• Title/Summary/Keyword: Music Contents Industry

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A Study on Attire and Accessories as Recorded in the Imwon Sipyukji - Focusing on Boksik Jigu - (『임원십육지(林園十六志)』에 나타난 복식(服飾)에 대한 연구(硏究) - 복식지구(服飾之具)를 중심(中心)으로 -)

  • Chang, Sook-Whan
    • Journal of the Korea Fashion and Costume Design Association
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    • v.12 no.1
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    • pp.35-49
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    • 2010
  • The Imwon Sipyukji of this study was compiled by Seo Yugu (1764~1845), a famous agronomical scholar of the late eighteenth century. The contents of this book are divided into sixteen chapters related to all the important parts of rural home life ranging from daily routines to social life covering the agro-industry and the six skills of manners, music, archery, calligraphy, mathematics and horseback riding. Seomyongji, one of the sixteen chapters, covers all that is necessary for living a rural existence such as house-building, clothing adornments and transportation as well as how to make and use daily household items. The contents of the Boksik Jigu sub-section in the Sumyongji chapter consist of eight large units covering men's and women's clothing, bedding and pillows, sewing tools, belt and shoes accompanying the attire and storage for clothes. These eight are further subdivided into 65 items, each warranting a detailed explanation. My study will translate the original Chinese text of Boksik Jigu into Korean. This sub-section in the Seomyongji chapter will facilitate an investigation into the information contained therein on attire and accessories.

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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.

Analyzing Core Competence for Culture Contents Industry Ecosystem -based on Kyunggi Region- (경기도 문화콘텐츠산업의 지역착근성 기반 산업생태계 핵심역량 분석)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.672-677
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    • 2016
  • This study examined the relative industry competence of Kyunggi regional area. The LQ index was applied to estimate the competence of 11 culture contents. In the case of the amount of revenue, cartoon, characters, knowledge information, and publishing showed a relative high competence over LQ 1.0. Regarding the number of companies, cartoon, music, game, character, and knowledge information showed LQ of more than 1.0. The criteria of the number of employees indicated publishing, cartoon, game, character industry to be significant. The common LQ index result of 3 criteria suggested cartoon and character industry to be influential. This indicates that the flow among knowledge, information and person in a regional industry cluster are most important for promoting industry core competence.

An Essay on Constructing an Official Concept of Broadcasting Contents (방송콘텐츠 개념의 제도적 정립을 위한 시론)

  • Cho, Byeong-Han
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.477-492
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    • 2021
  • The purpose of this paper is to examine the problems caused by the lack of institutional establishment of broadcasting contents' concept, to present the categories and significance of broadcast contents concepts, and to promote discussions on defining broadcasting contents concepts. As the pattern of enjoying contents becomes fragmented, broadcasting contents such as dramas, entertainment, and documentaries are enjoyed in various ways through N-screens, beyond the distribution structure of the traditional broadcasting industry. But, the concept of broadcasting contents is subordinate to(or even absent from) the distribution structure of the broadcasting industry. This paper seeks to correct this problem by proposing a new definition of broadcasting contents. First of all, as a result of looking at the need to define the concept of broadcasting contents in various ways in principle, legal, and industrial aspects, broadcasting contents needed to be defined as a new concept independent of broadcasting media. Based on this, the existing discussions on the concept and type of broadcasting contents were reviewed to confirm the direction for establishing broadcasting contents concepts, and to define broadcasting contents into higher categories (liberal arts, entertainment), and lower categories ('documentaries, current affairs, education', 'dramas, animation, music, variety, sports').

The Digital & Glocal Strategy of CJ E&M for the Growth of Hallyu (한류 확산을 위한 CJ E&M의 디지털 및 글로컬 콘텐츠 전략)

  • Kwon, Sang-Jib
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.78-90
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    • 2016
  • The contents industry is usually divided into the movie industry, music industry, drama industry and the online digital industry. In Korean contents industry, since mid-1990s CJ E&M (Entertainment and Media) has implemented and continued experimental attempts in order to expand the hallyu contents. On basis of a theoretical background, I designed a case study to investigate the mechanism how the CJ E&M's strategy influences on hallyu growth. This study categorized the strategic direction into two key factors: digital business and glocal (global + local) contents production. Those attempts have made positive effect to the expansion of hallyu contents and creation of growth in CJ E&M. CJ E&M have increased experimental movement through digital platform augmentation, digital contents enhancement, and contents creator promotion strategies. In addition, utilization of local contents expert who provide production services for joint production at overseas markets should also be organized to expand the hallyu contents and growth of CJ E&M. This study suggests that the quality of digital business and glocal contents production have a positive relationship with hallyu contents growth and corporate performance.

