• Title/Summary/Keyword: Digital Music Contents

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A Study on the Prediction Index for Chart Success of Digital Music Contents based on Analysis of Social Data (소셜 데이터 분석을 통한 음원 흥행 예측 지표 연구)

  • Kim, Ga-Yeon;Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1105-1114
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    • 2018
  • The growth rate of the domestic digital music contents market has been remarkable recently. Accordingly, the necessity of prediction for chart success of digital music contents has grown. This paper proposes prediction indexes for chart success of digital music contents through analysis of correlation between social data such as Internet news, SNS and entry rankings in Melon's weekly music charts. We collected a total of 10 social data items for each male and female artist, and executed cluster analysis. Through this, we found meaningful prediction indexes for chart success of digital music contents for each male and female artist.

Music Factory : A Composition and Listening System based-on Web Databases (뮤직 팩토리: 웹 데이터베이스를 기반으로 한 작곡 및 청음 시스템)

  • Son, Hayeseul;Jung, Su-Jin;Bae, Myung-Sook;Ahn, Hoo-Young;Park, Hwa-Jin;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.9-16
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    • 2010
  • Recently, needs and interests that people want to create their digital contents in ubiquitous environment are growing fast. Among the digital contents, people are also interested in the music contents. However, it is hard to find a system which manages and shares music contents easily. The paper proposes a system that provides a composition function for music, a mixing function for music, and a function for ear training. The contributions of the paper are as follows. First, the paper provides a music management system which enables music compositions, listening function of music, searching functionalities. Second, the paper introduces a function of mixing drum sound for managing rhythms. Third, the paper provides game contents which improve senses of music. The proposed system is expected that enables users composite music in ubiquitous environment, provides rich functions for compositions, and improves senses of music.

Consumption Attribute Value Estimation of Digital Music Contents Service by Conjoint Analysis (컨조인트 분석을 통한 디지털 음악콘텐츠 서비스의 소비 속성별 가치 추정)

  • Shin, Dong-Myoung;Kim, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.924-934
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    • 2014
  • In the last 10 years the digital music contents market has grown rapidly. However digital music contents product and services are not managed with product planning and price policy considered customer attitude and digital music contents values. This study is to define the value properties of digital music contents services based on streaming and download as genre, price, sound quality, and usage appliance, and suggest the strategic market price and service composition of digital music contents service by customer attitudes about the value properties. The research used the conjoint analysis methodology based on the hedonic price model and collected 405 questionaries by users of Korean digital music contents services to the analysis. Hence 'sound quality' in download platform, and 'appliance' in streaming platform were the elements to evaluate the customer attitude. The results present the music contents productions and companies have to provide the differentiated services and price by the value properties of user preference in the market.

Analysis of Educational Web-Sites and Digital Contents for Elementary Music Class according to 2015 Revised Curriculum (2015 개정 교육과정에 따른 초등 음악 교육용 웹 사이트와 디지털 콘텐츠 분석)

  • Kim, Eun-Ju
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.65-74
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    • 2020
  • The objective of this study is to analyze educational web-sites and digital contents for elementary music class according to the 2015 revised music curriculum. First, the current status of educational web-sites that are most actively used in music class were reviewed. And the characteristics of the digital contents included in the web-sites for music education were analyzed. the primary analysis was about the service of the web-sites, and the secondary analysis was about the type of digital contents and the contents of music education. The most actively used web-sites in music classes were Edunet T-Clear, T-Sherpa, i-scream, Indischool, which differed slightly from the web-site's services and the type of digital content and contents. Specifically, the main functions for supporting music classes, the reflection of the curriculum contents, the systematicity of the materials, the objectivity and the on-site nature, and the connection with other subjects appeared differently. In order to effectively utilize digital contents in elementary music class, first, expertise of teachers for timely use of web-sitesand digital contents is required. Second, the development and utilization of various digital contents for the nature of music education is required.

A Study on the Aim of Policies for Activating Practical Digital Sound Contents (실용적인 디지털 사운드 콘텐츠의 활성을 위한 정책방향 연구)

  • Lee, Eun-Hee
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.1-8
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    • 2006
  • The development of mass media along with technology development is accelerating the development of diverse contents. Among others, the role of music contents is now extended to be applicable to the overall cultural contents thus, the market is growing at a rapid speed. As the music market transforms from the record market to the digital music source market, the creation, distribution, and marketing techniques of digital sound contents become different. Likewise, the music industry has been dynamically changed and came to even demand a paradigm shift in the music industry. This study is meaningful in that it aimed to contemplate additional on-going issues for developing the music industry, such as national policy and support, amendment of related laws, and public awareness, and to suggest an aim to head for.

