• Title/Summary/Keyword: 음악 유형

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A Study on the Conceptualization of Information Resources for Localities Based on the FRBRoo/CIDOC CRM (FRBRoo/CIDOC CRM 기반의 로컬리티 정보자원 구조화 연구)

  • Hyun, Moonsoo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.4
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    • pp.265-290
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    • 2014
  • The aim of the study is to examine the applicability of FRBRoo / CIDOC CRM to conceptualize information resources for localities. It attemps to establish the conceptual structure and the relationship of them and seeks ways to apply the model. For this purpose, almost 30 articles specially in localities research were analysed and categories of information resources for localities were identified. After examining conceptual model in cultural information management sectors (library, museum, archive), 6 case of conceptualization were attempted based on FRBRoo / CIDOC CRM. In conclusion, it presented that FRBRoo / CIDOC CRM could be applied to various type of information resources for localities and that it could be possible to represent information resources based on particular space(place, local) through the conceptualization.

A Ukulele Playing Intervention for Improving the Hand Function of Patients With Central Nervous System Damage: A TIMP Case Study (중추신경계 손상 성인 대상 손 기능 향상을 위한 우쿨렐레 활용 치료적 악기연주(TIMP) 사례)

  • Joo, Ye-Eun;Park, Jin-Kyoung
    • Journal of Music and Human Behavior
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    • v.19 no.2
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    • pp.81-103
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    • 2022
  • The effects of therapeutic instrumental music performance (TIMP) using a ukulele were examined in adults with central nervous system damage and impaired hand functions. The participants were three adults with neurological damage who participated in 30-min sessions twice a week over 6 weeks. Changes in hand function was measured by the Box and Block Test (BBT), the 9-Hole Peg Test (9-HPT), and the Jebsen-Taylor Hand Function Test (JTHFT). Following the intervention, all three participants showed increases in the BBT and 9-HPT scores, indicating positive changes in fine motor coordination and dexterity. In terms of the JTHFT, all three participants showed increases in the "writing" and "card flipping" subtask scores, indicating that the intervention was effective in improving more coordinated finger movements. All participants reported the satisfaction with the intervention. They also pointed out that they were motivated to play the ukulele and that following the intervention used their affected hand more frequently in daily activities. These findings suggest that TIMP with a ukulele for patients with central nervous system damage can have positive effects on their functional hand movements and motivate these patients to practice their rehabilitation exercises.

A study of optimism level in the sifted (영재들의 낙관성 수준에 관한 연구)

  • 윤현석;김언주
    • Journal of Gifted/Talented Education
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    • v.12 no.1
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    • pp.77-96
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    • 2002
  • The purpose of this study is to inverstigate the optimism level of the gifted; to verify the differences in optimism level according to the types of the gifted; and to compare the optimism level of the gofted with that of mainstream students. 332 high school students participated in this study. They consisted of 45 science of gifted, 50 athletics gifted, 60 music gifted, 60 art gifted, 57 academic gifted, and 60 mainstreams students. The findings of this study were as follows: First, the optimism level of gifted was somewhat pessimistic. Second, the optimism levels of academic gifted and sciencd gifted was higher than that of athletic gifted and artistic gifted. Third, nonsignificant difference was found in the optimism level between gifted students and mainstream students.

Research for Vitalizing the Exportation of Korean Entertainment Program Format (한국 예능 프로그램 포맷 수출 활성화 방안 연구: 글로벌 예능 프로그램 포맷 특성과의 비교분석을 중심으로)

  • Lee, Eugene;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.160-169
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    • 2016
  • This paper analyzed features of Korean entertainment program formats exported to Asia mostly with that of top 100 Global entertainment program formats exported globally in order to explore Korean entertainment program formats to export globally. Two groups of entertainment program were analyzed in three ways, program category, cast, and material. Regarding program category, quiz game programs showed highest exportation in Global top 100 formats while only 14.3% of Korean entertainment formats exported. As for the cast members, Korean formats prefer well-known celebrities. On the other hand, Global formats produce programs featuring non-famous, ordinary people. Moving on to material of each formats, Global formats focus on puzzle/riddle whereas, Korean formats mainly focus on music/dance and family/parenting. These results indicate that Korean entertainment programs contain strong cultural aspects which generate disadvantages on exportation of these programs, compared to Global entertainment programs. In conclusion, to export Korean entertainment program formats globally, quiz game format with ordinary people and using materials that delivers less cultural aspects are need to be developed.

