• Title/Summary/Keyword: Music production

Search Result 154, Processing Time 0.029 seconds

A Study about The Impact of Music Recommender Systems on Online Digital Music Rankings (음원 추천시스템이 온라인 디지털 음원차트에 미치는 파급효과에 대한 연구)

  • Kim, HyunMo;Kim, MinYong;Park, JaeHong
    • Information Systems Review
    • /
    • v.16 no.3
    • /
    • pp.49-68
    • /
    • 2014
  • These days, consumers have increasingly preferred to digital real-time streamlining and downloading to listen to music because this is convenient and affordable for the consumers. Accordingly, sales of music in compact disk formats have steadily declined. In this regards, online digital music has become a new communication channel to listen musics, where digital files can be delivered over various online networks to people's computing devices. The majority of online digital music distributors has Music Recommender Systems for sales of digital music on their websites. Music Recommender Systems are parts of information filtering systems that provide the ratings or preferences that users give to music. Korean online digital music distributors have Music Recommender Systems. But those online music distributors didn't provide any rules or clear procedures that recommend music. Therefore, we raise important questions as follows: "Is Music Recommender Systems Fair?", "What is the impact of Music Recommender Systems on online music rankings and sales?" While previous studies have focused on usefulness of Music Recommender Systems, this study investigates not only fairness of Current Music Recommender Systems but also Relationship between Music Recommender Systems and online Music Charts. This study examines these issues based on Bandwagon effect, ranking effect, Slot effect theories. For our empirical analysis, we selected the most famous five online digital music distributors in terms of market shares. We found that all recommended music is exposed to the top of 'daily music charts' in online digital music distributors' websites. We collected music ranking data and recommended music data from 'daily music chart' during a one month. The result shows that online music recommender systems are not fair, since they mainly recommend particular music that supported by a specific music production company. In addition, the recommended music are always exposed to the top of music ranking charts. We also find that recommended music usually appear at the top 20 ranking charts within one or two days. Also, the most music in the top 50 or 100 ranks are the recommended music. Moreover, recommended music usually remain the ranking charts more than one month while non-recommended music often disappear at the ranking charts within two week. Our study provides an important implication to online music industry. Because music recommender systems and music ranking charts are closely related, music distributors may improperly use their recommender systems to boost the sales of music that related to their own companies. Therefore, online digital music distributor must clearly announce the rules and procedures about music recommender systems for the better music industry.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
    • /
    • s.22
    • /
    • pp.47-63
    • /
    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

  • PDF

A Study on the Audiovisual Art of Nam June Paik with Focus on Musical Synesthesia (백남준의 오디오비주얼아트 연구 : 음악적 공감각을 중심으로)

  • Yoon, Ji Won
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.4
    • /
    • pp.603-614
    • /
    • 2020
  • Analyzing various works of Nam June Paik who pioneered the world of video art, we can find a number of audiovisual art pieces - in a broad sense - with the characteristics of "intermedia" that are not clearly identified as one genre. Especially, his career as a musician becomes an important clue for us to discuss the unique originality found in Paik's works. Nevertheless, examples of research that specifically explore how Paik's musicality is reflected in his artistry and could be deeply understood is still rare. This article examines Paik's audiovisual art world, and reviews how his musicality is expressed through the characteristics of media and form, as well as contributed to the ultimate technical and aesthetic realizations of his pieces from the perspective of musical synesthesia. The fact that Paik expanded the concept of music through technology, and fused different media to visualize music, is an important achievement in the context of aesthetic, synesthetic music in the field of audiovisual art.

Problems and Directions for Improving Idol Bias in the Domestic Music Market (국내 음악시장에서 두드러진 아이돌 편중 현상의 문제점과 개선방향)

