• Title/Summary/Keyword: Music production

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

A Study on the Style of Expression in Performance-art Costuming - Focusing on Musical Costumes - (공연 예술 의상의 표현 방식에 관한 연구 -뮤지컬 의상을 중심으로-)

  • Kim, So-Young;Kim, Kyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.147-162
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    • 2011
  • The performance-art costume is a tool for expression that can dynamically display the intention of a production. The purpose of this study is to examine the whole costume for performance arts targeting musical works, to which were added such elements as music, dance, and drama, among performance arts in several genres. This study aims to consider how the symbol contained in the costume was intended to be expressed by inferring a change in performance costume and character as the stage costume. Accordingly, the following research problems were established in this study. First, Which role does the costume play in performance art? Second, into which types can the performance-art costume be classified depending on the kind of performance art? Third, what is the expressive method for the performance-art costume? To examine the types of performance-art costume, the acting costume, the singing costume, the dancing costume and the rhythmic performance costume were considered. As a result, the performance costume can be seen to have been designed through the effect of a change in color by lighting, through the differentiation of character caused by excessive decoration, through the differentiation in material for free movement, and through symbolic expression.

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Audio Engineering Curriculums for the Higher Education : Case Studies on the USA's and the European Graduate Schools (고등 음향기술 교육체제 구축을 위한 미국과 유럽 대학원의 교과과정 사례 연구)

  • Oh, Wongeun;Rhee, Esther
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.77-83
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    • 2014
  • Currently, a lot of colleges and universities offer Acoustics and audio engineering courses. In this paper, we analyze and classify the current state of the graduate level curriculums of the area. For the purposes, we focus on graduate school courses of the U.S. and Europe where audio engineering is highly advanced. They were classified into three different types depending on the educational objectives. In addition, the representative cases of each type are presented to examine the characteristics of the subjects.

The Effect of Singing Intervention for Women Elderly with Dysphagia Risk (연하장애 위험 여성노인의 노래중재 적용 효과)

  • Yun, Ok-Jong;Lee, Young-Hee
    • Korean Journal of Adult Nursing
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    • v.24 no.4
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    • pp.380-389
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    • 2012
  • Purpose: This study was conducted to describe the risk of dysphagia and to evaluate the effects of a singing intervention for women elderly in community. Methods: One-group pre test-post test design was used. The subjects were 29 women over the age of sixty and residing in a local area. A singing intervention consisted of breathing, vowel production and singing. The one hour intervention occurred once a week for eight weeks. The variables of dysphagia risk, a swallowing test, and nutritional status were measured. Analysis was done by paired t-test. Results: There was a significant decrease in the score of dysphagia risk (p<.001). There were significant increases in the swallowing test scores [modified water swallowing test (p=.032), food test (p=.001)]. There were no significant differences in nutritional status (triceps skin fold thickness, mid arm muscle circumference). Conclusion: The findings support that a singing intervention can be helpful in reducing the risk of dysphagia may improve deglutition for the women elderly. These results suggest that this study may contribute to the use of a singing intervention for women elders with dysphagia risk.

A Study on the Copyright Issues about Performing Arts Records (공연예술기록의 저작권 문제 연구)

  • Lee, Ho-Sin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.1
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    • pp.249-268
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    • 2013
  • This paper investigates the copyright problems faced in the process of collecting Performing Arts Records by the Performing Arts Institutions and the Performing Arts Archives. For this, first, the collected records at the scene of performing arts were classified. Secondly, the copyright problems were judicially analyzed based on the classification drawn. As a result, first, the copyright itself constitutes very complicated copyright systems since performing arts are thought to have characteristics of comprehensive arts, reborn with an artistic work from various fields such as music, stage and costumes. Secondly, the documentaries produced in the theater scene subsequently leads to another copyright problem which are different from one the copyright of the concert itself. Thirdly and lastly, this paper revealed that the copyright issues can be variously constituted according to record type and the substantial production body.

A Study on Development of Touristic Subregions in Rural Area - Case Study in the Haenahm County, Chonnam - (농촌지역 관광지개발에 있어 관광권 설정에 관한 연구 -전남 회남로를 사례로-)

  • 홍성권
    • Journal of the Korean Institute of Landscape Architecture
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    • v.18 no.1
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    • pp.9-17
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    • 1990
  • This study was carried out in the Haenahm county as a part of project, the'89 Comprehensive Planning of Rural Area. In order to increase household income of rural area and to meet increasing tourism demand in urban area, several tourism development directions and strategies were suggested in terms of resources, services, and transportation. The major results of this study are summarized as follows ; 1) Core tourism market has to be maintained by inforcement of unique image of the Haenahm county, such as the southern extremeity of Korean peninsula and tourism resources rich land. 2) New tourism products need to be introduced to attract fringe market of this area by use of natural and cultural resources in the Haenahm county, such as terrain, climate, provincial park, music, dance and artifacts. 3) image of this county as a touristic resort would be escalated by development of high quality andclusterized accommodation in urbanized area of the Haenahm county 4) Development of private lodging, production of local brand by native food, beverage and artifacts, introduction of festival by folk song and folk dance would be helpful to stabilize a seasonal fluctuating demand level of ourismandlocalresidentsincome. 5) Diversification of tourism product needs to be provided for tourists in order to increase chances for enjoyment in the destination and to be involved in socially comfortable atmosphere. 6) Package tour by diversification of touristic subregions in this county and linkage system with touristic regions of other counties would helpful to lead visitors to stay long, resulting in increased expenditure.

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The Characteristics of the Popular Culture Contemporary Fashion Shows -Focus on Pret-a-Porter Collections after the Mid of 1990s- (현대패션쇼의 대중문화적 특성(제2보) -1990년대 중반이후 기성복컬렉션을 중심으로-)

  • 장안화;박민여
    • Journal of the Korean Society of Costume
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    • v.54 no.5
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    • pp.1-12
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    • 2004
  • This Study has examined characteristics of the popular culture of the contemporary fashion show by each element as follows The fashion show place expanded its area when It moved its center because of not only the use of ordinary and public friendly place but also adjacent places post-modernism thought. The installation stage was produced by organic combination with the stage using object: The technology for the stage has produced dynamic variability and variety enough to expand the stage. The dramatic element of production technique was introduced to the fashion show to shorten gap with ordinary life and transfer a theme by facial expressions, gesture and pose. etc of a model In addition. its performance element combines other genre freely to be one time and viewers' participating type technique. At the minimalism element, clothing functions moderately as main factor of the fashion show: Technical elements are added to emphasize future Images. At sound tracks and sound effects, the show's overall atmosphere has been revived to remake various genre of music and improve images. At the fashion model, objective appearance boundary is collapsed to expand model concept and make tools of their own. The fashion show has external values of active movement of associated industry as well as economic boost enough to produce jobs, and internal values to provide aesthetic rest and satisfactions to let the ones. who are isolated from recreation values and the society, establish friendly relations with the society

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

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.