Nehru Style in the Sixties : Indian Influence on American Men's Fashion (1960년대의 네루 스타일 -미국 남성복식에 미친 인도복식의 영향-)

  • 김혜경
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.4
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    • pp.601-608
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    • 1999
  • 1960년대와 70년대 초기 미국은 인도의 음악, 철학, 종교, 복식 등, 다양한 문화 양식에 관하여 강한 관심을 나타냈고 이는 청년층의 반문화적 행동유형에 의해 시작되어 전반적인 사회계층으로 확산된 문화현상의 한 예로 설명되었다. 이에 본 논문은 Gentlemen's Quarterly 와 Sears and Roebuck Co. Catalgue를 이용하여 수집된 자료를 내용분석법으로 처리하여 미국 남성복에 나타난 인도복식의 영향과 사회계층별 차이점에 관한 실증적인 연구를 시도하였다 연구결과에 따르면 이 시기의 미국 남성복식에 보여진 인도의 영향은 주로 네루 스타일의 복식(Nehru jacket/suit Nehru collar Nehru hat)과 Indian sandal과 jewelry tie-dye와 madras로 의복 직물 악세서리등 다양하게 나타났다 그러나 인도복식으로부터 받은 영향의 내용과 정도는 사회계층에 따라 그 차이가 뚜렷하여 중류층에서는 제한된 종류의 스타일의 단기간 동안 채택되었으나 상류층에서는 다양한 스타일이 비교적 오랜 기간동안 지속되었던 것으로 밝혀졌다 이러한 결과는 중류층의 남성복식이 새롭고 비관습적인 스타일의 채택에 대하여 보수적인 양상으로 띠는 것으로 해석된다. 더불어 인도복식의 영향이 1968년을 절정으로 나타남으로서 이시기의 사회변화가 복식에도 그대로 반영되고 있음으로 보여주고 있다

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불법 복제 콘텐츠 필터링 기술 동향 분석

  • Kim, Ju-Seop;Nam, Je-Ho
    • Broadcasting and Media Magazine
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    • v.12 no.4
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    • pp.53-63
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    • 2007
  • 인터넷과 멀티미디어 기술의 발달은 우리에게 다양한 콘텐츠를 손쉽게 접할 수 있는 환경을 제공하였다. 그러나 멀티미디어 콘텐츠의 무분별한 복제와 불법유통으로 인한 저작권 침해는 심각한 사회적 문제로 대두되고 있다. 이에 정부는 저작권법을 전면 개정하면서 강력한 대응책을 마련하고 있다. 특히 개정 저작권법은 동영상, 음악, 게임 등 다양한 콘텐츠에 대한 불법 유통을 방지하고자 특수한 유형의 온라인서비스제공자들의 기술적 조치(필터링)를 의무화하고 있다. 이에 따라 필터링기술에 대한 관심이 높아지면서 해당 온라인서비스사업자(OSP)들은 필터링 기술의 적용을 준비하고 있으며, 기술개발업체들은 법적 기준을 충족시킬 수 있는 필터링 기술의 개발을 위해 노력하고 있다. 본 고에서는 이러한 상황의 배경과 필터링 기술의 개요와 국내외 동향 및 향후 전망을 제시한다.

