• Title/Summary/Keyword: genre analysis

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Study and Application of Vocal Scale Models for Contemporary Musical Theatre Singing Education (현대 뮤지컬 노래 교육을 위한 보컬 발성 스케일 모델 연구와 적용)

  • Lee, Eun-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.127-139
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    • 2021
  • This study selected representative musical song genres and suggested the application of vocal scales to demonstrate the various musical genres that appear in the modern musical style. Various genres of music and singing methods appeared according to the change in musical style throughout the early period (the early 1990s), the Golden Age (1940s to1960s), and the contemporary period (1970s to present) of musical theatre. To this end, this study selected Classic Broadway, Contemporary Broadway, Jazz/Blues, and Pop/Rock as representative musical genres as primary categories. In addition, five musicals and five songs that can represent the musical genres were selected as secondary categories. This study then divided the singing styles into Legit from , Pop from , Rock from , Jazz/Blues from , and Hip Hop/Rap from and suggested vocal scales. The analysis of this study demonstrated how various music was used as a material for musicals responding to the needs of the times in musical history and how important it is to develop various singing styles. While this study selected five representative genres and musicals to limit the scope of analysis, it intends to expand the scope through follow-up research. Based on this, it is anticipated that various further research will be conducted to study the diversity of musical vocal education and vocal techniques.

Hip Hop Culture, Subculture, and the Social and Cultural Implications: A Comparative Case Study on Hip Hop Culture among Germany, Korea and the USA (힙합 문화, 하위문화, 그리고 이들 문화에 대한 사회·문화적 함축성: 독일, 한국 및 미국의 힙합 그룹들에 대한 비교분석을 중심으로)

  • Gerke, Sabrina;Baek, Seon-Gi
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.362-381
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    • 2017
  • People are most commonly divided by their nationality, but that does not mean they share the same culture. Even for people from one cultural background, subcultures play an important role for diversity and identity, and popular music is one way to express them. This study analyzed 6 songs of the Hip Hop genre from the US, Germany and South Korea, with one song each from the time of first emergence of the term 'Hip Hop' and one song each from 2016, selected on the basis of popularity indicated by music record sales and specialist literature on the history of Hip Hop. Through semiotic analysis of early and recent Hip Hop in each country, the changes in popular Hip Hop over time were examined. The results of this study show that through standardization, Hip Hop in the three countries has superficially become more similar and more focused on the individual, but on a detailed level shows significant differences: while U.S. Hip Hop refers to the American Dream, German Hip Hop displays an extreme image of masculinity, and Korean Hip Hop deals with private thoughts. Although popular Hip Hop nowadays does not explicitly exercise social criticism it is still ascribed the symbolic significance of a rebellious and revolutionary cultural practice that can be used to criticize and change culture as well as society.

Analysis on MMORPG UI Layout and Research on Effective UI Demanded by Heavy User (MMORPG UI Layout 분석과 Heavy User 요구에 따른 효율적인 UI 연구 및 제시)

  • Rho, Ju-Hee;Chun, Yang-Deok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.263-272
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    • 2007
  • On-line game gradually grew into a significant part in Korean culture due to rapid development of internet. As icons are utilized as interface, the concept of UI(User Interface) receives spotlight in playing games, and the play bug appears most frequently in MMORPG genre. The introduction of icons brought partial inefficiency in dividing screen sectors while playing games, which means play sector is reduced. On the meantime, components of UI possess different places so that cause considerable confusion to heavy users. This study attempts to analyze the top 5 commonly-played games and to understand the necessity and status of UI components by surveying heavy users. The result of this study shows that there is notable difference between UI of games on-service and preference of heavy users. This study could suggest UI of a better quality by restructuring and rearranging the UI components based on the heavy users' preference as shown in the survey. It is expected that this study can contribute to creating a more effective game play by eliminating possible changes of UI upon different games and realizing broader play sector.

