• Title/Summary/Keyword: Interactive Music

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Feasibility of Synchronous Videoconferencing Interactive Singing Program for Children With Autism Spectrum Disorder During COVID-19 (자폐스펙트럼장애 아동 대상 실시간 비대면 상호적 노래부르기 프로그램 실행 가능성: COVID-19에 따른 새로운 접근)

  • Yoo, Ga Eul;Im, Ju Yeon;Ha, Eun Jin
    • Journal of Music and Human Behavior
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    • v.18 no.1
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    • pp.29-62
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    • 2021
  • This study aimed to investigate the feasibility of an interactive singing-based synchronous videoconferencing program for children with autism spectrum disorder (ASD). This study was conducted in four stages: analysis of interactive singing tasks in the literature for children with ASD, examination of differences in perception of sounds transmitted via synchronous videoconferencing platform depending on the type of singing tasks and accompaniment, construction of singing-based synchronous videoconferencing program and determination of its validity, and implementation of the constructed program with three children with ASD and confirmation of its feasibility. The results showed that different types of singing tasks and accompaniment affected perception of sounds transmitted online, which highlights the importance of considering such effects when designing synchronous videoconferencing music therapy programs. Also, increases in program engagement and singing behaviors were observed for all three participants, and their caregivers reported high levels of satisfaction with the program. The findings support the applicability of this intervention as a tele-music alternative during the COVID-19 pandemic. Clinical implications and suggestions are discussed.

A Study on the Influence of Mobile Music Application Users' Social Experience on Purchasing Intention - The Mediating Effect of Brand Attachment

  • Li, Jingrong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.53-60
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    • 2019
  • With the gradual in-depth use of social elements, music social networking has attracted more and more attention and discussion in the industry. Therefore, starting from the user experience theory and purchase intention theory, this paper explores the mechanism of user social experience and purchase intention in mobile music applications, and adds the mediating role of brand attachment on the basis of literature research. Based on previous studies on user experience measurement of social network and evaluation report of mobile music applications in the industry, and combined with in-depth interviews of users, whether the user experience of mobile music applications, which pays more and more attention to social elements, has an impact on purchase intention or not? What specific social experience can help form purchase intention? Are mediating variables at work? In practice, a total of 398 formal questionnaires were collected to obtain first-hand data. Later, reliability analysis, factor analysis and structural equation model test were carried out successively to verify the hypothesis. According to the results of empirical research, firstly, content experience, atmosphere experience and interactive experience in users' social experience of mobile music applications have a significant impact on brand attachment, secondly, atmosphere experience has a significant impact on purchase intention, and thirdly, brand attachment has a significant impact on users' purchase intention. Fourthly, brand attachment plays an intermediary role in the relationship between users' atmosphere experience and content experience and purchase intention. Based on the above research conclusions, the author puts forward corresponding marketing strategy Suggestions, which have certain guiding significance for mobile music applications to improve users' purchase intention, and have certain reference significance for the development of mobile music applications and the expansion of business model.

Changes in Peer Acceptance and Play Interactions in Integrated Groups of Young Children With and Without Disabilities Through Story-Based Interactive Music Activities (장애-비장애 유아 통합 그룹에 적용된 이야기 기반 상호적 음악 활동에 따른 유아의 또래수용 및 놀이상호작용 변화)

  • Lee, Yeseul
    • Journal of Music and Human Behavior
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    • v.21 no.2
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    • pp.77-105
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    • 2024
  • This study explored whether story-based interactive music activities improve play interactions between children with developmental disabilities (DD) and typically developing (TD) children at an integrated daycare center, and whether these activities influence TD children's attitudes towards their DD peers. The participants included six children with DD, aged 3-5 years, and 21 TD peers. They attended 10 sessions, each 30 minutes, twice a week. Play interactions were observed during free play after each session, and TD children's attitudes towards peers with DD were assessed before and after the intervention. The results showed that children with TD and DD in the integrated group showed significantly reduced disengagement, with notable improvements in joint action for TD children and joint attention for DD children. However, there were no significant changes in peer acceptance among TD children in the integrated group while there was a significant decrease in the non-integrated group. This study highlights that story-based interactive music activities effectively enhance interactions between TD and DD children. However, the limited impact on peer acceptance suggests the need for more long-term and systematic interventions, considering the children's developmental levels. The study also emphasizes the importance of tailored approaches that address the individual needs of both TD and DD children, providing valuable insights into the direction of systematic interventions at a time when the importance of social integration is increasingly recognized.

Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day (Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구)

  • Sebin Lee;Gyeongjin Kim;Daye Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.23-41
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    • 2024
  • Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.

A design of embedded PC-Fi system with interactive remote control (인터렉티브 원격제어 기능을 갖는 임베디드 PC-Fi 시스템 설계)

  • Bae, Min-Eui;Shin, Ok-Keun
    • Journal of Advanced Marine Engineering and Technology
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    • v.40 no.1
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    • pp.55-61
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    • 2016
  • As the price-performance ratio of embedded PCs improves, the benefits of the PC-Fi can be maximized by designing an embedded PC-Fi system. In this paper presents the design of an embedded PC-Fi that can be manipulated by a remote controller based on mobile devices such as smart phones or tablets. Additionally, an interactive control system and its GUI, through which the user can select and play music as they like at ease, are presented. The case that a large amount of music is stored in the PC-Fi system requires a function allowing the user to easily select the music they want to listen to. In order to implement this function, a DB containing detailed information of each track can be used to find the location of the desired music with keywords provided by the user. In this proposed system, the embedded PC-Fi system and remote controller are mutually connected via a WiFi network, and more than one user can remotely control the embedded system with their own mobile device.

Interactive Music Performance Content for Infants' emotional regulation Improvement (유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안)

  • Park, Min-kyung;Choi, Ye-ji;Park, Yeong-mi;Jang, Se-jin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.141-144
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    • 2018
  • During human development, rapid emotional growth develops in infancy, and emotional regulation affects positive emotional development. Therefore, it is important for infants to learn how to control their emotions in infancy. In this study, we propose music-based media content that can improve the emotional regulation ability of infants. In other words, this study suggests a projector-based interactive content that plays various musical instruments through movement of the body following the music on the basis of the Eurhythmics education. Children were asked to perform five instruments: bass, drums, tambourines, castanets, and maracas in their physical movements using their hands, arms, and legs, so that physical activity had a positive impact on the child's emotional regulation. This music - based interactive content is expected to provide an environment that can help improve the emotional regulation by concentrating the attention of children.

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Online Music Distribution Strategy to Develop the future Hallyu Music Industry

  • Woo-Jun JANG;Min-Ho CHANG
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.115-122
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    • 2024
  • Purpose: The main aim of this study is to analyze and suggest new online music distribution models targeted to facilitate the development of the Korean Wave (Hallyu) music market in all locations of the world. This study is conducted through a close analysis of the prevailing distribution models, the unique challenges of the K-pop market, and the trends in new technologies. Research design, data and methodology: To address the issue of how the online music distribution market could be domesticated for the Korean music industry, a systematic review of the previous studies was conducted. The use of the PRISMA approach was followed so that an accurate and transparent method for choosing the studies is ensured. Results: According to the investigation of literature analysis, the online distribution strategy may consist of four key plannings as follows, 1. Leveraging Social Media and User-Generated Content Platforms, 2. Embracing Immersive and Interactive Experiences, 3. Fostering Direct-to-Fan Connections and Monetization, 4. Harnessing Artificial Intelligence and Big Data Analytics. Conclusions: Finally, collaboration and strategic partnerships will be vital. The Korean music companies should seek to cooperate with the technology companies, social media platforms, and the global music streaming services so that they can grow their market, acquire new technologies, and to better their online distribution strategies.

Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

A study on the Interactive Expression of Human Emotions in Typography

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.122-130
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    • 2022
  • In modern times, text has become an image, and typography is a style that is a combination of image and text that can be easily encountered in everyday life. It is developing not only for the purpose of conveying meaningful communication, but also to bring joy and beauty to our lives as a medium with aesthetic format. This study shows through case analysis that typography is a tool for expressing human emotions, and investigates its characteristics that change along with the media. In particular, interactive communication tools and methods used by interactive typography to express viewers' emotions are described in detail. We created interactive typography using the inputted text, the selected music by the viewer and the viewer's movement. As a result of applying it to the exhibition, we could confirm that interactive typography can function as an effective communication medium that shows the utility of both the iconography of letter signs and the cognitive function when combined with the audience's intentional motion.