• Title/Summary/Keyword: 뮤직비디오

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Simulacra Theory as a Conceptual Framework for Understanding Expression and Technology in (<수면의 과학>에 나타난 시뮬라시옹 표현기법 연구)

  • Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.24
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    • pp.135-154
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    • 2011
  • Simulacra theory as propounded by Jean Baudrillard in his seminal treatise, "Simulacra and Simulation," explores the significance of images, media and art in contemporary culture. Its central theoretical premise is the simulacrum, a sign or symbol that plays a crucial role in constructing perceived reality but which lacks a real-world referent. In Michel Gondry creates simulacra in the form of hallucinatory dream imagery by combining stop-motion animation and live-action elements. As experimental film-making that combines analog and minimum digital technologies, the result is a tour-de-force of synchronization. This study analyzes the film's technique and expressive content and, by adopting simulacra theory as a conceptual framework, aims to provide a better understanding of Gondry's work.

Motion Capture System for Digital Entertainment (디지털 엔터테인먼트에서의 모션 획득 시스템)

  • Lee, Man-Woo;Kim, Soon-Gohn
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.85-93
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    • 2007
  • The motion capture system has shown its great potential as a new image expression means for handling such challenging tasks as realistic animation of humans or animals in motion, which cannot be handled by the existing key frame method satisfactorily, and also projects involving a large scale or a burdensome economic expenses. Its applications also has been intensified and widened in the entertainment arena including motion pictures, TV, advertisements, documentaries, music videos, etc. centering around games. Despite of these merits, though, a number of issues have been surfaced in the digital image expression utilizing the motion capture system, such as a burdensome amount of preparatory work, the needs for attachment of markers and for remedial corrections of motion data, and the lack of trained manpower. We would like to present in this paper a new direction for making the digital image production more efficient, based on the extensive analysis of prior image production projects that used the motion capture system.

Visual expression technique analysis of motion graphic by media for emotion communication (감성전달을 위한 매체별 모션그래픽의 시각적 표현기법 분석)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.921-926
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    • 2009
  • After the scientific development of human history, numerous images have been developed and expanded in digital media as a communication tools. Image digital media make communication closer between sender and receptor. The image digital media which has been developed with the change of technology and media transformation have shortened visual information transportation and the time as well by combining the sense of visual and audio. Motion graphic field has been emerged as the type of image digital media development. The development of motion graphic make possible for the expressive effect and dynamic image technique which is impossible by the existing media type. Especially, it is applied to various field such as the title of movie, TV program, and advertise or music video etc. These image expression techniques are stimulating acceptor's emotion to take a role of emotion communication function also. This study aims to find the characteristics motion graphic of which how influence as an effective communication tool as important role to the receptors, and the examine the effect and application of motion graphic to the receptors as a emotion communication tool by case study.

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A research on the media player transferring vibrotactile stimulation from digital sound (디지털 음원의 촉각 자극 전이를 위한 미디어 플레이어에 대한 연구)

  • Lim, Young-Hoon;Lee, Su-Jin;Jung, Jong-Hwan;Ha, Ji-Min;Whang, Min-Cheol;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.881-886
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    • 2007
  • This study was to develope a vibrotactile display system using windows media player from digital audio signal. WMPlayer10SDK system which was plug-in tool by microsoft windows media player provided its video and audio signal information. The audio signal was tried to be change into vibrotactile display. Audio signal had 4 sections such as 8bit, 16bit, 24bit, and 32bit. Each section was computed its frequency and vibrato scale. And data was transferred to 38400bps network port(COM1) for vibration. Using this system was able to develop the music suit which presented tactile feeling of music beyond sound. Therefore, it may provide cross modal technology for fusion technology of human senses.

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Comparative Analysis of the Correlation between the Musical Element and the Storyline of the <Fantasia> and <Fantasia 2000> (<환타지아>와 <환타지아 2000>에서 나타나는 음악적 요소와 내러티브 상관관계의 분석)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.118-128
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    • 2011
  • The function of music in a motion picture ranges widely from supporting the storyline to being the main storyline delivering the major plots. This trend and can be seen in recently produced films, advertising as well as in music videos. Many attempts were made to express music visually in the past. But it was through Disney's creative production, "Fantasia", that such attempts became a reality in a motion picture. This paper will look into the difference between the "Fantasia" and "Fantasia 2000" through a comparative analysis of the correlation between the musical element and the storyline of the 2 Disney animation movies. The most distinct difference is that the "Fantasia" has a storyline that is faithful to the original interpretation of the true meaning of the music, while, on the other hand, the "Fantasia 2000" has a storyline that endeavors to express the special features of the overall sound of individual pieces as best as possible. And the differences between the two animations, thus compiled, is hoped to facilitate and enhance a better understanding of the two Disney's finest animations.

