• Title/Summary/Keyword: Convergence with Music

Search Result 176, Processing Time 0.026 seconds

Possibility of Gugak Fusion Bands as Shin-Hallyu Content (신한류 콘텐츠로서 국악퓨전밴드의 가능성 모색)

  • Lee, You-Jung
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.323-331
    • /
    • 2020
  • In order to prolong the Shin-Hallyu and make a significant leap forward, we analyzed the characteristics of Jambinai, Singsing Band, and Ackdan Gwangchil, bands that are recognized globally for their musicality and popularity. First, the socio-cultural background behind the world's attention on korean traditional music lies in the racial and cultural diversity that embraces the non-mainstream identity. In particular, the success of Korean traditional music fusion bands in non-Asian countries can satisfy their public seeking to enjoy an exotic culture that is different from Western culture. it is necessary to recognize cultural, social and musical differences depending on the country or ethnicity and to approach them accordingly. Second, in the same Asian region, Korean traditional music is not given a sense of homogeneity, but in the West, the Eastern heterogeneity seems to have become a stronger ompetitive edge. With the expansion of the new Korean Wave to various regions, it is necessary to try to form a regional repertoire. Third, we found the validity of the convergence with the new Korean Wave through the characteristics of Gugak musicians as the main body to build a world of traditional music and enable popularization and globalization. It is necessary to highlight korea's traditional cultural value through analytical research on the effects of tone, composition and directing techniques reflected in korean traditional music or musical elements. The uniqueness and Korean values provided by Gugak will serve as homogeneity in Asia and heterogeneity in Europe and the United States, presenting the possibility of New Hallyu content and contributing to the prolonged Korean Wave.

A study on Convergence of the Digital Contents Industry and Possibility of Exportation (디지털콘텐츠 산업의 융합화와 수출 가능성)

  • Chun, Byung-June;Choi, Dong-Gil
    • International Commerce and Information Review
    • /
    • v.12 no.3
    • /
    • pp.55-78
    • /
    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

  • PDF

A Study on the Possibilities in Korean Horror Movies Due to Popular Culture Crossover and Collaboration Trends (대중문화의 크로스오버와 콜라보레이션 유행에 따른 한국 공포영화에서의 가능성)

  • Ahn, Il–Hwan
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.31-43
    • /
    • 2021
  • The talk of today's era is innovation and convergence. Convergence can be seen as innovation because convergence is born through innovation and innovation is made through convergence. Crossover and collaboration (collectively referred to as "crossover") which are used as a concept of convergence in popular culture means the combination and integration of different genres or fields, and has recently been used in various fields such as movies and music. The use of crossover helps to break boundaries with other fields and create new works through free and diverse attempts. Thus, in this study, the convergence of popular culture, or crossover, is analyzed in conjunction with the Korean horror genre. Currently, Korean horror movies were popular from the 1990s to the early 2000s, but now only a few are coming out due to a series of poor box office performances. However, according to this study, crossover attempts have already begun in Korean horror films, and traces of crossover have been found in several successful films. In this study, we will further apply a collaboration of characters such as "Avengers" to present a new direction for Korean horror movies.

HS Implementation Based on Music Scale (음계를 기반으로 한 HS 구현)

  • Lee, Tae-Bong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.15 no.5
    • /
    • pp.299-307
    • /
    • 2022
  • Harmony Search (HS) is a relatively recently developed meta-heuristic optimization algorithm, and various studies have been conducted on it. HS is based on the musician's improvisational performance, and the objective variables play the role of the instrument. However, each instrument is given only a sound range, and there is no concept of a scale that can be said to be the basis of music. In this study, the performance of the algorithm is improved by introducing a scale to the existing HS and quantizing the bandwidth. The introduced scale was applied to HM initialization instead of the existing method that was randomly initialized in the sound band. The quantization step can be set arbitrarily, and through this, a relatively large bandwidth is used at the beginning of the algorithm to improve the exploration of the algorithm, and a small bandwidth is used to improve the exploitation in the second half. Through the introduction of scale and bandwidth quantization, it was possible to reduce the algorithm performance deviation due to the initial value and improve the algorithm convergence speed and success rate compared to the existing HS. The results of this study were confirmed by comparing examples of optimization values for various functions with the conventional method. Specific comparative values were described in the simulation.

