• Title/Summary/Keyword: Digital music

Search Result 420, Processing Time 0.026 seconds

Features Of Pedagogical Support Of Digital Competence Formation In Educational Activity

  • Kharkivsky, Valeriy;Romanyshyn, Ruslana;Broiako, Nadiia;Kochetkova, Iryna;Khlystu, Olena;Kobyzhcha, Natalya;Poplaska, Alina
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.8
    • /
    • pp.276-280
    • /
    • 2021
  • The article presents the concept of ICT - competence, which is considered as the most important characteristic of professional competence, which includes a combination of the following components: motivational-value (orientation of the individual to the development of his ITC-competence in future professional activities); technological (complex of skills and abilities of ICT activities); cognitive (a system of knowledge of modern technologies of future professional activity); it is determined that the pedagogical support of the formation of ICT competence of future specialists is the individualization of the process training, due to their personal and professional needs and the specifics of a regional university, providing the necessary conditions for the implementation of this process.

A Study on the Copyright Survey for Design Protection in Metaverse Period

  • Kim, Gokmi;Jeon, Ju Hyun
    • International journal of advanced smart convergence
    • /
    • v.10 no.3
    • /
    • pp.181-186
    • /
    • 2021
  • Among human intellectual creations, the right granted by law to what is worth protecting is defined as intellectual property rights. Copyright is a legal right to creative finished products made by individuals, and in recent years, this legal right has been recognized as very important. In other words, copyright is a system created to protect the rights of individuals who created creations and to recognize their efforts. Works subject to copyright vary from poetry, thesis, novels to designs, paintings, music, and architecture, and the scope of the subject is gradually expanding. Recently, research has begun on how far the Metaverse design area absorbed into the real world among works. Computer-generated video productions and software program works are also subject to digital copyright protection, but it is also true that the interpretation of the author protection law for works, designs, and trademarks in the virtual world is unclear. This study aims to analyze copyrights based on case studies and theoretical backgrounds on copyright protection and to discuss the protection limitations of Metaverse design in the virtual world. In other words, the direction for the protection of Metaverse design is presented through clear distinction and definition of copyright protection in the tertiary virtual world. This study aims to present methods for design copyright protection in the era of Metaverse, respect copyright holders' creative activities, and develop our culture through protection of creations.

Effective Demand Lifting through Pre-Launch Movie Marketing Activities

  • Song, Tae Ho;Yoo, Shijin;Lee, Janghyuk
    • Asia Marketing Journal
    • /
    • v.18 no.3
    • /
    • pp.1-18
    • /
    • 2016
  • The purpose of this paper is to examine empirically how to balance advertising expenditure before and after launch with regard to the direction of word of mouth in the motion picture industry. The vector auto-regression model is applied to assess the dynamic impact of advertising and word of mouth on sales. Empirical data, including advertising, word of mouth, and sales (the number of entries) of 83 movies are used for analysis. The research results show that for a movie having more positive word of mouth in the pre- and post-launch periods, it is worthwhile to spend the advertising budget in the pre-launch period only and to spare it in post-launch period. However, it is worthwhile to spare the advertising budget in the pre-launch period for movies having less positive word of mouth before and after launch, and to concentrate spending in post-launch period instead. Mangers who handle products and services facing shortened lifecycles, such as games, eBooks, and digital music contents, need to check the quality of pre-launch word of mouth for their advertising budget decisions in the pre- and post-launch periods and spend more of the advertising budget in the post- (pre-) launch period if pre-launch word of mouth is negative (positive). For products and services with a shortened lifecycle, it is recommended to spend more of the advertising budget in the post- (pre-) launch period if pre-launch word of mouth is negative (positive).

Current Literature Analysis of Arts and Cultural Management

  • Woo-Jun JANG
    • The Journal of Industrial Distribution & Business
    • /
    • v.15 no.4
    • /
    • pp.27-33
    • /
    • 2024
  • Purpose: Arts and cultural management are a field with unique meaning and significance. This study is uniquely based on the focus of arts and cultural management on social and cultural sustainability sets it apart from other related study fields. Through delving into arts and cultural management, one can quickly gain skills vis-à-vis creativity and innovation in traditional and emerging media platforms. Research design, data and methodology: The current researcher relied on the descriptive research design, arriving at and evaluating the findings. The descriptive research design was the most ideal because of the need to evaluate the various literature sources systematically and later describe them without undue influence. Results: This research's core finding of art and cultural management in the current literature may be split up four findings, such as (1) Art and Cultural Management is Fast Embracing Digital Innovations and Related Elements, (2) Data and Analytics in Art and Cultural Management, (3) Interdisciplinary Nature of Arts and Cultural Management Elements, and (4) Arts and Cultural Management Face Numerous Challenges that Define it and its Future. Conclusions: All in all, based on the literature findings, the present research concludes that It is incumbent upon the various stakeholders, such as the government, to prioritize the arts and cultural management field through adequate budgeting and allocation of money.