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The Changes of Korean Pop Music through Digital Music Industry (디지털음악시장을 통해 살펴본 국내 대중가요의 변화)

  • Park, Byung-Kyu
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.177-187
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    • 2012
  • This research considers growth of digital music industry and the consequential changes in the environment of music consumption, and how environment of purchasing digital music has influenced music's length and forms. Meaningful data such as average length of music, average time taken to chorus, appearance of intro, interlude, outro, and precedence of chorus has been collected from K-Pop of 2000 to 2011 through this research. Result has shown music sample streaming service in internet music industry has brought changes in music's length and formation, which leaded to birth of hook songs. Through this case of consumer's environmental influence on music, research predicts music industry will look forward to achieving techniques to deliver music more effectively by adopting the content's download-based internet environment.

Copyright and Creativity of Popular Music in the Digital Age: Towards a Sustainable Cultural System

  • Choi, Hwanho
    • International Journal of Contents
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    • v.13 no.3
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    • pp.9-16
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    • 2017
  • The music industry of the digital age has witnessed seemingly endless battles involving copyright. Though continuous efforts to strengthen copyright under romantic understating have benefited major actors in the industry, it has threatened creativity and net activism in the digital age. This study argues rhetoric used by the industry regarding how file sharing and digital environments hurt music sales is inadequate. It has enabled the industry and its major labels to embolden copyright and protective legislation with the government's support. This article will reveal that the issue surrounding copyright under the romantic notion is not an outdated one confined to the early era of digital music This article will argue that major players in the industry are repeating the old strategic approach of controlling the music market. This is achieved by limiting practices of music audiences and future creativity such as the creation of amateur content and emergence of new business models.

Effects of Digital Music Service Acceptance Factors on the Perceived Value and Customer Satisfaction (디지털음악 콘텐츠서비스의 수용 요인이 지각된 가치와 고객만족에 미치는 영향)

  • Yang, Sung-Soo;Kim, In-Ho;Jeong, Chul
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.456-463
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    • 2016
  • This study investigates the relationship between the digital music service acceptance factors on the Perceived value, and Customer Satisfaction. Remarkable points of this study are as follows. First, according to the result of the analysis of relationship between digital music service acceptance factors and perceived value, diversity of digital music products and quality of digital music system affects significantly on the perceived value. but, usability of digital music service use does not have an effect on the perceived value. Second, as the result of analysis of the relationship between digital music service acceptance factors and customer satisfaction, diversity of digital music products, usability of digital music service and quality of digital music system affects significantly on the perceived value. These finding should assist digital music marketers and academics in their understanding of building loyalty on digital music service.

Same music file recognition method by using similarity measurement among music feature data (음악 특징점간의 유사도 측정을 이용한 동일음원 인식 방법)

  • Sung, Bo-Kyung;Chung, Myoung-Beom;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.99-106
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    • 2008
  • Recently, digital music retrieval is using in many fields (Web portal. audio service site etc). In existing fields, Meta data of music are used for digital music retrieval. If Meta data are not right or do not exist, it is hard to get high accurate retrieval result. Contents based information retrieval that use music itself are researched for solving upper problem. In this paper, we propose Same music recognition method using similarity measurement. Feature data of digital music are extracted from waveform of music using Simplified MFCC (Mel Frequency Cepstral Coefficient). Similarity between digital music files are measured using DTW (Dynamic time Warping) that are used in Vision and Speech recognition fields. We success all of 500 times experiment in randomly collected 1000 songs from same genre for preying of proposed same music recognition method. 500 digital music were made by mixing different compressing codec and bit-rate from 60 digital audios. We ploved that similarity measurement using DTW can recognize same music.

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A Case Study on Mobile Web and Social Network Service in Digital Music Market : The New Management of NeowizBugs (디지털 음악시장에서 모바일 웹과 소셜네트워크서비스 사례연구 : 네오위즈벅스의 신경영)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.1-15
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    • 2011
  • The new environment of music service has brought changes in digital music industry. Today, various forms of music contents are presented in ubiquitous environments. Thus, securing various contents becomes very important in monopolistic competition of music market. Under the circumstance, web 2.0 provides a networking environment to form diverse relations. Social Network Service (SNS) is a service to emphasize people relation and is different from information-centered Internet service. And mobile SNS becomes popular as Smartphone rapidly increases. NeowizBugs merged with NeowizInternet managing Sayclub of a music-specified SNS site. And the firm confirms comprehensive contents by making ties with SM entertainment. Thus, the integration corporation secures and manages a new business model by linking digital contents with SNS. Generally, music-specified SNS has advertisement business model and uses a recommend system utilizing the database of users. By introducing the case of NeowizBugs, this study tries to identify the success strategy of music distributors fitting ubiquitous environment including web 2.0, mobile SNS, Smartphone, etc.