• Title/Summary/Keyword: 음악테크놀로지

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Use of Music Technology in Music Therapy (음악치료에서의 음악테크놀로지 활용)

  • Park, Ye Seul
    • Journal of Music and Human Behavior
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    • v.12 no.2
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    • pp.61-77
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    • 2015
  • The purpose of this study was to investigate music therapists'use and perception of computer-based music technology. Questionnaires were distributed either electronically or in-person to 367 music therapists with credentials. Of the 367 initially distributed questionnaires, 101 were returned and 61 were analyzed after excluding 40 incomplete responses. The survey was comprised of two sections: the use of music technology and perceived importance of music technology in music therapy practice. The results showed that 65.6% of the respondents had used music technology in their clinical practice. The most frequently used type of music technology was Finale, followed by Garage band, and Cubase. With regard to the areas where music technology was used, it was implemented primarily for adolescents for musical or emotional goals, and was applied most frequently as a musical resource. In addition, most respondents showed a positive attitude toward music technology and added that they would need to be trained to use music technology for their clinical practice. These results provide practical information on how music therapists use and perceive computer-based music technology, and its implication for music therapy clinical practice.

Trend of the Convergence Stud in Arts & Culture Education - Focused on Music Technology (문화예술교육에서의 융복합 학문의 시대적 흐름- 음악테크놀로지를 중심으로)

  • Kim, Eun-Jin;Lim, Byung-Ro
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.102-113
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    • 2012
  • The effort to generate new values in this age of digital technology characterized by rapid changes in information and knowledge demands transformations not only in the sociocultural and educational spheres but also specifically in the field of arts and culture education. One of the greatest transformations is emphasis on integration and consilience among different fields which has impacted the field of arts and culture, giving birth to the practice of arts and culture education. Digital technology actively utilizes in lots of subjects, which, also becomes a challenging factor for the field of arts and culture education. In this context, this study theoretically considered to approach music technology to use for the field of arts and culture education. Utilization of music technology takes interdisciplinary approaches combining various subjects in the field of arts and culture education. Considering the current circumstances in which there is a lack of teaching and learning methodologies which reflect the unique, specialized nature and the intrinsic originality of the field of arts and culture education. It is deemed that by accumulating more case studies applying music technology in practice to a wider variety of targets and situations. Music technology will serve the role of an important a learning tool for the arts and culture education field.

The Effects of Emotional Sensibilities Using MTBL Approach in a College-Level Liberal Arts Class (대학 교양과목 수업에서 음악테크놀로지 기반학습 (Music Technology-Based Learning : MTBL)이 감성의 활성화에 미치는 효과)

  • Kim, Eun-Jin;Kang, In-Ae
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.513-524
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    • 2011
  • Digital Technology actively utilized in all spheres by rapid changes in information and knowledge demands transformations not only in the sociocultural and educational spheres but also specifically in the field of arts education. Digital Technology becomes a challenging factor for the field of arts education. In this study purposed a new teaching-learning approach method in arts education, called "Music Technology-Based Learning"(hereafter, MTBL), which is to, first, take interdisciplinary approaches combining various subjects in the field of arts education. In the case study was conducted to examine the educational effects of the MTBL approach to the liberal arts course in university: mind maps derived from 2 sessions (pre-class and post-class), evaluation sheets regarding self-directed learning and in-depth interviews with ten voluntary learners after the class were used as methods for data collection. The result of case study shows positive changes in the terms of the degrees of emotional sensibilities of the learners. Moreover, the research confirmed the potential of MTBL as a new teaching and learning methodology in art education.

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Transformation of the Music Market brought about by Technology (테크놀로지가 가져온 음악 시장의 변혁)

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.537-541
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    • 2022
  • As technology advances, various applications linked to the music industry are becoming popular through new media. There have been many changes in the music market. Beyond the existing music market, where music copyright and performance rights were the center of the music business, we are unifying and operating communication channels that connect artists and fans, such as investment products derived from music copyrights. The technology that connects the fandom with additional business digital content has transformed into global platforms such as HYBE Entertainment's and YG Entertainment's Weverse, as well as SM Entertainment's Bubble. In addition, various national support projects to build a 5G MEC (MobileEdge Computing) environment to quickly respond to the rapidly changing 5G industry ecosystem are supporting for the immersive content demonstration, immersive content testing, and technical analysis, we are laying the groundwork to efficiently respond to the ever-expanding metaverse content market. Technology is changing dramatically. Therefore, we would like to study to changes in the music market brought about by technology and suggest strategies for a new era in the music business.

Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.1-6
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    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.

A Music Technology-Based Interactive Music-Making for Improving the Social Communication Skills of Children With Autism Spectrum Disorder (자폐스펙트럼장애 아동의 사회적 의사소통 향상을 위한 음악제작 앱 기반 상호적 음악만들기 사례)

  • Yoon, Sol
    • Journal of Music and Human Behavior
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    • v.18 no.2
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    • pp.19-43
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    • 2021
  • The purpose of this case study was to examine whether an interactive music-making intervention using GarageBand was applicable to improve the social communication skills of school-age children with autism spectrum disorder (ASD). Two children with ASD (both male, ages = 8 and 11 yrs.) participated in this study. The interactive music-making intervention included three stages: 1) musical imitation, 2) musical expression and coordination, and 3) musical interaction. Each session lasted 40 minutes, and sessions took place twice a week over 4 weeks. The participants' social communication behaviors were observed and analyzed in terms of exchanging ideas with each other. Engagement in interactive behaviors (e.g., turn-taking, imitating or reflecting the investigator's music, and creating one's own music using the motive from the investigator) during music making was also analyzed. During the sessions, increases in the attempts to express their opinions on music making processes and requests for help for the process were observed. Engagement in turn-taking form of interactive playing and reflecting the musical motive from a partner (i.e., investigator) were also improved. The Social Responsiveness Scale-2 (SRS-2) ratings indicated negative social behaviors decreased after intervention in both participants. The findings of this study suggest that interactive music-making activities using GarageBand can be an effective method in clinical practice to improve social communication skills for school-aged children with ASD.

