• Title/Summary/Keyword: genre

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Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

Determinants of Movie Success from Foreign Countries in Korea (한국 개봉 미국 제외 외국 영화 흥행 결정 요인)

  • Wang, Bing Xin;Chon, Bum Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.96-105
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    • 2016
  • This study examined determinants of movie success from foreign countries except the U.S. in Korea. This research is based on analyses of data based on 500 movies between 2004 and 2013. The major results are following; firstly, in terms of movie success, there were significant differences among three attributes including the origin of countries, genres and distributors. Although determinants of movie success from Japan were animation genre and major distributors, they were action genre and major distributors for European countries. Determinants of movie success from other countries was only animation genre. However, there were no any explanation factions for Chinese movies.

Clustering-based Statistical Machine Translation Using Syntactic Structure and Word Similarity (문장구조 유사도와 단어 유사도를 이용한 클러스터링 기반의 통계기계번역)

  • Kim, Han-Kyong;Na, Hwi-Dong;Li, Jin-Ji;Lee, Jong-Hyeok
    • Journal of KIISE:Software and Applications
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    • v.37 no.4
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    • pp.297-304
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    • 2010
  • Clustering method which based on sentence type or document genre is a technique used to improve translation quality of SMT(statistical machine translation) by domain-specific translation. But there is no previous research using sentence type and document genre information simultaneously. In this paper, we suggest an integrated clustering method that classifying sentence type by syntactic structure similarity and document genre by word similarity information. We interpolated domain-specific models from clusters with general models to improve translation quality of SMT system. Kernel function and cosine measures are applied to calculate structural similarity and word similarity. With these similarities, we used machine learning algorithms similar to K-means to clustering. In Japanese-English patent translation corpus, we got 2.5% point relative improvements of translation quality at optimal case.

Competition among Chinese Broadcastings, CCTV1, Hunan and Gangso Satellite Broadcasting : The Programming Niche Dimension (중국 방송사들의 프로그램 자원의존 전략에 관한 연구 -CCTV1, 후난 위성방송, 강소 위성방송의 편성행위 분석을 중심으로-)

  • Yu, Sae-Kyung;Gu, Yang
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.116-126
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    • 2015
  • The purpose of this study is to analyze the change of programming strategies of chinese broadcasting as competitions intensify in the niche dimension. Specifically, the niche breadth which indicates the diversity of program genre and way of program production, the niche overlap which indicates the degree of competition among the channels, are investigated. The results show, as the competition has intensified, three chinese television pursued different programming strategies; CCTV1 maintained programming strategy without big change, while Hunan and Gangso pursued change of programming strategy. However the change of programming strategies of Hunan and Gangso showed different direction; Hunan has tended narrows niche breadth of program genre and the way of progrm production, while Gangso broadens niche breadth. In overall, Chinese broadcastings have found the way of co-exist pursuing different programming strategy. And the programming strategy of Gangso satellite broadcasting which broadens niche breadth has showed better performance in rating and advertising revenue.

Evaluation Strategy of Consumer Perception According to the Game Genre Positining (게임장르별 포지셔닝에 대한 소비자 지각도 평가 전략)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.31-38
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    • 2005
  • Consumer perception evaluation depending on the game genre affects many parts of the corporate management including market share, gaining new consumer, maintaining consumer and competition. If consumer perceives a company and a product as bad image, gaining new consumer would be no more available, and enormous amount of time would have to be spent to recover from that bad image. However game companies tend to simply keep spontaneous marketing strategy with the enforcing marketing. Its results will be the short-term success sacrificing the long-term marketing opportunity In order to increase sales and market share, the consumer perception evaluation as well as evaluating the game product and the corporate image is necessary. This article gives emphasis on the general game analysis and formulating strategy in the general game genre rather than a certain corporation and a product. Analyzing a particular product, company, platform and nation is necessary and will be followed subsequently.

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A Study on the Viewers' Reponses to In-Program Advertising According to TV Program Genre (프로그램 유형에 따른 중간광고에 대한 시청자 반응 연구)

  • Lee, Hyun-Seon
    • Korean journal of communication and information
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    • v.43
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    • pp.282-313
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    • 2008
  • Advertising is both applauded and criticized for its characteristics and roles on society. Advertising environment is changing and developing. The important changes in advertising are fragmentation of traditional media, growth of new media, and increasing clutter. The major issue in advertising and broadcasting system in Korea is reintroduction of in-program advertising on terrestrial television stations. The purpose of this study is investigate the responses of viewers to in-program advertising. This study considers program genre as mediating variable which may affect the viewers' responses to in-program advertising. Independent variables of this study are the insertion of in-program advertising (insertion/non-insertion) and program genres(news/educational/drama/entertainment program). Dependent variables of this study are viewers' responses, attitude towards broadcasting station and attitude towards advertiser. This study was run as a $2{\times}4$ factorial design with 30 subjects per cell, resulting in a total sample size of 240. This study randomly assigned each subject to 1 of the 8 treatment groups. The result of this study shows that in-program advertising induces negative responses of viewers, attitude towards broadcasting station and advertiser. And this study found that viewers showed the negative responses to in-program advertising regardless of program genre. The findings of this study illustrate the need of consideration and planning of in-program advertising to protect viewers' right.