  • Yang, Young-Min;Han, Kyung-Hoon
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.8
    • /
    • pp.1-18
    • /
    • 2021
  • Idol music, which began to gain huge popularity in the domestic music market in the mid-1990s, has become one of the major global contents thanks to the global popularity of K-POP. As a result, the Korean music market continues to grow, forming the world's sixth-largest music market, and domestic music agencies are focusing more on fostering idol groups and producing idol music. The global success of idol music is surprising, but this has resulted in the domestic music market being biased toward idol music. As a result of the study, it was confirmed that there are several problems with the phenomenon of being biased toward similar types of musicians and music content. First, just as trend-oriented cultural contents face the problem of life expectancy all the time, the "Korean Wave" is also forced to think in terms of identity and sustainability. Second, it was observed that only consumers of a certain age may cause cultural alienation of other age groups, and thirdly, various problems such as shrinking creative paths due to the size of the cost required for idol group production and the lifespan of idol musicians' art activities. This paper derives the reality of the domestic idol bias phenomenon through comparative analysis of the English-American music market and the domestic music market, which have had a profound influence on the global music market in popular music history, and verified the theory and results through an expert survey using the Likert scale. In addition, the problems caused by the idol bias phenomenon were considered based on the theory of cultural diversity, and improvement directions were also suggested to solve this problem.

A Study of Ethnomusicological Elements in Modern Chinese Clarinet focus on 『the Shepherd Horse』 and 『the Voice of the Pamir』 (중국 현대 클라리넷 작품 중 민족음악 요소 연구 『목마의 노래』와 『파미이지음』을 중심으로)

  • Zeng, Guang;Ahn, Sung-Hie
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.6
    • /
    • pp.261-272
    • /
    • 2022
  • During the China's long history, many ethnic groups have developed their own traditions of local music which is an important part of their precious cultures. Meanwhile, each ethnic group developed its own worldview and music culture according to its unique living environment, special lifestyle and mode of production. The clarinet is a Western instrument, and has been influenced to some extent by Chinese minority culture while being introduced to China. Therefore, musicians tried to find ways of using Western musical instruments to express various elements of Chinese minority music. Focusing on two clarinet works 'The Song of Grazing Horses' by Wang Yan and 'The Sound of Pamir Clarinet Concerto' by Hu Bijing, this paper aims to analyze the musical characteristics of minority groups expressed by the clarinet in two aspects: the formation of the music style, the artistic characteristics conveyed through the works. Specifically, it consists of five parts: ethnic mode and tonality, rhythm, time signature, melody making, and imitation of animals. It also analyzes the cultural characteristics of Tajik and Mongolian music reflected in the two works in combination with living environment, mode of production, life style, and ethnic emotions. This study aims to provide a theoretical basis for composers and performers who want to understand and acquire the musical style of modern Chinese clarinet works. It also helps to find a better way to play traditional Chinese music with Western instruments.

A Study of the Changes of Game Music (게임음악의 변천에 대한 고찰)

  • Lee, Jeong-Hyeok
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.103-111
    • /
    • 2012
  • Games in 1970s have used the savings of analog wavelength as in music and the like on hardwares of small cassette, gramophone, and the like. Due to these configuration elements, durability has to be declined so much. In the event of using the music on the video game, more affordable method is to use the computer chip to convert the analog sound into the computer code to convert into the electric wavelength to send to the speaker. The sound effect of the game is generated in this method. The technical limit has been gradually overcome to grant more freedom to the composers and the sound track pre-recorded on the optic disc and the like has emerged. The game developers of today have made several attempts on the technology to produce the game music. This study has contemplated the process of advancement in the change of game music production with the influence on technology and business.

Bayesian network based Music Recommendation System considering Multi-Criteria Decision Making (다기준 의사결정 방법을 고려한 베이지안 네트워크 기반 음악 추천 시스템)

  • Kim, Nam-Kuk;Lee, Sang-Yong
    • Journal of Digital Convergence
    • /
    • v.11 no.3
    • /
    • pp.345-352
    • /
    • 2013
  • The demand and production for mobile music increases as the number of smart phone users increase. Thus, the standard of selection of a user's preferred music has gotten more diverse and complicated as the range of popular music has gotten wider. Research to find intelligent techniques to ingeniously recommend music on user preferences under mobile environment is actively being conducted. However, existing music recommendation systems do not consider and reflect users' preferences due to recommendations simply employing users' listening log. This paper suggests a personalized music-recommending system that well reflects users' preferences. Using AHP, it is possible to identify the musical preferences of every user. The user feedback based on the Bayesian network was applied to reflect continuous user's preference. The experiment was carried out among 12 participants (four groups with three persons for each group), resulting in a 87.5% satisfaction level.