From Multivalent Mediality to Cross-Sector Synergy: The Archetypal Function of Dramatized Blockbuster Ballad Music Videos in Hallyu Entertainment (한류 컨텐츠의 원형으로서의 서사적 블록버스터 발라드 뮤직 비디오 고찰)

  • Shin, Haerin
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.21-50
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    • 2017
  • The rise of Hallyu (Korean Wave) has generated a treasury of historiographic and cultural inquiries into the phenomenal success of South Korea's media entertainment industry. Whereas the majority of such studies focus on TV dramas and popular music, there is a medium, or rather a hybrid sub-genre within the medium category of short films, that must be reexamined and thus appreciated as the archetypal predecessor of popular Hallyu contents: music videos. The rapidly changing social, political, and economic climate in the mid- to late 1990s called for content that would grasp the attention of a younger, increasingly mobile population with diversified interests and routines that no longer guaranteed fixed-time viewership. Meanwhile, the advent of cable TV channels and high-speed internet service ensured greater temporal and infrastructural accessibility. The media entertainment industry's response to the new opportunities and challenges arising from these sudden growths in the scale, range, connectivity, and mobility of consumer demographics was synergetic cross-sector collaboration in the form of dramatized blockbuster music videos, which combined two popular and lucrative genres: trendy dramas and ballad music. In this essay, by relocating Hallyu's archetypal medium/genre, I claim that increasing upward and sideways mobility across sectors not only inspired new production but also reconfigured the very concept, form, and impact of media-driven cultural imaginary in South Korea.

Development of an Automatic Tempo-Regulating Smartphone Application Using MIDI Playback Functions For Musical Instrument Practice (스마트폰 MIDI 재생 기능을 활용한 속도 증가 악기 연습 애플리케이션 개발)

  • Shim, In-Sup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.143-150
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    • 2019
  • Playing musical instruments has long been a hobby enjoyed by many, whether amateur or professional. However, a lot of long and arduous practice is required if one wants to acquire the skills of musical artist and truly enjoy the pleasure of playing. This repetitive and tedious practice is often a hindrance to the process of learning a musical instrument, and numerous educators have put a lot of research and effort into making the process easier and more fun for students. In addition, various media practice tools are being developed to keep the students engaged and having fun. The core elements of this content primarily include controlling the speed of backing tracks in accordance with the skill level of students and providing a backing ensemble that enables them to enjoy the fun of playing. This paper studies and compares various MIDI playback techniques capable of controlling speed and pitch in smartphone applications. Modern applications of these techniques are seen in music educational contents, as well as entertainment contents. It also discusses the development and launching of Upbeat, a drum-loop metronome that automatically increases speed by applying different techniques to its respective smartphone operating systems, Android OS and iOS.

Design of Multimedia Contents and Internet Search System for Passenger in Train (열차 승객을 위한 멀티미디어콘텐츠 및 인터넷 검색 시스템 설계에 관한 연구)

  • Chang, Duk-Jin;Kang, Song-Hee;Park, Hyun-Hyu;Kang, Dae-Ho;Heo, Jae-Seok;Song, Dahl-Ho
    • Proceedings of the KSR Conference
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    • 2010.06a
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    • pp.442-447
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    • 2010
  • For the remarkable enhancement of high-speed rail passenger services, a system which provides various multimedia contents and Internet search functions was designed. The system gets inputs from a passenger and displays various multimedia contents on the touch sensitive LCD panel attached on a passenger seat. This kind of service is new in Korea and not easy to find in other countries, either. In this paper, we presented a design of a system which provides not only one-way broadcasting services but also searching capability of various information interactively. Informations to be provided are train schedule, transfer information, tour information, E-books, movies, music, ets. Successful completion of the system development in the following years is expected to strengthen international competitiveness of Korean railway industry.

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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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Success Factor in the K-Pop Music Industry: focusing on the mediated effect of Internet Memes (대중음악 흥행 요인에 대한 연구: 인터넷 밈(Internet Meme)의 매개효과를 중심으로)

  • YuJeong Sim;Minsoo Shin
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.48-62
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    • 2023
  • As seen in the recent K-pop craze, the size and influence of the Korean music industry is growing even bigger. At least 6,000 songs are released a year in the Korean music market, but not many can be said to have been successful. Many studies and attempts are being made to identify the factors that make the hit music. Commercial factors such as media exposure and promotion as well as the quality of music play an important role in the commercial success of music. Recently, there have been many marketing campaigns using Internet memes in the pop music industry, and Internet memes are activities or trends that spread in various forms, such as images and videos, as cultural units that spread among people. Depending on the Internet environment and the characteristics of digital communication, contents are expanded and reproduced in the form of various memes, which causes a greater response to consumers. Previously, the phenomenon of Internet memes has occurred naturally, but artists who are aware of the marketing effects have recently used it as an element of marketing. In this paper, the mediated effect of Internet memes in relation to the success factors of popular music was analyzed, and a prediction model reflecting them was proposed. As a result of the analysis, the factors with the mediated effect of 'cover effect' and 'challenge effect' were the same. Among the internal success factors, there were mediated effects in "Singer Recognition," the genres of "POP, Dance, Ballad, Trot and Electronica," and among the external success factors, mediated effects in "Planning Company Capacity," "The Number of Music Broadcasting Programs," and "The Number of News Articles." Predictive models reflecting cover effects and challenge effects showed F1-score at 0.6889 and 0.7692, respectively. This study is meaningful in that it has collected and analyzed actual chart data and presented commercial directions that can be used in practice, and found that there are many success factors of popular music and the mediating effects of Internet memes.