• Title/Summary/Keyword: functions of music

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Case Analysis of Regietheater shown in Opera Performance - With a Focus on of Komische Oper Berlin that Uses Animation - (오페라 공연에서 나타나는 레지테아터(Regietheater) 사례 분석 -애니메이션을 활용한 코미셰 오퍼 베를린 <마술피리> 프로덕션을 중심으로-)

  • Lim, Jung-eun;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.1-33
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    • 2018
  • In contemporary performance arts, we can see diverse types of performances that use advanced technology and visual media. It is notable that animation based on narratives and images, is grafted on to performance arts. Cases emerge that introduce animation in opera performances as part of a new stagecraft. Regietheater that turns on directors' interpretation, has been expanded in full scale through major music festivals and theaters through many different attempts to embody. In this state, recently visual media have been actively employed in opera performances. It has led to expansion of time and space along with more attempts. Not least of all, introduction of animation has been conducive to reinforcing functionality of opera performances in many aspects. This study suggests requirements for ideal Regietheater production in opera performances. For this end, the functions of animation strategically used are evaluated through analyzing $Zauberfl{\ddot{o}}te$)> production of Komische Oper Berlin. Through this research, this study is to look deeply into effects created from new and different attempts by grafting animation on to opera performances.

A study on smart fashion product development trends (스마트패션제품 개발 동향에 관한 연구)

  • Suh, Sung-Eun;Roh, Jung-Sim
    • The Research Journal of the Costume Culture
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    • v.23 no.6
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    • pp.1097-1115
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    • 2015
  • ICT in the IOT era is the core basis of modern society. This study investigated and analyzed the recent commercialization trends of smart fashion products internationally and domestically, to utilize them as the basis of data for developing user-friendly smart fashion products that can meet the needs of consumers. Keyword research using the most representative search engines, Google and Naver was conducted for searching for various wearable items commercialized actively since 2010. The final 78 products were classified by the physical area, and the key features and benefits were analyzed. Smart fashion products were classified as four physical types for the head and face, torso, arms and hands, and ankles and feet. Smart fashion products for each body part were developed in various ways, such as hats, glasses, lenses, virtual screens, earphones, headsets, clothing, watches, wrist bands, gloves, rings, wallets, bags, anklets, shoes, socks, and insoles. The main features were music playback, bluetooth, a camera based on NFC, virtual effects, health and safety protection through measuring heartbeat and momentum, and social network sharing of all kinds of information, based on inter-working with a smartphone. These functions represent the physical, social, and emotional interactions among users and their surroundings, as well as the users, themselves. The research results are expected to be used in future studies on planning user-friendly and marketable products through in-depth analysis of the design characteristics of smart fashion products as well as consumer responses.

Contents Development of IrobiQ on School Violence Prevention Program for Young Children (지능형 로봇 아이로비큐(IrobiQ)를 활용한 학교폭력 예방 프로그램 개발)

  • Hyun, Eunja;Lee, Hawon;Yeon, Hyemin
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.455-466
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    • 2013
  • The purpose of this study was to develop a school violence prevention program "Modujikimi" for young children to be embedded in IrobiQ, the teacher assistive robot. The themes of this program consisted of basic character education, bullying prevention education and sexual violence prevention education. The activity types included large group, individual and small group activities, free choice activities, and finally parents' education, which included poems, fairy tales, music, art, sharing stories. Finally, the multi modal functions of the robot were employed: image on the screen, TTS (Text To Speech), touch function, recognition of sound and recording system. The robot content was demonstrated to thirty early childhood educators whose acceptability of the content was measured using questionnaires. And also the content was applied to children in daycare center. As a result, majority of them responded positively in acceptability. The results of this study suggest that the further research is needed to improve two-way interactivity of teacher assistive robot.

A Content-based Audio Retrieval System Supporting Efficient Expansion of Audio Database (음원 데이터베이스의 효율적 확장을 지원하는 내용 기반 음원 검색 시스템)

  • Park, Ji Hun;Kang, Hyunchul
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.811-820
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    • 2017
  • For content-based audio retrieval which is one of main functions in audio service, the techniques for extracting fingerprints from the audio source, storing and indexing them in a database are widely used. However, if the fingerprints of new audio sources are continually inserted into the database, there is a problem that space efficiency as well as audio retrieval performance are gradually deteriorated. Therefore, there is a need for techniques to support efficient expansion of audio database without periodic reorganization of the database that would increase the system operation cost. In this paper, we design a content-based audio retrieval system that solves this problem by using MapReduce and NoSQL database in a cluster computing environment based on the Shazam's fingerprinting algorithm, and evaluate its performance through a detailed set of experiments using real world audio data.