The Study on the Application of Monotone in Contemporary Moving Image (현대영상에서 모노톤 활용에 관한 연구)

  • Kim, Seog-Jun
    • Cartoon and Animation Studies
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    • s.35
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    • pp.255-270
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    • 2014
  • There is a dazzling display of colors used in contemporary visual media. The flood of color image in films leads to the application of partial colors onto the monotonous image, which is one of the reverse phenomena in this field of visual media. Nowadays, it became possible to revise the colors of moving images through computer graphics, and the excessive use of colors has a tendency to make visual impact uninteresting. The attempt is applied in a variety of ways from making video commercials and music videos as well as films. In particular, the application of partial color in the monotonous image in films such as Schindler's List(1993) and Sin City(2005) gave scores of audiences a fresh shock and added the depth of moving image. The purpose of this study is to examine how the principles and properties of the color affect us and how the application of monotone shows its effectiveness in moving images. By analyzing various case studies, this paper will propose and validate the progressive value toward the application of moving images in combination in the future.

The Study of Subjective Awareness Acceptance about the Successful Scene of and (<강남스타일>과 <젠틀맨>을 성공하게 한 장면에 대한 주관적 수용인식 유형 연구 Q-Sort 분석을 중심으로)

  • Huh, Sang Moo;Lee, Ok Ki;Kim, Woo Je
    • Korean journal of communication and information
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    • v.73
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    • pp.92-128
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    • 2015
  • We found that world wide popularity was attracted by Korea culture aspects of Psy's . The main factors that caused the syndrome, we noticed that the image of Korea. Expressly, we compared the Korea cultural scene that appeared in and . So, we analyzed successful Korea cultural factors of . For the analysis, we applied the Q methodology. As a result, in , we found 'Recreation Type', 'Advanced Development Type', 'Relieve fatigue type' and 'Adult Type'. Most of these factors have been recognized in Korea cultural factors. we found 'Communal Dancing Type', 'Cheeky Dance Type', 'Pleasant Packing Carriage Type', and 'afflicting type'. However, the Korean factor of were identified only 'Packing Carriage Culture'.

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A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation (음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.57-65
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    • 2014
  • The role of sound in producing 3D animation clip is one of the important factor to maximize the immersive effects of the scene. Especially interaction between video and sound makes the scene expressions more apparent, which is diversely applied in video production. One of these interaction techniques, the out-focussing technique is frequently used in both real video and 3D animation field. But in 3D animation, out-focussing is not easily implemented as in music videos or explosion scenes in real video shots. This paper analyzes the sound data to synchronize the depth of field with it. The novel out-focussing technique is proposed, where the object's field of depth is controlled by beat rhythm in the sound data.

An Analysis of Gender Images of Fashion Style in BTS Music Videos Using Judith Butler's Performativity Theory (버틀러의 수행성 이론으로 본 BTS 뮤직비디오 패션스타일의 젠더 이미지 분석)

  • Jung, Yeonyi;Lee, Youngjae
    • Journal of Fashion Business
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    • v.24 no.1
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    • pp.88-101
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    • 2020
  • The music videos of BTS go beyond the limit of media promoting music and shows their meaning in various ways and complete the visual message of music through fashion style. BTS' fashion style in the music videos shows a change in symbolic representation of the genre of each album and song, of which gender images are changing aligned with the music messages of BTS. The purpose of this study was to derive gender images of fashion style in BTS music videos and to interpret their meaning based on Judith Butler's theory that performativity creates discourse through iterative process. It is conducted as a research method, an analytical study was conducted in parallel with literature studies and empirical case analysis. The scope of the study was limited to 301 costumes that appeared in 21 official music videos from debut single album '2Cool 4 Skool' released in 2013 to the mini album 'Map of the Soul: Persona' released in 2019. As a result of the analysis, the controversial fashion style, challenging fashion style, boyish fashion style, hybrid fashion style, the playful fashion style were revealed. The conclusion of studying the gender image of BTS, interpreted by this analysis using Judith Butler's theory, is as follows. The gender image of BTS is the traditional image that identifies with the dominant gender discourse, the resistive gender image that intentionally distances mainstream culture, the eclectic image parodying the gender of the opposing term, and the deconstructive image that transcends the dominant gender discourse.

Deep Learning Music genre automatic classification voting system using Softmax (소프트맥스를 이용한 딥러닝 음악장르 자동구분 투표 시스템)

  • Bae, June;Kim, Jangyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.1
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    • pp.27-32
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    • 2019
  • Research that implements the classification process through Deep Learning algorithm, one of the outstanding human abilities, includes a unimodal model, a multi-modal model, and a multi-modal method using music videos. In this study, the results were better by suggesting a system to analyze each song's spectrum into short samples and vote for the results. Among Deep Learning algorithms, CNN showed superior performance in the category of music genre compared to RNN, and improved performance when CNN and RNN were applied together. The system of voting for each CNN result by Deep Learning a short sample of music showed better results than the previous model and the model with Softmax layer added to the model performed best. The need for the explosive growth of digital media and the automatic classification of music genres in numerous streaming services is increasing. Future research will need to reduce the proportion of undifferentiated songs and develop algorithms for the last category classification of undivided songs.