• Title/Summary/Keyword: Digital Music Contents

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A Study on the Effects of Digital Music Service Acceptance Factors on the Perceived Value, Customer Satisfaction and Loyalty: Focused on the Korea Digital Music Service Company (디지털 음악 서비스의 수용 요인이 지각된 가치, 고객 만족 및 충성도에 미치는 영향에 관한 연구: 국내 디지털 음악 서비스 사업자 중심으로)

  • Kang, Hyun-Soo;Kim, In-Ho;Jeong, Chul
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.165-166
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    • 2014
  • 국내 디지털 음악 시장은 소비자 이용 패러다임의 변화, 국내 디지털음악 서비스 사업자간의 양극화, 글로벌 사업자의 국내진출 이슈 등의 환경변화로 인해 경쟁력 제고를 위한 미래사업 전략 수립이 필요한 상황이다. 디지털 음악 서비스의 경쟁력 향상을 위해 디지털 음악 서비스 수용요인, 만족, 충성도 간의 인과관계에 대한 연구는 필수적이나 현재까지 제한적인 연구만 수행되어 왔다. 따라서 본 연구에서는 '디지털 음악 수용 요인' 모델을 기초로 소비자의 '지각된 가치', '고객 만족' 및 '충성도'간의 인과관계를 규명하고자 하였다. 분석결과 '디지털 음악 서비스 요인' 중 '상품의 다양성'과 '시스템 품질'은 '지각된 가치'와 '고객 만족'에 영향을 미쳤으나 '서비스 용이성'은 '고객 만족'에만 영향을 미치는 것으로 나타났다. 또한 '지각된 가치'는 '고객 만족'과 '충성도' 모두에 영향을 미치는 것으로 나타났다.

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Study on the Promotion of Digital Traditional Music Contents (디지털 전통 음악콘텐츠의 활성화 방안에 관한 연구)

  • Chung, Yong-Kwan;Lee, Suk-Sun;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2008.06a
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    • pp.317-323
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    • 2008
  • 21세기에 들어서면서 컴퓨터와 인터넷의 급격한 발달은 인류의 정치 경제 사회 문화의 모든 트랜드를 바꿔 놓고 있다고 해도 과언이 아니다. 그 결과 아날로그와 오프라인의 시대에서 이제는 디지털과 온라인의 시대로 우리의 생활 중심이 옮겨가고 있다. 자원이 부족한 우리나라는 정보화측면에서는 선진국으로 평가받고 있으며, 이를 토대로 CT(Cultural Technology)를 국가전략분야로 육성해나가고 있는 등 세계화시대 및 문화산업시대의 도래와 함께 부가가치의 창출을 극대화할 수 있는 분야로 주목하고 있다. 그러나 디지털 강국인 우리나라에서는 정보화촉진기본법 등의 제정을 통하여 자료의 디지털 화에만 엄청난 예산을 쏟아 붓고 있다. 하지만 이제는 그보다 더 중요한 정보의 활용 즉, 활성화 측면에 관심을 가져야 할 때이다. 활성화되지 못한 디지털 자료는 땅속에 묻혀있는 오래된 유물과도 같다. 본 연구에서는 디지털 전통문화 콘텐츠 중에서도 특히 디지털화가 가장 용이하며, 활성화의 가능성이 가장 높은 디지털 전통음악 콘텐츠의 활성화를 위한 문제점과 이를 해결하기 위한 방안을 모색하였다.

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Market condition of Digital contents through interviewing Experts in Business and Research Analysis about License of Individual Contents (전문가 인터뷰를 통한 디지털 콘텐츠 시장의 현황 및 개인 저작물 라이선스 보호에 관한 조사 분석)

  • Sohn, Bang Yong;Suh, Hye Sun
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.357-364
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    • 2014
  • There are lots of limits on preventing illegal transaction of digital contents by existing DRM(Digital Right Management) methods because of illegal download and share of contents, which is resulted from advanced information technologies, development of cloud services, and smart instruments. In the other hand, the number of creators based on one person, in the area of music, webtoon, digital magazine and video, is increasing. As a result, it is needed that the necessities of digital contents transaction under the condition of convenience and efficiency through licence and management of contents to protect copyright of contents and to increase the transaction of digital contents. Therefore how to promote the transaction of digital contents should be studied by way of research analysis of contents market through interviewing experts in business.

A Study on Substitutability and Complementarity of Music Downloading and Streaming and the Moderating Role of LTE Penetration on Its Relationship (디지털 음악의 다운로드와 스트리밍 서비스 간에 보완성과 대체성 및 LTE 보급률의 조절효과에 관한 연구)

  • Heo, Kyeongseok;Choi, Sukwoong;Kim, Namil;Kim, Wonjoon
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.490-501
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    • 2018
  • Rapid technological innovation led by digitization has significantly changed the business of digital content goods, and has led to the emergence of new forms of services, such as music streaming. However, whether the streaming service is a threat to the traditional downloading service is still under debate. In this study, we examine whether music downloading is a substitute for or a complement to music streaming by investigating the moderating effects of LTE technology penetration. Using a unique dataset on the online music market from a dominant music platform in Korea, we found that music downloading services are complementary to music streaming services, but this complementary relationship is significantly and positively moderated by the introduction of LTE technology.

