• Title/Summary/Keyword: Music production

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Effect of prenatal different auditory environment on learning ability and fearfulness in chicks

  • Zhao, Shuai;Xu, Chunzhu;Zhang, Runxiang;Li, Xiang;Li, Jianhong;Bao, Jun
    • Animal Bioscience
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    • v.35 no.9
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    • pp.1454-1460
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    • 2022
  • Objective: Early environmental enrichment in life can improve cognition in animals. The effect of prenatal auditory stimulation on learning ability and fear level in chick embryos remained unexplored. Therefore, this study investigated the effect of prenatal auditory stimulation on the learning ability and fear level of chicks. Methods: A total of 450 fertilized eggs were randomly divided into 5 groups, including control group (C), low-sound intensity music group (LM), low-sound intensity noise group (LN), high-sound intensity noise group (HN) and high-sound intensity music group (HM). From the 10th day of embryonic development until hatching, group LM and group LN received 65 to 75 dB of music and noise stimulation. Group HN and group HM received 85 to 95 dB of noise and music stimulation, and group C received no additional sound. At the end of incubation, the one-trial passive avoidance learning (PAL) task and tonic immobility (TI) tests were carried out, and the serum corticosterone (CORT) and serotonin (5-HT) concentrations were determined. Results: The results showed that compared with the group C, 65 to 75 dB of music and noise stimulation did not affect the PAL avoidance rate (p>0.05), duration of TI (p>0.05) and the concentration of CORT (p>0.05) and 5-HT (p>0.05) in chicks. However, 85 to 95 dB of music and noise stimulation could reduce duration of TI (p<0.05) and the concentration of CORT (p<0.05), but no significant effect was observed on the concentration of 5-HT (p>0.05) and PAL avoidance rate (p>0.05). Conclusion: Therefore, the prenatal auditory stimulation of 85 to 95 dB can effectively reduce the fear level of chicks while it does not affect the learning ability.

Research on Korean Cultural Industry Based on Global Production Networks Theory (한국 문화 산업의 글로벌 생산 네트워크에 관한 연구 )

  • Ziliang Chen;Julian Schwabe;Sung-Cheol Lee
    • Journal of the Economic Geographical Society of Korea
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    • v.26 no.4
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    • pp.408-420
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    • 2023
  • As the cultural industry might be regarded as the most intimate industry to the general public, it is relatively easy to be widely accepted. With the development of the internet, not only people in various countries have been closely connected, but production networks around the world might also be connected with each other. This article will use data and case studies to clarify how global production networks operate in the development of the cultural industry. By taking the relatively novel point of contact of connection between global production networks and the development of the cultural industry, it summarizes the development models of the film, television and music sectors in the Korean cultural industries. The study found that the development model of the film, television and music industry from the 1990s to the present could be divided into four phases, and most firms are now in the outsourcing and expansion phase. Relying on the huge production networks, these two industries are likely to be improving their popularity and added value through global cooperation.

A Study on Arrangement through Avoid Note and Tension Note (어보이드 노트 및 텐션 노트를 이용한 편곡에 관한 연구)

  • Jo, Beom-Jin;Cho, Tae-Seon
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.349-355
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    • 2015
  • It is crucial to a musical artist whether or not they have a musical identity. Major entertainment companies of Korea are strongly promoting a cultural product called 'Idol', where musical identity and musicianship are not important, with careful production and capital. It is important to take note of Prince, who remains to show clearly his philosophy and identity, in the state where lack of musical identity is being promoted. Many studies done on his musical brilliance and uniqueness can be a great incentive to rethink on the nature of music. As an arranger, Prince used tension notes effectively and even showed that avoid notes can be used to express a musical color. Studies on his musical brilliance and uniqueness must continue to be done and become an incentive to not just people who study music but for everyone to rethink the nature of music. There is no correct answer to music, but art has to be the essence of its nature.

Comparative Analysis of the Correlation between the Musical Element and the Storyline of the <Fantasia> and <Fantasia 2000> (<환타지아>와 <환타지아 2000>에서 나타나는 음악적 요소와 내러티브 상관관계의 분석)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.118-128
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    • 2011
  • The function of music in a motion picture ranges widely from supporting the storyline to being the main storyline delivering the major plots. This trend and can be seen in recently produced films, advertising as well as in music videos. Many attempts were made to express music visually in the past. But it was through Disney's creative production, "Fantasia", that such attempts became a reality in a motion picture. This paper will look into the difference between the "Fantasia" and "Fantasia 2000" through a comparative analysis of the correlation between the musical element and the storyline of the 2 Disney animation movies. The most distinct difference is that the "Fantasia" has a storyline that is faithful to the original interpretation of the true meaning of the music, while, on the other hand, the "Fantasia 2000" has a storyline that endeavors to express the special features of the overall sound of individual pieces as best as possible. And the differences between the two animations, thus compiled, is hoped to facilitate and enhance a better understanding of the two Disney's finest animations.

