• Title/Summary/Keyword: Genre Use

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A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.51-59
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    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

Motivation of the Satellite DMB Use and Genre Consumption (위성 DMB 이용 동기와 장르 소비: 장르 선호도, 레퍼토리, 소비유사성을 중심으로)

  • Chon, Bum-Soo;Kim, Jung-Kee
    • Korean journal of communication and information
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    • v.36
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    • pp.374-398
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    • 2006
  • This paper attempts to identify motivations of the satellite DMB use and to examine the relationship between user motivations and structure of genre consumption. Firstly, this paper identified motivational dimensions for satellite DMB usage. The results of the factor analysis revealed three dimensions: information-seeking, entertainment-oriented and social communication. It accounts for 69.9% of the variances found within this data. Secondly, the results of the regression analyses suggested that both information seeking and entertainment-oriented motivations were closely related to genre preferences of satellite DMB contents. In addition, these two motivations predicted genre repertoires and similarity in genre consumption. In conclusion, motivations of the satellite DMB use were the best predictors for explaining the structure of genre consumption.

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Client-driven Music Genre Classification Framework (클라이언트 중심의 음악 장르 분류 프레임워크)

  • Mujtaba, Ghulam;Park, Eun-Soo;Kim, Seunghwan;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.714-716
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    • 2020
  • We propose a unique client-driven music genre classification solution, that can identify the music genre using a deep convolutional neural network operating on the time-domain signal. The proposed method uses the client device (Jetson TX2) computational resources to identify the music genre. We use the industry famous GTZAN genre collection dataset to get reliable benchmarking performance. HTTP live streaming (HLS) client and server sides are designed locally to validate the effectiveness of the proposed method. HTTP persistent broadcast connection is adapted to reduce corresponding responses and network bandwidth. The proposed model can identify the genre of music files with 97% accuracy. Due to simplicity and it can support a wide range of client hardware.

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Study on the Relationship between the Pay TV Subscriber's Genre Preference and VOD Purchase : Focusing on the Movie VOD of IPTV Service (<유료 방송 가입자의 장르 선호도와 VOD 구매의 관계에 관한 연구:IPTV 영화 VOD 이용을 중심으로>)

  • Jo, Sungkey;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.91-102
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    • 2016
  • This paper investigates the relationship between the Pay TV subscriber's genre preference and VOD purchase by analyzing actual purchase data of movie VOD of IPTV subscribers for 8 months. The result shows as follows. First, in case of purchasing movie contents below 4000 won, user's genre preference was higher than that of using contents over 4,000 won. This means the subscribers tend to follow their genre preference when the mass-typed recommendation is limited. Second, those who purchase foreign contents show higher genre preference than those who purchase domestic movies. Third, subscribers who purchase more frequently and much more tend to use more diverse genres. Heavy users or those who have higher willingness to pay would consume more diverse contents. It implies that VOD use would increase by supplying the personal recommendation service based on the subscriber's genre preference.

A Study on Impact of Media Use Characteristics/Evaluation for Guide Channel on Intention to use VOD provided by Multichannel Service Provider (유료방송 서비스 이용자의 미디어 이용특성과 가이드 채널에 대한 평가가 VOD 이용의사에 미치는 영향에 관한 연구)

  • Joh, Seong Je;Lee, Yeong Ju
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.210-218
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    • 2016
  • In this study VOD usage patterns(VOD use and paid amount) of IPTV users were investigated reflecting the level of media use characteristics such as TV viewing time, star preference, and genre preference. Also the impact of media using characteristics and the evaluation of guide channel on the intention to use VOD was analyzed. The web survey was conducted against the respondents who have used VOD and guide channel. The results are as follows. Among the media usage characteristics, star preference has the impact on the VOD use, while genre preference has relation to the willingness to pay for VOD. Secondly, the intention to view the guide channel, entertainment of the channel, and the users' genre preference have significant impacts on the intention to use VOD. Therefore, it is necessary to raise the viewing rate of guide channel by providing the customized promotion strategy and diverse events based on the analysis of VOD usage.