Mapping of Synchronized Contents with Music to 3 Dimensional Spatial Cloned Human-Object (3차원 공간으로 복제된 인간 형상 오브제에 음악과 동기화한 콘텐츠의 매핑)

  • Bae, Moon-Kyoung;Lyu, Jae-Ha;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.620-627
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    • 2014
  • In the contemporary age, social environment has changed from analog to digital. As a media is developed, the public is more familiar to digital than analog. In this society, media art rises as new art. One of the most useful methods in the media art is projection mapping. In this paper, I propose a realization process of artwork 'Cloned Me' that is realized by projection mapping method. Artwork is formed by projecting image contents that are visualized a music on a steel structure. It is different from media facade that the object projected contents has a story composition. It is a strength that the object and contents are connected by story and composition. Also it can be modified each other easily for harmony because the structure is assembly-type. A face that is projected by beam projection is consist of unique structure not fixed rectangular frame. Artwork 'Cloned Me' has significance that it reflects the present age to develop digital cloning.

Music Recommendation System in Public Space, DJ Robot, based on Context-awareness and Musical Properties (상황인식 및 음원 속성에 따른 공간 설치형 음악 추천 시스템, DJ로봇)

  • Kim, Byung-O;Han, Dong-Soong
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.286-296
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    • 2010
  • The study of the development of DJ robots is to meet the demands of the music services which are changing very rapidly in the digital and network era. Existing studies, as a whole, develop music services on the premise of personalized environment and equipment, but the DJ robot is on the premise of the open space shared by the public. DJ robot gives priority to traditional space and music. Recently as the hospitality and demand for cultural contents of South Korea expand to worldwide, industrial use of the contents based on traditional or our unique characteristics is getting more and more. Meanwhile, the DJ robot is composed of a combination of two modules. One is to detect changes in the external environment and the other is to set the properties of the music by psychology, emotional engineering, etc. DJ robot detect the footprint of the temperature, humidity, illumination, wind, noise and other environmental factors measured, and will ensure the objectivity of the music source by repeated experiments and verification with human sensibility ergonomics based on Hevner Adjective Circle. DJ robot will change the soundscape of the traditional space being more beautiful and make the revival and prosperity of traditional music with the use of traditional music through BGM.

Legal Issues of Electronic Commerce Chapters of the Korea·US FTA and Tasks of the Digital Contents Industry (한·미 FTA 전자상거래 협정문의 주요쟁점과 디지털콘텐츠 산업의 활성화 과제)

  • Kwon, Soon-Koog
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.21-29
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    • 2015
  • The emergence of the internet causes the electronic trade of movies, music, software and other digital content products to be an eminent share of international commerce. The purpose of this study is to examine legal issues of electronic commerce chapters of the Korea US FTA and tasks of the digital contents industry. Results of the study show that several implications based on the industry are offered. The Korean government needs to do the following: settle of classification issue in digital contents, settle of customs issue in digital contents, settle of issue of non-discrimination principle in digital contents, settle of exclusion issue in audiovisual services, improve of global competitiveness, unify of export support system, establish of overseas expansion strategy in genre and regional contents, train of global experts and protect of intellectual property in digital contents.

Digital Contents Application using Intelligence (지능을 이용한 디지털 콘텐츠 응용)

  • Kim, Man-Ki;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.65-71
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    • 2009
  • The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.

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A Study on Promotion and Improvement of YouTube Music Contents Through the User Evaluation of Card Live ('명함라이브' 사용자 평가를 통한 유튜브 음악 콘텐츠 홍보 및 개선방안 연구)

  • You, Jae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.105-120
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    • 2020
  • This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.

The present and prospect of Online Video, Music service and Media Usage (온라인 동영상, 음악서비스 및 미디어 이용 현황과 전망 - 20대 대학생을 중심으로)

  • Kim, Sun-Jin
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.137-144
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    • 2015
  • This study tried to anticipate the near future changes of domestic online video, music service and media usage through the status quo. The research group was focused on the twenties, University students because they are the active media contents users. It surveyed the students in Busan, and used the method of descriptive statistics analysis for the understanding of the present state and near future prospect. This study shows that almost half of them use both services, and three people out of ten are the heavy users who use the services for over 3 hours a week. The streaming method is higher proportion than download method in using type. They are getting accustomed to pay contents cost, but it couldn't be said the paying content cost has been established. Preferred contents genre appears to be the RMC(Ready Made Contents) such as existing broadcaster contents and movies. Notable result on media usage was the proportion of the so-called 'Zero-TV'. It was 32%, significantly higher than the proportion of the total population(4.4%). Integrating the analysis results, we can expect that the usage pattern will be changed gradually, thus the advent of various revenue models will emerge.