A study on the convergence learning guidance Method for adolescents with disabilities applying the Eurhythmics rhythm element (유리드믹스 리듬요소를 적용한 장애 청소년 융합학습지도방안 연구)

  • Song, Mi Young;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.375-382
    • /
    • 2021
  • Adolescents with disabilities have unnatural behavior and language, which makes it difficult to use soft and flexible language and behavior, and lack of learning experience has limitations in not being free in mature behavioral communication. Eurhythmics musical rhythm elements were divided into time and space, power and weight, and balance and fluidity and reflected in teaching and learning so that adolescents with disabilities could have comfortable, creative, and original thoughts that bring about changes in thawing. In order to increase the effectiveness of education in the direction of observing the effect of improving self-esteem, communication, and creativity of adolescents with disabilities, the study guide applying the Eurhythmics rhythm element was fused with music education, art education, and physical education, and interviewed by selecting research participants. Based on the questionnaire, an observation method suitable for the study of adolescents with disabilities was conducted. As a result of the study, it was observed that the educational effect of the disabled youth was improved as a result of conducting the class by applying the Eurhythmics rhythm elements time and space, force and weight, balance and fluidity by integrating music, art, and physical education(line dance, playtime). Therefore, to supplement the limitations in this learning process, various educational methods applicable to the education of youth with disabilities, a support system that can reflect Eurhythmics education through physical play, and a method to properly compose various learning tools do.

A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.11
    • /
    • pp.111-116
    • /
    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

Study on Converged English-Science Teaching Methods Using the PBL Model in Elementary Schools (PBL 모형을 적용한 초등학교 영어·과학 융합 수업)

  • Park, In-Hwa
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.6
    • /
    • pp.78-83
    • /
    • 2020
  • The information and knowledge of modern society in the 2lst century is changing rapidly. Based on this social change, the ministry of education introduced STEAM (Science Technology Engineering Art Music) in 2011 to foster creative convergence talents. Therefore, this study is based on the PBL model that learners participate in the class voluntarily to develop appropriate talents in the 21st century. The combined subjects were English, which is the world's official language, and Science, which is found in almost all the fields with the development of the 4th industrial revolution. As a result, learners could define the problems and solutions during the English class and take part in the group activity actively to obtain the problems and solutions of environmental pollution during the Science class. Through this, learners answered that they had a great understanding of learning (86%), high motivation for learning (100%), improved self-confidence (100%), and improved collaboration and creativity (100%). Unfortunately, this study does not progress actively due to the entrance exams, which still require accurate answers rather than the necessity and effectiveness of convergence education. To foster talents suitable for the present age, more active research should be applied to a range of educational sites.

Brand Marketing through Transmedia Storytelling : Focusing on BTS's Branding Strategy (트랜스미디어 스토리텔링을 활용한 브랜드 마케팅 : 방탄소년단의 브랜딩 전략을 중심으로)

  • Lee, Min-Ha
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.351-361
    • /
    • 2019
  • The objective of this article is to identify an alternative strategy for brand marketing through a case study of the Korean boy band BTS, which has recently seen a huge success in the global music scene. BTS has actively used transmedia storytelling as a tool to survive in the competitive music market. Transmedia storytelling refers to stories that are expanded across different media platforms, engaging audiences to explore from one medium to another to undergo multiple experiences. It gives audiences various ways of enjoying cultural content and participating in cultural content production through numerous media outlets. BTS has established and spread its fictional universe through albums, music videos, short films and webtoons, and has launched diverse projects where fans actively share, create, and play with their content. By inviting fans to actively participate in and interact with the BTS universe spreading through multiple media platforms, BTS can keep its fans engaged and energized. These activities have generated an emotional bond between BTS and their fans, which further leads to a worldwide fandom, based not on a producer-customer relationship but on mutual trust. The BTS case demonstrates the potential of transmedia storytelling as a useful benchmark to provide a positive brand experience for customers, which eventually enhances brand attachment and brand loyalty.

Constructing Impressions with Multimedia Ringtones and a Smartphone Usage Tracker

  • Lee, KangWoo;Choo, Hyunseung
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.9 no.5
    • /
    • pp.1870-1880
    • /
    • 2015
  • In this paper, we studied facial impression construction with smartphones in a series of experiments with two smartphone applications: SmartRing and SystemSens+. In the first experiment, impressions of faces associated with different music genres (trot vs. classical) were compared to impressions formed from a facial image alone along the social warmth and intelligence dimensions. In the second experiment, the effect of similarity attraction was investigated by manipulating the extroversion of facial images. Results indicated that impressions of faces cannot only be constructed along the social warmth and intelligence dimensions, but can also be made more or less attractive based on their similarity to the viewer's personality. Our experiments provide interesting insights into facial impressions formed in a smartphone environment.

A White-box ARIA Implementation (화이트박스 ARIA 구현)

  • Hong Tae Kim
    • Convergence Security Journal
    • /
    • v.24 no.1
    • /
    • pp.69-76
    • /
    • 2024
  • The white-box implementation is a cryptographic technique used to protect the secret key of a cryptographic system. It is primarily employed for digital rights management for music and videos. Since 2002, numerous white-box implementations have been developed to ensure secure digital rights management. These have been applied to AES and DES. ARIA, a 128-bit block cipher with an involution substitution and permutation network (SPN), was selected as a South Korean standard in 2004. In this paper, we propose the first white-box ARIA implementation. Our implementation consists of 7,696 lookup tables, with a total size of 1,984 KB. We demonstrate that it also has considerable white-box diversity and white-box ambiguity from a security perspective.