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SNS Utilization Profiled as Per Six Continental Areas, Dance Genre, Types at Overseas Dance Arts Companies (해외무용예술단체의 6대륙 지역별, 무용장르별, 유형별, SNS 활용 프로파일)

  • Jeon, Soon-Hee;Yang, Yu-Na
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.74-83
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    • 2014
  • This study was conducted for the overall analysis for the interests, generally and uses of SNS (Social Network Service) of the overseas dance arts company. The subjects of this study were total 3,614 of countries, public, private and personal dance arts company in 100 countries on six continents. The selected 627 company which operate at least one SNS, and included them in this study. Then analyzed the SNS utilization six continental areas as per dance gener, types, and dance gener analyzed as per types. Also analyzed the SNS utilization six continental areas, dance gener as per types and obtained the following result First, It appeared that Ballet company of North America continent took advantage of SNS the most. Second, It appeared that Facebook, Twitter of North America was the most frequently used. Third, It appeared that Facebook wsa the most frequently used by traditional dance company. Fourth. Facebook, Twitter, Youtube were the most activity used by Ballet company of North America continent. In conclusion, this study recommends the policy alternatives related to the awareness of digital media, the establishment of the SNS marketing information system.

Study of the Image Design Components of Urban Landscape Media Facade (도시경관 미디어파사드의 영상디자인 구성요소 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6478-6483
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    • 2014
  • Media facades project images on the external walls of a building as a screen. Such facades can recover the cultural emotions of users tired of a high level of market competition in urban spaces and develop into urban aesthetics and be reinterpreted as an image design as the city becomes a topic as well as the target projected. From a cultural perspective, the artistic possibility and strengthening of publicness of media facades are discussed. One of the considerations is that it should be the medium communicating with the building or surrounding of the projected target. Urban landscape media facades, such as 2014 Gwanghwamun media facade, 2014 Sejong Center for the Performing Arts media facade and 2013 Namsan media facade were compared and analyzed. As a result, four types of image design components could be derived such as motifs, concepts, stories and projection types. Media facade, which is establishing itself as a new technological genre beyond canvas and theater screens, should contain messages, themes and technological advances as a higher level of the urban symbolic art form in the future. This paper derived the components of image design through the comparative analysis of symbolic urban landscape media facade.

Character Analysis by Visual Recognition Elements of Formativeness - focusing on the Characters of 3D Animations, and - (조형성의 시각인지요소를 통한 캐릭터 분석 -3D 애니메이션 <인사이드 아웃>와 <미니언즈>의 캐릭터를 중심으로-)

  • Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.53-79
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    • 2016
  • The public interest and popularity of animation has already forecasted the value of animation as the leader of pop culture and cultural industry. The trend in animation changed from 2D to 3D animation, a new genre that appeared in the 1990s with the development of computer technology and innovative changes in media, and 3D animation secured its position in the 2000s. Researches on 3D animation are conducted in various ways. Integrating the area it shares with film and the area it shares with design, it is produced and consumed. This study focused on 'formativeness(design)', the basis of character design, and tried to find out how it is recognized by the audience, who actually watch and feel it. Also, it approached basic theory and tried to deduce logic that is easy to understand and can analyze design or formativeness which keeps changing. Lastly, this study regards the parts that viewers are not satisfied with as problems, and tries to find out a developmental direction. Among the animations for theaters that were big hits in 2015, this study focused on the characters of and . It reviewed errors and what was lacking in the previous studies, collected experts' opinions and made adjustment. Using the frame prepared through this process, it conducted a survey on study participants, the viewers, to see how it is perceived by them. Finally, it tried to find out the reasons why the audience felt that way through theoretical reviews and applications.

The Study on Cooperative Roles between K-Pop and Applied Music (K-Pop과 실용음악의 상호보완적 역할에 관한 연구)

  • Ryu, Eun-Joo
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.412-425
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    • 2017
  • The success of K-Pop music industry continues as there is a new light shedding on the new Korean wave. There is a continuous discussion about the sustainability of the idol's dance music because of its limit in the uniform genre. As a solution to improve the quality of K-pop music, researchers said to supplement it through the change of educational system in the applied music. However, research into how much the education of applied music is contributing to the continuous success of the K-Pop music industry and how each industry is affecting each other was inadequate. Therefore, this study will understand the association between the K-Pop and the applied music, and look into ways that can act as a mutual supplementation for both fields. Subjects of analysis included performing artists, composers, arrangers, lyricists, and singers for songs within the top 100 of the digital total ranking for the past three years in the Gaon chart which is the official music chart for Korea. Then, the study apprehended how many of those subject had relations with the applied music and their activity frequency. As a result, there were a considerable number of K-Pop performers, at 41.74%, who also majored in the applied music. To continue to tendency of Korean wave and develop the Korean popular music, this study will explore roles each industry should cooperate in the future. There were the formation of social atmosphere for increase of consumer's needs to diverse K-pop music and change of education for training its human resources that K-pop industry demand.