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A Study on Chima and Jeogori for Women appeared in Genre Pciture of Late Chosun Dynasty (조선후기 풍속화에 나타난 치마.저고리에 관한 연구)

  • 심화진
    • Journal of the Korean Society of Costume
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    • v.50 no.2
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    • pp.125-140
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    • 2000
  • The major findings of basic women wear in genre painting were ; 1. Due to the influence of Shill-Hak (practical science) philosophy, Jeogori became shorter and a tighter fit came to be the norm. 2,. The shortening of the Jeogori influenced a longer Chima with a wider span providing comfort in movement or at work. The end of the skirt was often held by one hand to the waist adding to comfort. This was called the Go-dul-chima(Lifted Chima). 3. Because the Geo-dul-chima exposed a portion of one underwear at the bottom of the dress this influenced the "irnamentation' of underpants and underskits. 4. Collars or lapels came in the form of Dang-ko, Kal, Mok-pan and Ban-Mokpan. Among there Dang-ko style collars were the most common which allows us to conclude that this was the most popular. 5. The most commonly used colors for Jeogori were white (39.8%) and jade(18.3%) . The most commonly used colors for CHima were deep blue(34.4%) and jade(20.4%) . The lower Chima used the darkercolors to give stability to the overall costume. 6. Clothing had the function of differentiating the classes. Only the Yang-ban were allowed to wear the Samhijang Jeogori and the Gob-Chima(double layered Chima) and the knotting of the Chima to the left. But the painting show that these rules were not adhered to in the strictest manner. With the bases of these types of chima and Jeogori can look at the characteristical beauty of the ordinary women during the late Cho-sun dynasty. First is the beauty which comes from mystery of those parts of body which can not be seen. A sense of subtle and sensual beauty as well as that coming from the enlargement of reduction of the upper body, narrow waist and abundant lower body parts creating an ideal silhouette of sexual charm. An expression of emotion through clothing by those who lived during those times.

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Lifestyle and Costume Culture of Women As Shown in Genre Paintings of the Late Chosun Dynasty (조선후기 풍속화에 나타난 여성의 생활상과 복식문화)

  • Yang, Suk-Hyang;Lee, Hye-Kyeong
    • The Korean Journal of Community Living Science
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    • v.18 no.2
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    • pp.277-291
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    • 2007
  • The purpose of this study was to examine the costume worn by women in daily life according to life scenes depicted in genre paintings of the late Chosan Dynasty. The sentiments and customs of the time were examined to discover how costume culture followed women's lifestyles in the late period of the Chosun Dynasty. First, according to life scenes, a field amusement type costume was the most common garment and a commercial activity type costume was the least common garment. Second, when the form of costume was examined followed by the lifestyle it depicted, the following observations were noted. Women depicted in a housework type lifestyle often wore a Minjeogori. In contrast, women appearing in a labor production type or a commercial activity type lifestyle often wore a Banhoijangjeogori with the width of the coat narrowing gradually according to the trends of the time. In the forms of Chima, the women wore a Duluchima and a Gudlchima for convenience during their work and covered a Haengjuchima over it. Third, women shown in a field amusement type, a home enjoyment type or an affection pursuit type lifestyle mainly wore a deep blue colored Chima and Hoijang or Banhoijang Jeogori. While most of the women depicted in a labor production type, a housework type or a commercial activity type lifestyle wore a natural cotton colored Jeogori and a natural cotton colored and light indigo Chima. Fourth, in the field amusement type and the affection pursuit type lifestyle, the wearing of a headdress during outings of women appeared variously influenced by the strengthening restrictions placed on the women's lives according to the ethics of Confucianism.

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A New Mapping Method between Driver's Preference and Music Genre for Automatic Music Providing System on Vehicle (차량 내 자동 음악 제공시스템 적용을 위한 음악 장르와 운전자 기호 사이의 새로운 매핑 방식에 관한 연구)

  • Choi, Goon-Ho;Ko, Jun-Ho;You, Myoung-Hoon;Kim, Yoon-Sang
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1565-1574
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    • 2010
  • While we are driving a car, we are able to listen to musics by two ways: by selecting (manipulating) what we want and by just playing as they are given (in CD). These methods make a driver tired while he is driving or it means that a music which is provided is not concerned with a driver's preference. To improve these problems, there have been many studies about the automatic music providing systems based on driver's emotion. However, these studies have some difficult problems: the first one is that it is not easy to determine driver's emotion, and the other one is that it is hard to recommend and play the suitable music corresponding to the determined user's emotion. In this paper, to overcome the second problem mentioned above, a new mapping method between driver's emotion and music genre for automatic music providing system on vehicle is presented and two experiments are examined for the validation of the proposed method. The experimental results and discussions are explored to show the effectiveness and validity of the proposed method.

Automatic Genre Classification of Sports News Video Using Features of Playfield and Motion Vector (필드와 모션벡터의 특징정보를 이용한 스포츠 뉴스 비디오의 장르 분류)

  • Song, Mi-Young;Jang, Sang-Hyun;Cho, Hyung-Je
    • The KIPS Transactions:PartB
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    • v.14B no.2
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    • pp.89-98
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    • 2007
  • For browsing, searching, and manipulating video documents, an indexing technique to describe video contents is required. Until now, the indexing process is mostly carried out by specialists who manually assign a few keywords to the video contents and thereby this work becomes an expensive and time consuming task. Therefore, automatic classification of video content is necessary. We propose a fully automatic and computationally efficient method for analysis and summarization of spots news video for 5 spots news video such as soccer, golf, baseball, basketball and volleyball. First of all, spots news videos are classified as anchor-person Shots, and the other shots are classified as news reports shots. Shot classification is based on image preprocessing and color features of the anchor-person shots. We then use the dominant color of the field and motion features for analysis of sports shots, Finally, sports shots are classified into five genre type. We achieved an overall average classification accuracy of 75% on sports news videos with 241 scenes. Therefore, the proposed method can be further used to search news video for individual sports news and sports highlights.