A Metadata Representation Scheme based on XML Schema for Special Digital Collections (디지털 특수자료를 위한 XML 스키마 기반의 메타데이터 표현 체계)

  • Oh, Sam-Gyun;Chae, Jin-Seok
    • Journal of the Korean Society for information Management
    • /
    • v.21 no.4 s.54
    • /
    • pp.109-131
    • /
    • 2004
  • As there are diverse delivery media and forms of information resources, their management schemes are diverse as well. In library community, cataloguing. rules for describing information resources such as AACR and KCR have been developed. The efforts to automate management of information resources based on these rules resulted in the development of MARC. However, MARC records are restricted in describing the information resources and MARC has various and distinct characteristics of the structural rigidity, which does not support the representation of extended semantic structures that exist among bibliographic entities. Therefore, since the data model for MARC is single-layer data model, it is not appropriate for describing information resources represented by multi-layer data model which can be used to set up the relationships among various objects in digital libraries. In this paper, we propose an a metadata model for digital libraries based on the IFLA FRBR basic model which supports multi-layer data model and a representation scheme based on XML Schema to manage the metadata about old books, old documents, resource related to music, conferences and seminars.

A Study on Expandibility of Contents Using 'Beauty and the Beast' (원작 '미녀와 야수'를 활용한 다양한 콘텐츠 확장성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.15 no.12
    • /
    • pp.461-468
    • /
    • 2017
  • 'Beauty and the Beast' was generated as a novel in 1740 and descended to date with the musical movie in 2017. This study is to understand what contents has been derived and expanded from one story for 277 years upon analyzing 'Beauty and the Beast' with the background of the times. Due to the limitation to include all the folktales and stories, the subjects of this study are limited with the contents that had been known and recorded as 'Beauty and the Beast.' 'Beauty and the Beast' has been expanded to 7 types of contents including novel, fairytale, movie, drama, animation, musical and film opera. It was created as a novel in the eighteenth century, made as a fairytale, and developed as a movie by Jean Cocteau, a movie director. With Industrial Revolution and the development of science, 'Beauty and the Beast' which derived into animation, drama, and musical contents, has been developed as the film opera thanks to the new trial of Philip Glass and the development of music industry. 'Beauty and the Beast' is still regenerating with a variety of contents continuously upon the development of computer technology and the fad of global remake. With anticipation of further analytical studies on 'Beauty and the Beast,' it is expected that the data of this study can be contributed as a reference in the other studies.

Design and Implementation for Portable Low-Power Embedded System (저전력 휴대용 임베디드 시스템 설계 및 구현)

  • Lee, Jung-Hwan;Kim, Myung-Jung
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.13 no.7
    • /
    • pp.454-461
    • /
    • 2007
  • Portable embedded systems have recently become smaller in size and offer a variety of junctions for users. These systems require high performance processors to handle the many functions and also a small battery to fit inside the system. However, due to its size, the battery life has become a major issue. It is important to have both efficient power design and management for each function, while optimizing processor voltage and clock frequency in order to extend the battery life of the system. In this paper, we calculated the efficiency of power in optimizing power rail. This system has two microprocessors. One is used to play music and movie files while the other is for DMB. In order to reduce power consumption, the DMB microprocessor is turned of while music or videos are played. Lastly, DVFS is applied to the processor in the system to reduce power consumption. Experimental results of the implemented system have resulted in reduced power consumption.

A Study on Tecktonik Culture and Fashion (테크토닉 문화와 패션에 대한 연구)

  • Kwon, Sang-Hee;Ha, Ji-Soo
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.6
    • /
    • pp.869-879
    • /
    • 2009
  • The purpose of this study is to understand the Tecktonik culture and fashion, and to compare its features in Korea and France. Unlike prior studies which mainly dealt with subcultures in the U. S. and the U. K., this study paid attention to the condition of Korea. Tecktonik is a dance and music craze that originated in France in 2000, and spread worldwide via the Internet. The main features of Tecktonik fashion are slim fit, vivid colors, and high-top sneakers, which represent current fashion and culture trends, and express the feeling of Tecktonik music and dance. Compared to France, Korean Tecktonik fashion emphasizes sexual attraction of women with short skirt, while men are conservative about mohican hairstyle and dark make-up. In France, Tecktonik has become a sound social amusement, while in Korea it has been used for advertisements or entertainer's fashion style. The subcultural characteristics of Tecktonik were identified as playfulness, the active use of digital media, and high commercial value. In France where Tecktonik is for participating in a joyful dance, playfulness is prominent, and in Korea where Tecktonik acts as a visual entertainment, commercial value is outstanding. It has made differences in Tecktonik fashion of the two countries.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.635-646
    • /
    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

  • PDF

Youtube and K Pop fan's Tribute Activity (유튜브와 케이팝 팬의 트리뷰트 활동)

  • Noh, Kwang Woo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.24-32
    • /
    • 2015
  • The global success of PSY's Gangnam Style was mediated through combination of YouTube and SNS. PSY's success led into some communication scholars' consideration of new international circulation of Korean pop culture (Korean Trend 2.0). In terms of global circulation of pop culture, it is noticeable how users appropriate YouTube channel beyond mere watching music videos and mere international circulation of Korean pop culture. The mode of fan's activity and appropriation contributes to the expansion of the width and amplification of the volume of Korean popular culture as well. The circulation of pop culture was considered in the level of exchange of tangible commodities such as CD, DVD, and so on until the adoption of digital media and Internet. YouTube has brought new mode in which the international circulation of pop culture is mediated without exchange of tangible commodities but was amplified with the diffusion of network. This study grasps how the mode of users' appropriation contributes to international circulation of pop culture through case studies of some K-pop music videos and international K-pop fans' tribute activities. In terms of theoretical perspective, fandom studies will be examined. In terms of research method, the researcher adopts netnography, a participatory observation on network, to find the feature of fandom and its contribution to the international circulation of pop cultures.