This study investigated the extent of informational text genre appeared in English textbooks at grades six, seven, and nine. Employing content analysis to analyze the literary forms, the researcher identified genre in each reading selection of each English textbook and classified it into six categories - fiction, information, biography, poetry, play, or fantasy. Especially, informational genre was classified further into two subcategories - non-narrative and narrative - in order to investigate the extent of non-narrative informational text only. The text genre was examined by analyzing (a) the number of reading selections representing each genre and (b) the number of words in reading selections devoted to each genre. The most frequent type of genre at grade 6 and 7 was fiction with 94% and 71% respectively, whereas at grade 9 it was devoted to information (51%), followed by fiction (37%). The largest number of words was devoted to fiction with 96% at the sixth grade and 70% at the seventh grade; on the other hand, for grade 9, it was devoted to information (46%), followed by fiction (39%). Although there was variance across different publishers, the informational text genre gained more significance as the grade level increased. In particular, the percentage of reading selections and words devoted to the non-narrative or expository informational genre was overall 4% at grade 6, 17% at grade 7, and 44% at grade 9. The findings demonstrated the need to pay more attention to informational literacy especially in the early grades for the development of balanced genre knowledge.
This study measured various types of joint book reading behaviors of parents of preschool children using two different text genres. Participants were the parents of 35 preschool children 4 years of age. Parent-child dyads were videotaped during periods of joint book reading using two different types of text(informational and narrative). Results indicated differences in maternal behavior between the two types of texts. The informational book elicited a higher amount of print concept behaviors and more content behavior while reading the narrative book. Among content-related behaviors parents used more labeling during the informational genre. On the other hand, parents' use of description and judgment were significantly higher in the narrative genre compared with the informational genre.
Text visualization is one of sectors in data visualization. This study is on methods to visually represent text's contents, structure, and form aspects based on various analytic techniques about wide range of text data. In this study -as a text visualization study-, 1) a method to find out the characteristics of a book's genre using words in the text of the book was looked into, 2) elements of visualization of a book's genre based on verification through an experiment were drew, and 3) the ways to intuitionally and efficiently visualize this were explained. According to visualization suggested by this study, first, actual genre of a book can be understood based on words used in the book. Second, with which genre is closed to the book can be found out with one glance through images of visualization. Moreover, the characteristics of complicated genres included in a book can be understood. Furthermore, the level of closeness (similarity) of a genre -which is found to be a representative genre using the number of dots, curvature of a curve, and brightness in the image- can be assumed. Finally, the outcome of this study can be used for a variety of fields including book customizing service such as a book recommendation system that provides images of personal preference books or genres through application of books favored by individual customers.
Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.
Journal of Korean Classical Literature and Education
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no.16
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pp.147-179
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2008
Classical literature texts have been transmitted and recreated as subjective meanings in a wide variety of genres. Authors recreate another world with their own imagination and classical literature texts. This study has been conducted to analysis 'OnDal's Dream' which is an adaptation from 'OnDalJeon' in order to figure out the method of inheritance and the subject and message of the adaptation. The process of inheritance and acculturation appears in the literary world. Some adaptations stick to the genre of the original text, other adaptations change to various genres. There is the process of inheritance and acculturation in the aspect of structure of the adaptation 'OnDal's Dream'. lntertextuality can be found between 'OnDalJeon' and 'OnDal's Dream' in terms of the stages such as 'confrontation' between the ego and the world and 'overcoming' hardships. However, the recreation text has acculturation of the structure that shows the potential desire for elevation of social status at the end part of the work so I could possibly show that the adaptation has limitation because it was far from the dream of common people and laborers at that time. There are different structures and recognition systems between 'OnDal Jeon' and 'OnDal's Dream' because the formal is an epic tale the other is lyric tale. An epic tale has some partial symbols in its story line, while an lyric tale is a symbol as a whole. There is an exhibition of deep emotion which is subjectivized and symbolized against the world in the adaptation 'OnDal's Dream'. And the inheritance of unreality, which is acculturation to the world of dream, from the original text can be found in the adaptation. First of all, study between the original text and the recreation text should be conducted in terms of intertextuality. Secondly, an instruction on the inheritance which is based on intertextuality between the original text and the recreation text should be conducted. Thirdly, an instruction about the structure of a genre and differences of recognition systems according to inheritance or conversion of a genre. It will be helpful for children to stimulate to take an interest in classical literature texts and traditional arts, to learn more recreation texts, and to develop the practical ability to recreate works. Based on above study, an instruction which shows a spiritual value of literature should be conducted.
The purpose of this study is to analyze communication between school and parents using the "letters to the parents", in order to examine possible areas of improvement for enhancing educational opportunities and school life adjustment for children from multi-cultural families. The letters to the parents used in elementary schools were analysed through genre analysis specifically for this study. At first, the Korean language textbooks for married female immigrants were investigated to see how many letters to parents were included in them. Second, letters to parents were collected to research their structure and content. They were categorized by the text type according to functions and speech acts. It is expected that the results of this study will be helpful for the Korean language education of married female immigrants.