Vitalization Strategy Research of Private Modern Dance Organizations: Centered on The Importance of Experts and Urgency Assessment (민간 현대무용단의 활성화 전략 연구: 전문가 중요도 및 시급성 평가를 중심으로)

  • Kim, Gyu-Jin
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.527-538
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    • 2020
  • This research measures the urgency and importance listening to experts' opinions as a proposal for vitalization of folk modern dance groups. Firstly, the open type FGI(Focus Group Interview) was implemented for five groups of an expert by applying the new industry foster theory, and total 24 types of second questionnaire were developed through importantly referred or repeated contents. They were distributed to 20 people including a dance group representative, a planner, a university professor and etc to measure experts' importance and urgency. In the research result, For big list, Financial aid for both importance and urgency appear first, and for comparative analysis of importance and urgency for small list, differences in infrastructure construction are shown. "expansion of dance program's advertisement channels" and "rank 1" appeared in "Secure space for dancers". Suggestions for analyzing such results are as follows. It is shown that "detailed financial aid for the operation of dance groups" and etc in the aspect of financial aid, "the employment of professional human resources including design and producing etc" in that of performance and education related production development, "training a dancer who can assimilate a complex genre" in that of manpower training, "arrangement of exclusive space for a dance group" in that of infrastructure building, and "the employment of professional human resources including design and producing etc" in that of consulting support are important and urgent matters considered by experts.

Descriptive Characteristics of the Label Texts Related to Earth Science: Toward Educationally Meaningful Communication (교육적으로 유의미한 의사소통을 위한 지구과학 관련 전시 라벨의 서술 특징)

  • Kim, Chan-Jong;Park, Eun-Ji;Yoon, Sae-Yeol;Lee, Sun-Kyung
    • Journal of the Korean earth science society
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    • v.33 no.1
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    • pp.94-109
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    • 2012
  • The purpose of this study is to analyse the descriptive characteristics of the label texts related to Earth Science at a science museum and a natural history museum in Korea. The data were collected from Korean National Science Museum and Seodaemun Natural History Museum. The analysis framework was modified according to the Systemic Functional Linguistics. As a result, characteristics of the labels are 1) mostly declarative sentences, 2) appropriate amount of scientific information, and 3) mainly 'facts'. Moreover, all of the text genre are 4) 'logical expositions'. Particularly in Korean National Science Museum, the labels present 5) more scientific words among the entire terminologies and 6) more than half subjects omitted or long nominalized. Those results may imply that the labels can lead one-way communication regarding the culture of science rather than two-way. This study presents the descriptive characteristics of the label texts to make educationally meaningful communication possible by building an open structure between visitors' own culture in everyday life and the culture of science.

A Systematic Review of the Effects of Music Interventions on the Psychological and Emotional Well-Being of Adolescents With Internet Addiction (음악중재가 인터넷 중독 청소년의 심리·정서 반응에 미치는 영향에 관한 체계적 문헌고찰)

  • Yoon, Eun Jeong;Park, Hye Young
    • Journal of Music and Human Behavior
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    • v.16 no.2
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    • pp.79-108
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    • 2019
  • The purpose of this study was to systematically examine the effects of music interventions on the psychological and emotional well-being of adolescents with Internet addiction. Electronic databases were searched for combinations of terms related to adolescents, Internet addiction and related disorders, music intervention, and psychological and emotional outcomes. A total of nine studies that were published between 1995 and 2018 were identified and included in the final analysis. Among the included studies, six studies targeted middle school students and included both males and females. For outcome variables, anxiety and self-control were most frequently targeted. The most frequently used genre of music was popular Korean songs. In terms of intervention effects, the studies that used songwriting as a therapeutic technique showed positive results. Only four studies reported a rationale for their interventions and linked interventions to the target goals. This study discusses how music therapy interventions for adolescents with Internet addiction should be designed to effectively address the psychological and emotional issues of this young population.