Analysis of Musical Characteristics and Changes in Different Periods on Yoon-Sang's Music (윤상의 곡에 나타난 음악적 특징과 시대별 변화)

  • Park, Ji-Eun;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.63-73
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    • 2021
  • This study aims to analyze music of Yoon-sang, as a part of musical research, which is the most fundamental approach among academic studies on Korean popular music. Yoon-Sang is a representative composer, who has gone through the 1980s to the present. The result of analysis of 21 songs created by Yoon-Sang showed that his songs are mostly characterized by tonal music, in which chord relationships develop focusing on keynotes. The reason why his music does not sound uniform pursuing stability is he properly added the progression of chromatic chords, based on diatonic chords and melodies. Dominant 7th chord and diminished 7th chord are used the most among diverse techniques adding chromatic colors. Along with these chords, chromatic intervals are used not only in chord progression but also in melodies. The successive, ascending or descending movement of the base line is his common composition and arrangement technique revealed in every song. One of formal changes with the stream of the times is that the number of measured in the pre-chorus and interlude that were of great importance in his songs of the 1990s decreased over time. With regard to harmonic changes, whereas modulation between parts was applied to his 2 songs created in the 2010s. Yoon-Sang's music had one strong tonality overall, but his music began to have more than two tonalities starting the 2010s, and this is a big variation in his music.

The Case study of using MTBL(Music Technology-Based Learning) in a Teaching Profession Course: A Case Study on the Instructional Methods and Educational Technology Class (교직과목 수업에서 음악 테크놀로지 기반 학습(Music Technology-Based Learning: MTBL) 활용 사례 연구: 교육방법 및 교육공학 수업사례)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.497-510
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    • 2013
  • The researcher's objective is to analyze a case study from the teaching profession course entitled "Instructional Methods and Educational Technology: IMET," in which the instructional method 'Music Technology-Based Learning: MTBL' has been implemented. In addition to the analysis and the completion of the associated 16-week coursework, the researcher conducted an open-ended survey, and conducted and analyzed in-depth interviews, with participants in the case study. Using MTBL in IMET has elicited mostly favorable responses from participants such as "interesting" and "fun." They also mentioned "active learning participation." There were also negative responses to MTBL, citing "the lack of interconnection between MTBL and other teaching profession courses," "the difficulty of hybrid and convergence classes," and "the need for additional time and attention in an individual study." The analysis of this case study indicates that the use of MTBL in teaching profession courses somewhat enhances the understanding of the general concept of integrating technology into education, although some difficulties remain. The analysis of more case studies is required in order to establish more effective training courses, in which learning is not limited to the theoretical aspects of education. Using MTBL as an integrated part of the educational method would help to foster more creative and professional teachers.

Proposal and Application of Music Sampling Production Methodology : Focused on Korean Pop Music (음악 샘플링의 제작 방법론 제시 및 적용 : 한국 대중음악을 중심으로)

  • Ryu, Jae-Hack;Park, Jae-Rock
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.205-218
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    • 2019
  • Music sampling, which has been popular since hip-hop DJs used it in the 1970s, is now one of methods of producing music that is used regardless of genre or country. In this study, an overall production methodology for music sampling was presented through in terms of content and techniques. First of all, in terms of the contents, we classified them into the reuse and length of materials, and the function of samples in the mixed songs. In terms of the techniques, editing and effecting techniques were classified. By combining these elements, the methodology of music sampling applicable to the productions as well as the analysis was presented. Based on this methodology, the sampled songs of Korean Popular musicians - Jang Ki-ha and Faces, Epik High, The Quiet, and DJ DOC - were successfully analysed. Through the analysis process, the organic relationship of elements within the methodology was investigated, and the results of the analysis showed the effectiveness of the proposed methodology. This study can be meaningful in laying the groundwork for applying music sampling directly when actually producing songs or analyzing sampled songs.

Constructive music creation: the process and effectiveness of sampling in computer-based electronic music production (구성적 음악 창작: 컴퓨터 기반 전자적 음악 프로덕션 상에서 샘플링의 과정과 효과)

  • Han, Jinseung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.127-134
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    • 2009
  • In spite of controversial debates on aesthetic issues of computer-generated electronic music, rapid advancement of music technologies in the past decade have resulted proliferation of using virtual software synthesizers and samplers in music composition. Computer-based music production platform has become not only a norm among some of contemporary music composers but also vital apparatus for their compositional process. There are two imperative parts of this compositional process involving sampling in computer-based music production, which are commercially available sample libraries that include pre-recorded audio samples, and music production software that processes them. The purpose of this study is to investigate the process and effectiveness of reconstructive compositional process utilizing distinctive features of sampling on computer music production software. This study addresses issues such as: the definition of audio sampling, how sampling is incorporated in compositional process, and what features of music production software are particularly effective in various musical expressions. The result of this study will hopefully accommodate and fulfill the needs of electronic and acoustic musicians' creativeness.

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