Music Video Research of Photograph Image (사진적 이미지의 뮤직비디오 연구)

  • Kang, Hong Gue
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.251-256
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    • 2016
  • The music video was produced by the multimedia type of a video clip by adding the image to match it with the release of audio recordings. mass production. Although originally it started as a means of promoting music as mere receive attention as the main content of the music cable broadcast M-TV began mass production. The 21st century has used the technology in various fields, including animated films and live action films, documentaries smart phone era. Among attempts to analyze their work tends to center the photographer and music video director Anton Corbijin and Stephen Sednaoui representing a photographic image of a music video

The Effect of Auditory Cue on Searching Task of Songs (소리의 청각적 정보가 곡 탐색에 미치는 영향)

  • Ryu, Hyung-Su;Kim, Jong-Wan;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.535-540
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    • 2007
  • 최근 음악을 재생할 수 있는 다양한 소형기기들의 발전이 이루어지고 있다. 휴대용 음향기기에서 곡을 탐색할 경우, 곡 탐색 습관의 특성상 눈으로 확인하지 않고 손을 사용한 촉각적 피드백만을 이용하는 것이 대부분이다. 또한 곡 탐색 과제는 청각적인 표적을 찾는 것임에 반하여, 지금까지 청각적인 단서에 대한 연구의 대부분은 시각적인 표적을 찾는 것에 집중되어 있었다. 본 연구에서는 청각적인 표적을 탐색하는데 있어 청각적 위치 단서가 미치는 영향을 알아보고자 하였다. 주어진 곡 리스트를 암기한 후, 화면에 제시되는 표적 곡을 탐색하는데 있어 청각적인 위치 단서가 있는 좌우 조건, 가운데 조건, 그리고 무음 조건의 경우에 따른 곡 탐색의 정확률과 반응 시간을 측정하였다. 과제는 정상과 오류 두 가지 유형으로 구성되었다. 결과는 청각적인 위치 정보가 포함된 좌우 조건이 정상 과제와 오류 과제에 있어서 가운데 조건과 무음 조건에 비하여 모두 유의미하게 짧은 반응 시간을 보였다. 본 실험 결과는 휴대용 음향기기뿐만 아니라 위성항법장치(GPS), 가상환경(Virtual Environment) 등과 같이 청각적인 표적을 찾아야 하는 과제를 포함하는 환경에도 적용될 수 있을 것이다.

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The Correlational Analysis between Holland Personality Types and Gifted by the Cerebral Hemisphere Dominant Feature of Elementary School Students (초등학생의 대뇌반구의 지배적 특성에 따른 Holland유형과 소질의 관계분석)

  • Kim, Byung-Suk;Choi, Eun-Young;Choi, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.4865-4875
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    • 2013
  • This study is to examine that there are differences in Holland personality types and talent of elementary school students depending on cerebral hemisphere and their relationship. The study is targeted 679 elementary school students. To examined the hypothesis, frequency analysis, t-test, correlation analysis, using SPSS 18.0 were conducted. First, The elementary school students, artistic and enterprising types appeared more evident in the right-brain than left-brain. Second, there are positively conspicuous differences between RIC group and SAE group in left-brain. Third, in comparison with cerebral hemisphere and talent of elementary school students, creative, nature, communicative and body appeared more evident in the right-brain. Fourth, there are positive relationships in Holland personality types, cerebral hemisphere, and talent. However, there is no relationship between left-brain and artistic type, right-brain and social type.

The Meta-Analysis on Effects of Arduino-Based Education for Secondary School Students (중·고등학생 대상 아두이노 활용 교육의 효과에 대한 메타분석)

  • Jang, Bong Seok
    • Journal of Industrial Convergence
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    • v.19 no.3
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    • pp.61-65
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    • 2021
  • This study aimed to analyze effects of Arduino-based education for secondary school students through meta-analysis. Prior studies including journal articles and theses were selected through rigorous review. The researcher calculated the overall effect size and effect sizes by categorical variables. Research findings are as follows. First, the total effect size of Arduino-based education was 0.537. Second, the effect sizes by type of dependent variables were the affective domain 0.849 and the cognitive domain 0.479. Third, the effect sizes by school level were the middle school 0.796 and the high school 0.474. Fourth, the effect sizes by subject areas were music 1.255, science 0.562, technology 0.443, and information 0.429. Fifth, the effect sizes by types of programming were the graphic-based programming 0.543 and the text-based programming 0.376.