to testify the validity of proposed scheme by using implemented system.

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Comparative study of application method of OSMU(One-source Multi-use) in digital contents creation (디지털 영상콘텐츠의 원소스 멀티유스(One-Source Multi-Use) 제작방식 비교 연구)

  • Choi, Jeung-Il
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.551-560
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    • 2008
  • The basic strategy of OSMU(One-source Multi-use) in digital image is a marketing that applying one source to other genres for leverage based on that cross-referencing in different genre enabled that one material(one-source) has synergy effect when reproduced to various products(multi-use) as cultural sources are available through on-line and digital format. Recently, according to the characteristics of culture industry with Window Effect, many culture contents such as movies, games, animations and characters are carefully planned at its design stage to get the maximum effect. Especially, the fact that one leading-trend source makes it easier to produce additional products with the least cost is observed and it enables organized management which resulted in low marketing and PR cost. This paper confirmed that OSMU strategy in Korea mainly get started from online to offline comparing to Japan and USA.

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A Study of an AI-Based Content Source Data Generation Model using Folk Paintings and Genre Paintings (민화와 풍속화를 이용한 AI 기반의 콘텐츠 원천 데이터 생성 모델의 연구)

  • Yang, Seokhwan;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.736-743
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    • 2021
  • Due to COVID-19, the non-face-to-face content market is growing rapidly. However, most of the non-face-to-face content such as webtoons and web novels are produced based on the traditional culture of other countries, not Korean traditional culture. The biggest cause of this situation is the lack of reference materials for creating based on Korean traditional culture. Therefore, the need for materials on traditional Korean culture that can be used for content creation is emerging. In this paper, we propose a generation model of source data based on traditional folk paintings through the fusion of traditional Korean folk paintings and AI technology. The proposed model secures basic data based on folk tales, analyzes the style and characteristics of folk tales, and converts historical backgrounds and various stories related to folk tales into data. In addition, using the built data, various new stories are created based on AI technology. The proposed model is highly utilized in that it provides a foundation for new creation based on Korean traditional folk painting and AI technology.