• Title/Summary/Keyword: 음악만족감

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Musically Talented Adolescents' Passion for Music: On the Relations of Music Valuation, Satisfaction in Music, and Music Accomplishment (음악재능 청소년의 음악열정: 음악가치, 음악만족감 및 음악성취감 간의 관계를 중심으로)

  • Ahn, Doehee;Kim, Yuree;Hong, SungA
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.81-96
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    • 2017
  • This study was to examine the passion profiles and direct, indirect, and total effects of music valuation(MV), passion for music (i.e., harmonious passion, obsessive passion), and satisfaction in music(SM) on music accomplishment(MA) of musically talented high school students in Korea. Of the 599 musically talented high school students surveyed from Gyonggi, Chungnam, and Busan in South Korea, 524 completed and returned the questionnaires yielding a total response rate of 87.48%. Students with high harmonious passion(HP) and high obsessive passion(OP) were classified as high passion students(Nhigh passion=228), where as those with low HP and low OP were classified as low passion students(Nlow passion=5). Students with high passion had higher MV and higher SM than those with high HP or low passion. Moreover, those with high passion had higher music accomplishment than those with high HP, high OP, or low passion. Students with high HP had higher MA and SM than those with low passion. MV affected MA through both HP and OP, and also SA. HP and OP also affected MA and SA. SM directly affected MA. Total effects of HP on MA were higher than those of OP, SM, and MV. The indirect effect of HP on MA were higher than those of OP. Findings indicated that the more students have a HP, the more they showed higher SM and MA when they engaged in music activity with higher MV. Future research is need to replicate these findings with professional musicians at higher levels of expertise.

Analysis of Mood Tags For Music Recommendation (음악추천을 위한 분위기 태그 분석)

  • Moon, Chang Bae;Lee, Jong Yeol;Kim, Dong-Seong;Kim, Byeong Man
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.1
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    • pp.13-21
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    • 2019
  • The tendency of buyers of web information is changing from the cost-effectiveness which emphasizes the performance over the price to the cost-satisfaction which emphasizes the psychological satisfaction of the buyer. In music recommendation, one of the methods to increase psychological satisfaction is to use the music mood. In this paper, a music recommendation method considering the mood tag and the synonyms tag is proposed and, as an intermediate result of the proposed method, mood tags and music pieces are expressed in Thayer's AV space and then their distribution are analyzed. The analysis result shows the distributions of mood tags and the ones of music pieces are similar, which implies that the proposed recommendation method can provide significant results. In the future, the music recommendation performance will be analyzed.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

The Online Live Broadcasting and Fandom Formation Process of the Audition-Turned-Star: Phantom Singer 3 Kang Dong-Hoon's Fan Cafe (오디션 출신 스타의 인터넷 라이브 방송과 팬덤 형성과정: 팬텀싱어3 강동훈 팬카페를 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.855-869
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    • 2021
  • Since 2009, stars produced through audition programs have appeared through the process of establishing familiar ties with viewers, unlike stars created by entertainment agencies. This study is a case study that examines the characteristics, roles, and identity of internet live broadcasts (Labang) of vocalists Kang Dong-hoon and his fan cafe(fan community) who appeared in JTBC Phantom Singer 3 in 2020. As a result of the study, fans gathered around SNS even before the fan cafe was created, at their request, 'Labang' began. "Labang" is a "freely participating talk show" in which fans actively participate. This brought about the bond of fans, a sense of belonging, and the activation of fandom. Both stars and fans recognized "Live Broadcast" as "a window of communication to get to know each other," and expressed satisfaction that they could see the sincerity of familiar and unpretentious stars, not unrealistic images reproduced on TV through "immediate comment communication." "Labang" consists of a variety of contents, including stars' daily lives, music activities, broadcast appearances, and hobbies, and is showing "aesthetic differentiation" from those who do not watch "Labang" while sharing the daily lives of stars and fans with active participation.