• Title/Summary/Keyword: digital music contents

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A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

A Study of New Possibility on Computer Music (컴퓨터음악의 새로운 가능성에 대한 연구)

  • Kim, Sung-Eun;Song, Eun-Jee
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.561-568
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    • 2009
  • In 21C, computer is having a powerful influence on every fields. As music field is no exception, the computer music is regarded as a next generation music. Especially the focus of 21st century's music is now moving from MIDI of 20th century to the Realtime interactive music in which computer is used as a practical instrument. Most european countries and America are doing a lot of research and performing these music. But in Korea, known as a fairly strong IT country, there is no enough perception of the importance of this new outcome of the new media era, and introduction of this music is slow as well. In this paper, we suggest the possibility of using the new way of composition by realtime interactive music in Korea. This can be a strong merit for Korean composers who want to use Korean instruments which were limited to be used as international instruments because of their restricted registers, techniques and so on.

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Design of a Smart Music Learning Device that can interact with each other using a transparent touch panel (투명 터치패널을 이용한 상호작용이 가능한 스마트 음악학습기의 설계)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.127-132
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    • 2020
  • The Smart Music Learning Device(SMLD) presented in this paper constructs the display part by attaching the touch panel to both sides of the transparent panel. The main processing unit uses raspberry pie, and the operating system uses Android. On the transparent panel, music education contents are displayed, and on the touch panels 1 and 2, the inputs of learners and instructors are accepted. The signal input from the touch panels 1 and 2 controls the progress of the music education contents through a process in the main processing unit. This control process design and implement a two - sided panel - based interactive training algorithm. This device aims at musical education based on mutual understanding. Therefore, it conducts face-to-face education using music education contents presented through transparent panel. This allows the instructor to know in real time the response to the learner, thus improving the understanding of the learning and the quality of the education. Also, the learner's concentration can be improved.

Reinventing the revenue model for the content platform (콘텐츠 플랫폼의 수익모델 혁신 전략에 대한 고찰)

  • Choi, Kwang-Hun;Kim, Junic
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1267-1280
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    • 2017
  • This study examines the changes of the online music market and revenue models by the theory of network society and communications of Manuel Castells for the content platform. As a result of this study, we found that active communications among the members in the network, played a crucial role in the creation of contents and the promotions of profit for platform providers. It is especially important to create an environment in which members can voluntarily communicate rather than an artificial control. The content platform business consists of people, thus it has been proven that providing play elements of culture and society are important, as well as necessary conditions to the generation related to content based platform businesses.

Analysis of Music and Photo for User Creative Movie (동영상 콘텐츠 생성을 위한 음악과 사진 분석)

  • Chung, Myoung-Bum;Ko, Il-Ju
    • The KIPS Transactions:PartD
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    • v.14D no.4 s.114
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    • pp.381-388
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    • 2007
  • Consumers changed to the subject to produce a digital contents as data transmission technique is advanced and a digital machine is diffused variously. Users are interested greatly in a user creative movie (UCM) production among various online contents. The UCM production method which uses the music and picture is the method that users make the UCM more easily. However, the UCM production service has the problem that any association does not exist in the music and picture and that the picture changes according to fixed time interval without the relation at a music rhythm. To solve this problem, we propose the UCM production method which uses a music analysis and picture analysis in the paper. A music analysis finds a picture change time according to the rhythm and a picture analysis finds the association of the picture. A music analysis finds strong parts of the sound which uses Root-Mean-Square (RMS). And a picture analysis classifies the picture as a scenery picture and people picture which uses structure simplicity of the picture(SSP) and face region detection. A picture analysis got correct result of 86.4% in the experiment and we can finds the association at each picture and arranges the sequence which the picture appears. Therefore, if we use a music and picture analysis at the UCM production, users may make natural and efficient movie.

A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1495-1500
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    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.

A study on Convergence of the Digital Contents Industry and Possibility of Exportation (디지털콘텐츠 산업의 융합화와 수출 가능성)

  • Chun, Byung-June;Choi, Dong-Gil
    • International Commerce and Information Review
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    • v.12 no.3
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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Spacio-temporal Characteristics of Cultural Contents Diffusion: The Case of PSY's "Gangnam Style" Music Video (문화콘텐츠 상품 확산의 시·공간적 특성 -싸이의 "강남스타일" 뮤직비디오를 중심으로-)

  • Lee, Keumsook;Kim, Ho Sung
    • Journal of the Economic Geographical Society of Korea
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    • v.18 no.2
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    • pp.224-241
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    • 2015
  • This study investigates the time-space characteristics of the consumptions of cultural-contents commodities and their spatial diffusion progresses via digital media. For the purpose, we examine the spatial diffusion patterns of PSY's Music Video "Gangnam Style" since it has been launched on the YouTube. By visualizing the spacio-temporal progresses of YouTube, Tweet, and Google searching data during four months after launching, we examine the time-space characteristics of diffusion patterns of the music video via each media. We found that the adapting time and the diffusion progress were not in accordance at each country. The results revel that cultural distance such as characterized by language, cultural linkage, exclusivism or courtesy for the 'Hanrue' affects quite strongly on the spatial diffusion of music video rather than physical distance.

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Music Spectrum Analysis and a Content Summary Technique Based on the $\frac{1}{\Large f}$ Characteristic (음악의 스펙트럼 분석과 $\frac{1}{\Large f}$ 스펙트럼 특성을 이용한 대표부분 추출)

  • Bae, Jin-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.12C
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    • pp.1156-1163
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    • 2007
  • A digital formatted music can be summarized with a fixed length using spectrum signal processing in this paper. We experimentally tested the hypothesis that the power spectrum of a popular music has $\frac{1}{\Large f}$ shape. Based on this hypothesis, a music is summarized by a system proposed in the paper. The system consists of a pre-processing block obtaining a test spectrum and a decision block calculating similarities. It is noteworthy that a digital formatted music can be summarized automatically using a similar system based on various hypotheses.