Journal of the Korea Society of Computer and Information
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v.24
no.1
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pp.49-55
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2019
The character dialogue created by AI is unnatural when compared with human-made dialogue, and it can not reveal the character's personality properly in spite of remarkable development of AI. The purpose of this paper is to classify characters through the linguistic style and to investigate the relation of the specific linguistic style with the personality. We analyzed the dialogues of 92 characters selected from total 60 movies categorized four movie genres, such as romantic comedy, action, comedy and horror/thriller, using Linguistic Inquiry and Word Count (LIWC), a text analysis software. As a result, we confirmed that there is a unique language style according to genre. Especially, we could find that the emotional tone than analytical thinking are two important features to classify. They were analyzed as very important features for classification as the precision and recall is over 78% for romantic comedy and action. However, the precision and recall were 66% and 50% for comedy and horror/thriller. Their impact on classification was less than romantic comedy and action genre. The characters of romantic comedy deal with the affection between men and women using a very high value of emotional tone than analytical thinking. The characters of action genre who need rational judgment to perform mission have much greater analytical thinking than emotional tone. Additionally, in the case of comedy and horror/thriller, we analyzed that they have many kinds of characters and that characters often change their personalities in the story.
This study was intended to investigate intertextuality expressed in fashion; intertextuality within fashion as sex, T.P.O., texture, and coordination and intertextuality between fashion and other genre like animation, music, film and technology. Intertextuality obtained by mixing the masculine and feminine text, coordinating various element without regarding T.P.O., texture has contributed to expending aesthetic realm and redefining the aesthetic value of traditional fashion design. The influence of animation, music, film on fashion and the interaction between these genre and fashion integrated high-class fashion and street-fashion, created the multicultural hybrid. Moreover according to the change of lifestyle the fashionable technical clothing was needed and developed. The intertextual tendency in the 21st-century fashion has given the new possibility of fashion design.
Animation constitutes the core of the media industry, which in turn lies at the center of the cultural industry. It is considered one of the industries where South Korea has the competitive edge over other countries. With the pool of customers getting wider, the genre of animation has become more and more diverse, forming a great market for it. Aware of this trend, this study focused on animation as a part of the pop culture, and on providing corresponding various viewpoints for future cultural studies. This researcher measured the practicality and persuasiveness of this study through Shreck, a three-dimensional C.G. animation which is acclaimed for its success in dismantling the old grammar of animation movies that represent the anti-Disney ideas. This researcher felt it imperative to heed the unique language of Shreck, which contains discourses on various cultural ideologies such as paradoxical structure that pits entertainment that is shown through dismantling of the canon, feminism and antifeminism against each other. This study analyzed the entertaining element of the animation genre by means of the Semiotics of Keith Moxey, thereby attempting to establish a legitimate social status of the genre, whose artfulness has been depreciated in the art society. In chapter II, this researcher examines the chronological development of three-dimensional C.G. animation that has shown a rapid advancement. Chapter III defines the cultural ideology of Shreck by exploring basic theories and texts employed in analysis of art works. This study started with the assumption that defines, from the viewpoint of symbology, the animation text as an aggregate of discourses on entertainment, and competitive and paradoxical ideologies. Then, this researcher analyzed the text and the generation process of meanings in Shreck. Consequently, this study has come to the following conclusions: First, Shreck induces changes of concepts about the canon by means of distorting and reversing the existing animation movies, which seems to reflect in the contemporary tendency of seeking new interpretations of entertainment. Second, Shreck shows up the cognitive changes of our age as to feminism by competing feminism against antifeminism. Although Shreck serves as a venue of competition between the two opposing ideas, it stops short of brushing off women as outsiders in society. Rather, it represents the resistance to the male chauvinism existing in the structures of animation and culture. As shown in the text analysis, Shreck presents an advent of a new ideology critical of the previous animation films. In addition, it reflects in the struggle between the pro-feminism on the part of the viewers and the anti-feminism that lies in the social and culture structure. This study, however, is limited in its scope and selection of subject. First, although this researcher has stressed the importance of understanding the animation as part of the pop culture and conducting researches within the historic paradigm, this study fails to provide an in-depth insight in the impacts that the changes in the C.G. industry and the systematic conditions may have on the three-dimensional C.G. animation genre. Furthermore, this study runs the risk of being understood as pro-American due to its selection of Shreck as its research subject.
As a film maker, Lee Chang Dong stands out from most Korean film makers who work within the trappings of genre films. To be sure, Lee has also used the trappings of genre films, such as noire and melodrama, but primarily as a tool to communicate with film audience. In his most recent film "Poetry", Lee seems to have even stripped even the minimal trappings of genre film. Lee commands the audience to self-reflect and work towards their own conclusions by denying them the illusory identification on screen. In this way, Lee's works are counter cinema. Lee achieves a distancing effect using such filmic apparatuses as hand-held camera, fantasy, mise en abyme, and returned gaze. Through these filmic apparatuses, Lee exposes the re-presentation of text and compels his audience to see the historical and political contexts of the text. In this study, I make the case that Lee Chang Dong's film making is an act of repetition compulsion that cultivates ethical reflection, through symbolization of the invisible realities.
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