A Study on "A Midsummer Night's Palace" Using VR Sound Engineering Technology

  • Seok, MooHyun;Kim, HyungGi
    • International Journal of Contents
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    • v.16 no.4
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    • pp.68-77
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    • 2020
  • VR (Virtual Reality) contents make the audience perceive virtual space as real through the virtual Z axis which creates a space that could not be created in 2D due to the space between the eyes of the audience. This visual change has led to the need for technological changes to sound and sound sources inserted into VR contents. However, studies to increase immersion in VR contents are still more focused on scientific and visual fields. This is because composing and producing VR sounds require professional views in two areas: sound-based engineering and computer-based interactive sound engineering. Sound-based engineering is difficult to reflect changes in user interaction or time and space by directing the sound effects, script sound, and background music according to the storyboard organized by the director. However, it has the advantage of producing the sound effects, script sound, and background music in one track and not having to go through the coding phase. Computer-based interactive sound engineering, on the other hand, is produced in different files, including the sound effects, script sound, and background music. It can increase immersion by reflecting user interaction or time and space, but it can also suffer from noise cancelling and sound collisions. Therefore in this study, the following methods were devised and utilized to produce sound for VR contents called "A Midsummer Night" so as to take advantage of each sound-making technology. First, the storyboard is analyzed according to the user's interaction. It is to analyze sound effects, script sound, and background music which is required according to user interaction. Second, the sounds are classified and analyzed as 'simultaneous sound' and 'individual sound'. Thirdly, work on interaction coding for sound effects, script sound, and background music that were produced from the simultaneous sound and individual time sound categories is done. Then, the contents are completed by applying the sound to the video. By going through the process, sound quality inhibitors such as noise cancelling can be removed while allowing sound production that fits to user interaction and time and space.

A Study on Promotion and Improvement of YouTube Music Contents Through the User Evaluation of Card Live ('명함라이브' 사용자 평가를 통한 유튜브 음악 콘텐츠 홍보 및 개선방안 연구)

  • You, Jae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.105-120
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    • 2020
  • This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.

A Study on Miles Davis's NARDIS (Miles Davis의 NARDIS 작품 분석)

  • Kim, Hyeong-June
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.687-689
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    • 2011
  • 본 논문에서는 Jazz의 역사에 큰 영향력을 준 Miles Davis의 작품 중에서 Nardis의 화성을 분석하였다. Phrygian Mode의 활용과 E Minor Key의 Tonality와 C Major Key의 Tonality가 함께 나타나고 있다. 멜로디 부분에서도 이와 같은 현상이 나타나고 있다.

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A Study on Harmonic Minor Scale's Chord Scale (Harmonic Minor Scale의 Chord Scale)

  • Kim, Hyeong-June;Kim, Dae-Seung
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.14-16
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    • 2012
  • 본 논문에서는 현재 Jazz에서 사용되어지는 Major Scale에서 나오는 7개 Chord Scale과 Melodic Minor Scale의 상행인 Jazz Minor Scale에서 나오는 7개 Chord Scale과는 별도로 Harmonic Minor Scale에서 정리해 보았다.

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Convergence Analysis Algorithm Study for Extracting Image Configuration Parameters (영상 구성 파라미터 추출을 위한 융합 분석 알고리듬 연구)

  • Maeng, Chae Jung;Har, Dong-Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.125-134
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    • 2019
  • This study was conducted to organize a program to classify and analyze the characteristics of images for the automation of background music selection in the video content production process. The results and contents of the study are as follows: video characteristics are selected as subject category, emotion, pixel motion speed, color, and character material. Subject categories and feelings were extracted using Microsoft's Azure Video Indexer, Pixel Movement Speed was an Optional flow, Color was an Image Histogram for Image, and character materials was CNN(Convolutional Neural Network). The results of this study are significant in that video analysis was conducted to match background music in the recent content production process of 'Internet One-person Broadcasting Creators'.

A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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