Analysis of User Experience and Usage Behavior of Consumers Using Artificial Intelligence(AI) Devices (인공지능(AI) 디바이스 이용 소비자의 사용행태 및 사용자 경험 분석)

  • Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.1-9
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    • 2021
  • Artificial intelligence (AI) devices are rapidly emerging as a core platform of next-generation information and communication technology (ICT), this study investigated consumer usage behavior and user experience through AI devices that are widely applied to consumers' daily lives. To this end, data was collected from 600 consumers with experience in using AI devices were derived to recognize the attributes and behavior of AI devices. The analysis results are as follows. First, music listening was the most used among various attributes and it was found that simple functions such as providing weather information were usefully recognized. Second, the main devices used by AI device users were identified as AI speakers, smartphone, PC and laptops. Third, associative images of AI devices appeared in the order of fun, useful, novel, smart, innovative, and friendly. Therefore, practical implications are suggested to contribute to provision of user services using AI devices in the future by analyzing usage behaviors that reflect the characteristics of AI devices.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A Study on Identification System for Abnormally Scanned Cartoon Books (비정상 북스캔 만화 저작물 식별방법에 관한 연구)

  • Kim, Tae-Hyun;Yoon, Hee-Don;Kang, Ho-Gab;Cho, Seong-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.35-41
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    • 2015
  • In order to solve the problems that fingerprinting technologies and image identification technologies for digital music and videos identification scanned have not yet been enough to identify scanned cartoon books, the copyright project granted from the Korea Copyright Commission(Project title: Identification and Copy Protection Technology of Scanned Text/Comic Books) secured basic solutions for scanned cartoon books. The first result of the research project in 2013 was focused on the identification technology applied to abnormally scanned cartoon books. As subsequent research for the project, studies in the year of 2014 has been to provide solutions to identify cartoon books which abnormally scanned and occurred with transformations and distortions and solutions to protect the system from trials to devitalize functions of the identification system through various attacks. This paper is to propose a model for a system for identifying abnormally scanned cartoon books as a way of enhancing the identification rates for identifying abnormal bookscans and transformation attacks.

Design and Implementation of Serious Game based on AVR Microcontrollerin Virtual Serial Ports (가상 시리얼 포트에서 AVR 마이크로콘트롤러를 기초로 한 기능성 게임의 설계 및 구현)

  • Ko, YoungHyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.105-109
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    • 2012
  • This paper proposed a method which enabled the designing and implementation of a serious game based on AVR microcontroller on a virtual serial port before making the actual circuit by performing simulation, and which made it possible to develop a serious game. The implemented serious game implemented a mole game which can be enjoyed by one person, a love game with which a male gamer and a female gamer can play, and a marathon game in which a gamer can run the marathon while listening to cheerful music and looking at a region he/she wants to visit. The development of a microcontroller device that provides those functions showed that not only does the device make it possible to develop games more easily and conveniently through the implementation of a game using virtual serial communications with a board designed by an ISIS simulator, but also it reduces trials and errors during game development.

Detection of the Optimum Spectral Roll-off Point using Violin as a Sound Source (바이올린 음원을 이용한 스펙트랄 롤오프 포인트의 최적점 검출)

  • Kim, Jae-Chun
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.51-56
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    • 2007
  • Feature functions were used for the classification of music. The spectral roll-off, variance, average peak level, and class were chosen to make up a feature function vector. Among these, it is the spectral roll-off function that has a low-frequency to high-frequency ratio. To find the optimal roll-off point, the roll-off points from 0.05 to 0.95 were swept. The classification success rate was monitored as the roll-off point was being changed. The data that were used for the experiments were taken from the sounds made by a modern violin and a baroque one. Their shapes and sounds are similar, but they differ slightly in sound texture. As such, the data obtained from the sounds of these two kinds of violin can be useful in finding an adequate roll-off point. The optimal roll-off point, as determined through the experiment, was 0.85. At this point, the classification success rate was 85%, which was the highest.

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A Study on the Distinguished Characteristics and Transmittion significance of Toichon Nongak in Changwon city (현전(現傳) 창원 퇴촌농악의 양식적 특징과 전승 의의)

  • Yang, Ok-Kyung
    • (The) Research of the performance art and culture
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    • no.37
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    • pp.187-221
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    • 2018
  • The style of performance to contemporary nongak is not fixed in a specific period of time, but in conjunction with the total change in society that has occurred during its long time from traditional society to the modern times. It is important to recognize that the traditional performance art forms that we see and feel today, including nongak, are constantly interacting with the times and are a change in the design that has been shaped in the past. Now, we must get rid of the negative idea that there is some fixed prototype in Nongak. Also, the value and the need for preservation of current Nongak should not be evaluated according to the ' pure genealogy of village descent, ' which was possible only in villages with small population movements long ago. If can get rid of the stereotypes, can greatly expand the view that we read the values of a certain Nongak. Looking away from a few of these traditional fixed perceptions can significantly broaden the view of reading the winning values of some farmers ' songs. In this regard, this report determined the performing style and nature of Changwon's Toichon-noangak through a structural analysis of the Toichon-noangak in contemporary, and discussed the significance of the transmittion of Toichon-noangak. Changwon Toichon Nongak started out as an even-present ritual performance based on the religious nature of the village community and actively exchanged with the economic, social and cultural foundations of the Republic of Korea, which began to accumulate in the modern changes. Generally, the performance style of village Nongak has a combination of characteristics according to the ritual, Dure(collective labor), entertainment, and these three functions. Toichon Nongak is also a village Nongak style and in which of ritual nongak and village entertainment nongak are connected in parallel as one in the big total structure. The origin, background, purpose, and style of towing of Toichon noangak demonstrates that the Toichon noangak is originally ceremonial noangak derived from a prayer style of Dongje. Then, various factors influences are interacting with Toichon noangak within the orbit of modern society, such a style of playing, popular nongak, is believed to have undergone an extended change. Overall, Toichon nongak performance style can be called nongak, which maintains traditional customs and it also has the changed characteristics according to the times of village society.