The Effect of Text Genre on Parent's Reading Behavior : Joint Picture Book Reading (그림책 읽어주기에서 그림책의 종류가 부모의 읽기 행동에 미치는 영향)

  • Kim, Jung Wha
    • Korean Journal of Child Studies
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    • v.27 no.5
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    • pp.95-107
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    • 2006
  • 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.

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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.

A Cross Genre Study of the Relationship among Flow, its Antecedents, and the Reuse Intention in Online Games (온라인 게임에서의 플로우와 플로우에 영향을 미치는 요인 및 재사용의도의 관계에 대한 장르별 비교)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Journal of the Korean Operations Research and Management Science Society
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    • v.30 no.4
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    • pp.131-150
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    • 2005
  • One of the reasons for popularity of online game is owing to the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intension of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, fators influencing flow and reuse intension in online games genre by genre. For this purpose, we classily online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate Insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.

Factors of Consumer' s Digital Content Selection : Focusing on Web-toon (소비자들의 디지털컨텐츠 선택 요인 : 웹툰을 중심으로)

  • Oh, Yongmin;Jung, Hunsik;Boo, Jeman
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.3
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    • pp.217-231
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    • 2019
  • The purpose of this study is to analyze the factors influencing consumers' selection of web-toon service through AHP (Analytic Hierarchy Process) analysis and to provide the strategy of web-toon service. To accomplish this study, theories, existing research and references related to AHP were sufficiently examined and selected the factors in the selection criteria. Surveys from consumers who used the web-toon service were conducted with selected factors. Through this, the results were analyzed by AHP analysis to find out the weighting values and the differences were examined and analyzed. The highest weighting factor in the first layer that consists of web-toon service was cinematic quality. The cinematic quality was the most important factor in the selection criteria of customers who use the web-toon service regardless of their preferred genre. Furthermore, it was confirmed that the weighting value or ranking changed in the second layer by genre. In this study, the effective basis of strategy were suggested by ranking the quantitative selection factors according to the preferred genre of consumers using web-toon services. In addition, This research provides some practical implications. That is, the web-toon service provider can easily recognize and respond to the customer's requirements, which factors are important when the customer selects a specific genre from the web-toon genre.

A Study on the Motif of 'Book Travel' in Korean Web Novel -Focused on Romance Fantasy Genre (한국 웹소설의 '책빙의물'의 특성 연구 -로맨스판타지 장르를 중심으로)

  • Ahn, Sang-Won
    • Journal of Popular Narrative
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    • v.26 no.3
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    • pp.87-120
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    • 2020
  • The study noted the characteristics of the web novel's 'Book Travel' motif, which reflects the characteristics of popular culture content, which is free to use familiar genre grammar or code. The imagination of the main character entering the work he read in the real world is a reinterpretation of the existing genre grammar of the web novel, and studying the motif is meaningful in reviewing the intertext of the genre. This motif, summarized as 'Book Travel' differs from other genres in the romance fantasy genre, which can also be used to reveal the gender characteristics of the genre. The study noted that the 'Book Travel' motif was born from an interactive interpretation of existing narratives, thus having a affinity with dimensional shift, regression, and alternative historical objects, and referring to the writing norms of Fanfiction. Through this, it was predicted that the re-combination of existing narratives and interference between genres would continue in the future. Next, the original move in the romance fantasy genre was seen as quite conservative and revealing the logic of self-improvement even though people around him became the main characters and overthrew the narrative. The characters should use their knowledge of the future of the real world to fight in a world of survival where destruction has been predicted. The appearance of an ethical and self-help subject is interesting, but on the other hand, I could look at conservatism in that romance is a way of survival and achievement of characters. The research is meaningful in that it reviewed the characteristics of the original transfer motif, which started fairly quickly in the romance fantasy genre, and reviewed its appearance background and characteristics. There was a limit to the collection of physical works and limited platform. The above limits are intended to be supplemented by further reviewing and supplementing later works.