• Title/Summary/Keyword: music contents

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Pricing Strategy, Profit Sharing, and Market Structure in Digital Music Contents Industry (디지털 음악 콘텐츠 시장에서의 가격전략, 수익배분 및 시장구조)

  • Jang, Dae-Chul;Ahn, Byong-Hun
    • Journal of the Korean Operations Research and Management Science Society
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    • v.34 no.1
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    • pp.133-152
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    • 2009
  • This paper analyze the fee structures of digital music contents and the revenue sharing ratios that are now on-going debates in Korean digital contents industry. Especially we consider Korean situation where copyrighters and telecom companies have conflict of interest. We found two major results. First, the choice between the flat rate scheme and the usage-based rate scheme is not important to telecom companies and copyrighters. The important thing is that copyrighters should decide the revenue sharing ratio and given that telecom companies should decide the retail price. Consequently, this way can lead to win-win solutions between them. Second, the flat rate scheme affects the relationship between consumers and telecom companies. Under the flat rate scheme, telecom companies have more benefits than consumers. In the vertical integrated structure, particularly, this tendency is more severe.

Social fundraising for Indie label music production (소셜 펀드레이징을 통한 인디레이블의 제작사례 연구)

  • Yang, Inwha;Kim, Sangheon
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.229-230
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    • 2012
  • 국내의 대형 기획사 및 대기업 위주의 유통사들 사이에서 음반제작, 유통, 판매 등에 들어가는 비용을 인디밴드가 감당하기란 어려운 일이다. 이러한 문제의 대안의 성격을 가지고 소셜 펀드레이징으로 음반제작을 지원하는 프로젝트가 출현했다. 소셜 펀드레이징은 불특정다수로부터 후원을 받아 아이디어나 프로젝트를 성사시키고, 그에 따른 보상을 제공하는 것을 말한다. 본 논문에서는 2011년과 2012년의 SYM(Support your music) 프로젝트를 사례로 삼아, 한국 인디밴드의 음반제작에 있어 소셜 펀드레이징이 가지는 의의를 분석한다. 이것이 기존의 음반시장에서 대안이 될 수 있는지, 또한 그 한계는 무엇인지 알아본다.

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A Study on the change of documentary background music according to the digitalization of broadcasting (방송의 디지털화와 텔레비전 다큐멘터리 배경음악의 변화 -생산자의 심층인터뷰를 중심으로)

  • Lee, Hee Chung;Na, Misu
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.297-312
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    • 2014
  • By employing in-depth interviews with a total of 14 television producers, the study seeks to investigate how the use of documentary background music has changed in the rapidly evolving media technology. This study reveals two major findings. First, the use of traditional compositional background music in TV documentary has been decreased for the last 20 years, while library music with various sound sources has been more likely to be used due to its artistic value, its digitalized formats, and its convenience. Second, the popularity of the library music use has changed the cooperative relationship between TV documentary producers and music directors, and their views on background music. Overall, compared to the past, the new media technology (e.g., much easier, faster editing process and communication through e-mails) has helped to come up with the current trend of using more library music. This trend however implies that the dependency of library music only may lose the unique value of television documentary as a work of creative art and eventually downgrade the quality of the programs. Further practical implications are discussed.

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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A Study Animation on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 활용사례연구 -Game [Fly to The Music]을 중심으로-)

  • Kim, Hyeon;Lee, Nam-Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.302-309
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is "moving picture" and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called "Fly to the music" and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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EEG-based Analysis of Auditory Stimulations Generated from Watching Disgust-Eliciting Videos (혐오 영상 시청시 청각적 자극에 대한 EEG 기반의 분석)

  • Lee, Mi-Jin;Kim, Hae-Lin;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.4
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    • pp.756-764
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    • 2016
  • In this paper, we present electroencephalography (EEG)-based power spectra analysis and auditory stimuli methods as coping mechanisms for disgust affection and phobia. Disgust affection is a negative emotion generated from trying to eliminate something harmful to one. It is usually related to mental illnesses such as obsessive-compulsive disorder, specifically phobia and depression. In our experiments, participants watched videos on horrible body mutilation and disgusting creatures, with either the original sound track or relaxing and exciting music as auditory stimulation. After watching the videos with original sound track, the participants watched the same video with a different audio background, such as soothing or cheerful music. We analyzed the EEG data utilizing relative power spectra and examined survey results of the participants. The results demonstrated that disgust affection is decreased when participants watched the video with relaxing or exciting music instead of the original soundtracks. Moreover, we confirmed that human's brainwave reacts according to types of audio and sources of disgust affection.

A Systematic Approach to Environmental Education in Schools (학교 환경 교육의 체계적 접근 방안)

  • 최석진;신동희;이선경;이동엽
    • Hwankyungkyoyuk
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    • v.12 no.1
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    • pp.19-39
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    • 1999
  • Firstly, the goals and the domains of contents of environmental education was classified in order to systematize the contents of environmental education which would be taught in each subject. According to these goals and domains of contents, the contents of 10 subjects (Korean Language, Ethics, Social Studies, Mathematics, Science, Music, Arts, Physical Practicum(Technology and Heme Economics), English were analyzed. The norms in the analysis of the goals of environmental education by each subject were 4 domains: information and knowledge, skills, value & attitudes, & action and participation. The norms in the analysis of the contents of environmental education by each subject were 11 domains: natural environment, artificial environment, population, industrialization/urbanization, resources, environmental pollution, environmental preservation and measures, environmental sanitation, environmental ethics, environmentally sound and sustainable development(ESSD), and sound consumption life. As a result, it was found that all the 4 domains of goals in environmental education could come true. Furthermore, the goals of environmental education were found to be reached in the subjects of Korean Language, Music, Arts, Physical Education, Mathematics, English, etc., which had been thought to have nothing to do with environmental education. It was also found that the contents of each subject could deal with its own unique environmental contents. The result of this study can keep all subjects from overlapping in environmental contents, and can make the most of each subject's characteristics. Also, the result of this study will be referenced in developing the teaching and learning materials for environmental education according to each subject.

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