• Title/Summary/Keyword: genre

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Acoustic Analyses of Vocal Vibrato of Korean Singers

  • Yoo, Jae-Yeon;Jeong, Ok-Ran;Kwon, Do-Ha
    • Speech Sciences
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    • v.12 no.1
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    • pp.37-43
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    • 2005
  • The phenomenon of vocal vibrato may be regarded as an acoustic representation of one of the most rapid and continuous changes in pitch and intensity that the human vocal mechanism is capable of producing. Singers are likely to use vibrato effectively to enrich their voice. The purpose of this study was to obtain acoustic measurements (vF0 and vAm) of 45 subjects (15 trot and 15 ballad singers and 15 non-singers) and to compare acoustic measurements of the vowel /a/ produced by 3 groups on 2 voice sampling conditions (prolongation and singing of /a/). Thirty singers of trot and ballad were selected by a producer and a concert director working for the KBS (Korean Broadcasting System). The MDVP was used to measure the acoustic parameters. A two-way MANOVA was used for statistical analyses. The results were as follows; Firstly, there was no significant difference among the 3 groups in vF0 and vAm in prolongation of /a/, but in singing voice, there was a significant difference among 3 groups in vF0 and vAm. Secondly, there was an interaction between music genre and voice sampling condition in vF0, and vAm. Finally, trot singers sing with more vibrato than ballad singers. It was concluded that it is very important to analyze singers' voice including various voice conditions (prolongation, reading, conversation, and singing) and to identify differences of singing voice characteristics among music genre.

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Genre-specific Cultivation Effects of TV Programs: Cultivating Viewers' Citizenship and Value Attitudes (텔레비전 시청 장르별 시민성 및 가치관 계발 효과의 차이)

  • Na, Eun-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.150-157
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    • 2013
  • In this media convergence era when the 'hybrid' genres increase, it has been important to explore distinguishing genre-specific effects of contents use. This study revealed that news, current affairs/talk, and documentary genres respectively produces opposite directions of influences on values; likewise, drama and reality genres also respectively produces differentiated impact on values and social trust. Drama viewing itself shows contrary patterns on civic attitude, i. e., positive relationship with social trust while negative with tolerance.

A Design and Implementation of Web Robot by Using Genre-based Categorization and Subject-based Categorization (장르기반 분류와 주제기반 분류를 이용한 웹 로봇의 설계 및 구현)

  • Lee Yong-Bae
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.499-506
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    • 2005
  • It still has some restrictions to collect a specialized information with only the function of existing web robot which collect an enormous of data by circulating through the internet. Therefore, in this paper the functions of the current web robot and its application areas are analyzed and the limitations of collecting a specialized information are found out. Also we define what functions are necessary for a web robot in order to collect a specialized information. Then the designed structure is described. There are two critical functions which are applied to web robot. One is a genre-based categorization that classifies the text by the type, and the other is a content-based categorization by the subject. Most of all, genre-based categorization is used as fundamental feature which enables web robot to collect the aimed documents efficiently.

A Study on the Priority of Game Design Components by Genres (장르별 게임 디자인 구성요소의 우선순위에 대한 연구)

  • Nam, KiTeok
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.63-74
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    • 2021
  • The format of game play varies depending on the priority of game design components by genre. In this study, in order to quantitatively derive the priority of game design components by genre, 6 game design components and 6 genres were extracted through prior research on game design components and genres, and then the research model was designed, and priorities were derived through AHP. Feedback system in action games, story in adventure games, mechanics in role-playing games, mechanics in simulation games, feedback system in table games, and mechanics in puzzle games were highly prioritized.

Jonathan Swift's A Tale of a Tub: Carnivalization and Boundaries of Genre

  • Chung, Ewha
    • Journal of English Language & Literature
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    • v.55 no.6
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    • pp.1087-1101
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    • 2009
  • The ongoing attempt to classify and categorize Jonathan Swift's literary work, A Tale of a Tub, as either satire or parody has not only opened issues concerning authorial intent and a present voice but also surfaced questions as to whether Swift identifies with what he is criticizing, thereby becoming the subject he schemes to destroy in his own literary work. In addressing these critical problems, my paper questions the boundaries of genre and analyzes the Tale, not within the conventional terms of literary genre, but by applying Bakhtin's theory of the carnivalistic impulse to Swift's Tale. Rather than focus on finding the author or identifying a voice within the text, Bakhtin's literary vision of carnivalization allows a means of subverting all rules yet holding the work together to present a shocking experience for the reader. Within the Tale, carnivalistic participation includes the reader who at one point is given the detached position of subjective spectator yet eventually decrowns the reader as both a carnivalistic participant and object of the same ridicule and derision once used to judge others. In conclusion, the Tale is revealed as a mocking commentary on the efforts of human beings/participants/writers to ignore the carnival aspects of existence and attempt to elevate themselves to the privileged role of spectator/reader.

A Study on Jamaican music Used in Moombaton (뭄바톤에서 사용된 자메이카 음악에 관한 연구)

  • Park, Beom-geun;Cho, Tae-seon
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.273-280
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    • 2021
  • The purpose of this study is to analyze the music of the Moombaton genre and to find out the characteristics of Jamaican music in it. I analyzed Lewis Poncy's and BTS's rhythmically, melodically and instrumentally to find the characteristics of Jamaican music. As a result, the rhythm features a Dembow rhythm and reggae rhythm derived from traditional Jamaican music. and As a feature of the melody, toasting, a unique Jamaican expression method, was used. Instrumental features include Latin American percussion, South American melodic instruments, and the use of tr-808. This study is meaningful in creating another fusion genre by finding the elements of Jamaican music in the current popular genre of EDM.