Melody Note - Music Score Editor and Play System (악보작성 및 재생 시스템)

  • Kim, Tae-Ki;Lee, Dae-jeong;Park, Mi-Ra;Min, Jun-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.1059-1062
    • /
    • 2009
  • As the electronic processing of music gradually is developed, there has been growing interest in automatical input of music. As a result, various researches which input music in the computer has been studied. However, previous studies have drawbacks that only the experts can do it. In other words, if beginners would like to use traditional production program of music scores than prior knowledge is required. To resolve this, we propose system painting music scores automatically using a bandwidth of soundsource, after extracting the voice sounds created by amateurs. The System provides amateurs with convenience so that they can compose. As well as, the System provides the ability to play music that produced by the computer. By using the system, amateurs can compose using voice and simple system handling. And, they can make a music that plays desired instruments.

  • PDF

A Study on the Stage Costumes of Creative Musical Play - Focusing on the Korean Traditional Music Cantata 'I Will Rise' - (창작 음악극의 무대의상 연구 - 국악칸타타 '나는 일어나리라'를 중심으로 -)

  • Kim, Young-Sam;Kim, Sung-Soo
    • Fashion & Textile Research Journal
    • /
    • v.14 no.5
    • /
    • pp.730-738
    • /
    • 2012
  • This study proposes a process to design and analyze stage costumes by design elements for the costumes of the Korean traditional music cantata 'I Will Rise'. This study states fundamental references to make costumes of similar performances in the future and develop costume designs based on the format of a play. The findings are as follows. First, the costume production process of 'I Will Rise' is conducted in the order of directing intentions and script analysis, costume design, miniature production, costume production, costume modification, run, and post-production. Second, an overall Korean silhouette is expressed through the creation of costumes based on the construction of Korean traditional clothing (hanbok); however, from a detail perspective, a modernistic sensitivity is expressed through the use of modern elements (wing shoulders attached to shoulders, narrow ribbons made in a string form, and wristlets and belts) not found in hanboks. Third, tie-dying is applied to the costume colors of each character to highlight the traditional and unique feeling of dye and symbolic colors that effectively represent each role used to communicate the storyline and character emotions to the audience. Fourth, materials for costumes are cotton and linen (frequently used to create the texture of a Hanbok) as the costume of each character is emphasized to the use of additional and detailed materials such as artificial leather, hemp, and silk.

Preliminary Study on Developing Protocol for Music Therapy Assessment for Cognitive and Emotional-Behavioral Domain using Rhythm (MACED-Rhythm) (인지 및 정서행동 영역에서의 음악치료 사정을 위한 리듬 프로토콜(MACED-Rhythm) 개발 예비 연구)

  • Duerksen, George;Chong, Hyun Ju
    • Journal of Music and Human Behavior
    • /
    • v.10 no.1
    • /
    • pp.67-83
    • /
    • 2013
  • Assessment in music therapy is a vital part for both the therapist and client in the process of therapy. Based on what is assessed, objectives are identified to formulate specific action procedures and strategies. The existing assessment tools involve lists of skills and behaviors in developmental domains without the music assessment protocol. In this study, the authors attempted to develop an assessment protocol using rhythm production for assessing skills in cognitive and emotional-behavior domain, namely Music Therapy Assessment for Cognitive and Emotional Behaviors (MACEB). The test items of the MACEB-Rhythm were developed using rhythmic patterns varying in terms of item difficulty, which are based on the various degree of clarity in the grouping/gestalt, saliency in part-whole relationship, and complexity in repetition vs. variability. Also the developed tool purported to examine one's level of emotional behavior trait by analyzing performance of musical parameters such as tempo, pacing, and loudness in the reproduced output. In order to verify the logical sequencing of test items, firstly 61 subjects participated in verifying the item difficulty for the selected 15 pilot items. The test items were revised and re-sequenced based on the gathered scores of item difficulty. In the second procedure, seven experts in the fields of music education, music therapy and music psychology whose research interest lie in music cognition revised the developed rhythm protocol items focusing on learning sequence, cognitive process and feasibility for skills assessment. The study attempted to provide foundations for using rhythm as an assessment protocol prior to its verification of assessment validity and reliability.