• Title/Summary/Keyword: genre

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A Study on Game Dynamics of Battle Royale Genre (배틀로얄 장르의 게임 다이나믹 고찰 -<배틀그라운드>를 중심으로-)

  • Ahn, Jin-kyoung
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.27-38
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    • 2017
  • The purpose of this study is to analyze the game dynamics of 'Battle Royale' genre and how these dynamics create dramatic tension, focused on . Battle Royale games maintain the dramatic tension through the intersection of uncertainty and inevitability. Uncertainty is reinforced by randomness of the game world and hidden information of player statement. Inevitability is emerged from the level design with choke point, and restriction of playable field over time. From this mechanism, Battle Royale genre establishes the gameness which derives player's meaningful choice and maintains player's tension until the end of the game.

The Research of Costume on Shin, Yun-Bok's Painting in Late Chosun Dynasty

  • Lee, Young-Jae
    • Journal of Fashion Business
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    • v.14 no.3
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    • pp.52-63
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    • 2010
  • The Hanryu(韓流) phenomenon in and around Asia looks like slowing down lately. At that time, the research about contents that can inform the high traditional culture of Korea is useful. The references which can make a study about cultural clothes, especially paintings, let us to infer the life of the people of that period. In this research, I try to study the characteristics of customs, symbol and costumes by analyzing the paintings of Shin, Yun-Bok who was genre painter of the late Chosun. The mens are wearing dopo(道袍) and are putting sejodae(細條帶) around their waists and gat(黑笠). Also, We can see many different types of job such police, official man, a buddhist priest, a barmair, kisaeng and shaman through the costume. Most of women in the paintings, They are wearing Deep blue skirts, banhwoejang pale tone jeogori and tress. We discussed the common lives of the people through genre painting. They have satire, humor, and symbolism. Also, we can look into the various lifestyles, customs of times and seasons, ceremonial occasions, civilian beliefs, and plays ransmitted from the past. The philosophy in Shin, Yun- Bok's genre painting, is close to Taoism not Confucianism.

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.

A Faceted Classification Analysis of TV content: Using News and Current Affairs Programs (패싯분석 기법을 적용한 방송자료의 내용 구조화에 관한 연구: 시사보도 뉴스 프로그램을 대상으로)

  • Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.313-329
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    • 2014
  • This study aims to provide intellectual access to TV content using faceted classification. In order to describe the content of news and current affairs programs, a faceted approach was explored. Based on the Ranganathan's PMEST formula, the basic facets - 'who', 'what', 'how', 'where', 'when' - and their sub-facets were created, specifically for describing the news genre. Additionally, the formal structure and the contextual features of the news genre were mainly considered for creating sub-facets. These created facets were applied to a news genre program. The result shows that these suggested facets are useful for representing well the contextual components of the news genre. The application of faceted classification is expected to improve the identification of the specific TV content.

Bayesian Approach to Users' Perspective on Movie Genres

  • Lenskiy, Artem A.;Makita, Eric
    • Journal of information and communication convergence engineering
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    • v.15 no.1
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    • pp.43-48
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    • 2017
  • Movie ratings are crucial for recommendation engines that track the behavior of all users and utilize the information to suggest items the users might like. It is intuitively appealing that information about the viewing preferences in terms of movie genres is sufficient for predicting a genre of an unlabeled movie. In order to predict movie genres, we treat ratings as a feature vector, apply a Bernoulli event model to estimate the likelihood of a movie being assigned a certain genre, and evaluate the posterior probability of the genre of a given movie by using the Bayes rule. The goal of the proposed technique is to efficiently use movie ratings for the task of predicting movie genres. In our approach, we attempted to answer the question: "Given the set of users who watched a movie, is it possible to predict the genre of a movie on the basis of its ratings?" The simulation results with MovieLens 1M data demonstrated the efficiency and accuracy of the proposed technique, achieving an 83.8% prediction rate for exact prediction and 84.8% when including correlated genres.

Proposal a case study for an interactive game content of a genre convergence with Racing and Shooting (레이싱과 건슈팅 장르의 융복합 체감형 게임 사례 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.2 no.1
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    • pp.51-56
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    • 2011
  • As fusion and composition of a game genre is actively achieved, game types where various genres coexist in a game increase. These games have advantage providing various funnies to game players. This study examines and analyzes game examples of fusion and composition genre that appear in the game market in accordance with such a trend. We suggested a game that can give new joy to players by application of fusion and composition of genre within the body type that can provide directly virtual experience of the given game situation on the base of this study.

Collaborative Filtering Design Using Genre Similarity and Preffered Genre (장르유사도와 선호장르를 이용한 협업필터링 설계)

  • Kim, Kyung-Rog;Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.4
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    • pp.159-168
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    • 2011
  • As e-commerce and social media service evolves, studies on recommender systems advance, especially concerning the application of collective intelligence to personalized custom service. With the development of smartphones and mobile environment, studies on customized service are accelerated despite physical limitations of mobile devices. A typical example is combined with location-based services. In this study, we propose a recommender system using movie genre similarity and preferred genres. A profile of movie genre similarity is generated and designed to provide related service in mobile experimental environment before prototyping and testing with data from MovieLens.

A Study on the Location of Game-themed Music by PC Game Genre : Focusing on types of music, structural elements of music, and images (PC게임 장르에 따른 게임 테마음악의 위치화 연구 : 음악종류, 음악의 구조적 요소, 이미지를 중심으로)

  • Park, Kwan-Ik;Hwang, Kyung-Ho;Lee, Hyung-Seok
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.75-90
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    • 2020
  • The purpose of this study is to identify the functional role of music, which is one of the main elements that make up PC games. To this end, theme music by genre of PC game was divided through analysis and then the relationship between variables was analyzed by visually positioning the distance between 'music type', 'structural element of music' and 'image' using multiple correspondence matching analysis. As a result, it was confirmed that there was a difference in location between the types of music by game genre, the structural elements of music, and the characteristics of the image.

The Meanings of Genre Classification in Library Classification: The Case of American Public Libraries (장르 분류의 사례를 통해 본 도서관 분류의 의미 - 북미 공공도서관을 중심으로 -)

  • Rho, Jee-Hyun
    • Journal of Korean Library and Information Science Society
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    • v.41 no.4
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    • pp.151-170
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    • 2010
  • There is a growing interest in user-centered classification or reader-interest classification, as questions have arisen from the meanings and the effects of traditional library classification. American public libraries have used fiction genre classification called bookstore model as an alternative to the traditional classification schemes. As a result, accessibility to the collection was promoted and library service for their users was improved. This study intends to make a comprehensive inquiry about the philosophical background and functional features of genre classification. To the end, literature survey and interviews or e-mails with librarians in American public libraries were conducted.

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The Design and Development of Web based Game Evaluation System (웹기반 게임평가 시스템의 설계 및 구현)

  • Kang, Kie-Ho;Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.4
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    • pp.75-85
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    • 2011
  • Effective and Economic game evaluation before game publishing is very important for game development company. In this paper, we designed and developed an effective web based game evaluation system according to three major game genre including MMORPG, FPS, and web game. The proposed evaluation model consists of five evaluation items such as game interest, competitiveness, technology, earning power, and market value and has common evaluation items and independent ones according to game genre. To reflect characteristics of each game genre, we divided evaluation items into common evaluation elements and individual ones according to game genre. We applied the proposed system to two real games of a game development company and showed the result.