Faction Contents' Practical Study for Korea Film Production's Variety (한국 영화 제작의 다양성을 위한 팩션 콘텐츠 활용 연구)

  • Han, Dal-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.193-202
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    • 2009
  • This dissertation is considerably studied Faction Genre which is embossed as a new image content, and it is figured out practical used works' possibilities for Korea film production's varieties. Faction, a neologism, which is combined by Fiction and Fact, is a boundary as limits. If authentic history is closed to a truth, it is a record history description method. Also, if unauthorized history is closed to a fake, it is a fictitious history description method. In addition, macro history and micro history are respectively connected to social criticism's matter and personal action, and these can make various analyses, depend on a boundary's limits and personal analysis. On the other hand, history film could be remembered to audience merely history film itself without existed history's fact. However, there are Faction Genre's Genre possibility and film's attraction which indirectness experience of historic fact could be experienced through film. For Faction Genre’s developing solution, there are three cognitive switches; audience's interpretation ability about history film through watching perception, linking between the past and the present for audience through communication with history, audience's considerable decision about history first or fiction first as film writer's interpretation. Above all, hopefully filmic pressure can be shown with historical true to audience. Therefore, it would be Korea Faction Genre's attraction and hope.

A Study on the Causes That Have Influence over the Effect of PPL in the Game (게임 속 PPL의 효과에 영향을 미치는 요인에 관한 연구)

  • Kim, Young-Rak;Cho, Youn-Gon;Choi, Gui-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1256-1262
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    • 2010
  • The game has been rapidly evolving through various media such as computer, console game machine, cellular phone and PMP based on the advanced development of scientific technology. In terms of demand, the interest in and desire to consume the game as a way of spending people's spare time have been on the increase constantly while the level of income has been improved. Eventually, the game has gradually expanded its scope of supply and demand, has established its own status as one of the media that is scientifically-intensive and has been developed into a game industry, a large-scale industry. Unlike image media, the methods of exposure in PPL are varied in accordance with the genre of games. This study divides the causes that have influence over the effect of PPL in the game into the genre of game and the skill of gamer. The results of the experiment on how much the aforementioned two elements have influence over the effect of PPL are as in the following: It has been demonstrated that the effect of PPL could appear different according to the genre of game and the skill of gamer on the game. Besides, the genre of game that is dynamic in its screen change in the game has relatively lower effect of PPL than that is not dynamic. Meanwhile, the persons who are highly skilled in the game have higher degree of recognition and preference to the inserted PPL than those who are lowly skilled. In this regard, it has given us a theoretical ground that the fees system for PPL ads should be established variously in accordance with the genre of game and the level of online game users.

Implementation of an Intelligent Audio Graphic Equalizer System (지능형 오디오 그래픽 이퀄라이저 시스템 구현)

  • Lee Kang-Kyu;Cho Youn-Ho;Park Kyu-Sik
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.3 s.309
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    • pp.76-83
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    • 2006
  • A main objective of audio equalizer is for user to tailor acoustic frequency response to increase sound comfort and example applications of audio equalizer includes large-scale audio system to portable audio such as mobile MP3 player. Up to now, all the audio equalizer requires manual setting to equalize frequency bands to create suitable sound quality for each genre of music. In this paper, we propose an intelligent audio graphic equalizer system that automatically classifies the music genre using music content analysis and then the music sound is boosted with the given frequency gains according to the classified musical genre when playback. In order to reproduce comfort sound, the musical genre is determined based on two-step hierarchical algorithm - coarse-level and fine-level classification. It can prevent annoying sound reproduction due to the sudden change of the equalizer gains at the beginning of the music playback. Each stage of the music classification experiments shows at least 80% of success with complete genre classification and equalizer operation within 2 sec. Simple S/W graphical user interface of 3-band automatic equalizer is implemented using visual C on personal computer.

Linguistic Characteristics of Middle School Students' Writing on Earth Science Themes Through Analysis of Its Genre and Register (장르와 레지스터 분석에서 나타난 중학생의 지구과학 주제 글쓰기의 언어적 특징)

  • Cha, Hyun-Jung;Kim, Chan-Jong;Maeng, Seung-Ho
    • Journal of the Korean earth science society
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    • v.32 no.1
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    • pp.84-98
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    • 2011
  • The study investigated the linguistic characteristics of middle school students' writing on the themes of earth science through analysis of its genre and register. Data for analysis included $7^{th}$ grade and $9^{th}$ grade students' writings about 'global warming' and 'classification of rocks'. The results of this study include: First, many students were not accustomed to writing in genre, especially exposition genre. Second, in terms of ideational meaning, the material verbs representing action or doing were more dominant than relational verbs that are related to the attribute or definition of things, and additional logical relations were predominant. Third, regarding interpersonal meaning, agents, emotions, subjective opinions appeared in the writings and students did not express their ideas conclusively and revealed feelings of doubt and uncertainty about their knowledge. Fourth, as for textual meaning, most students listed fragments of information using additional conjunctions in simple structures and were not accustomed to writing texts with organizing structures, logical patterns, cohesion, and coherence. From these results, we argued that the scientific writings should be emphasized in science learning that aims to foster scientific literacy. In addition, we discussed the necessity of improving science teachers' perceptions on scientific writing as well as setting up a specific plan in the national curriculum.