• Title/Summary/Keyword: music contents

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A Basic Study on the Field-Experience Learning Programs Development for the Activation of School Environmental Education (학교 환경교육 활성화를 위한 현장체험 학습프로그램 개발에 대한 기초 연구)

  • Kim, In-Ho;Nam, Sang-Joon;Lee, Young
    • Hwankyungkyoyuk
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    • v.12 no.1
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    • pp.294-310
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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 subject 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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The Study of Comparing Korean Consumers' Attitudes Toward Spotify and MelOn: Using Semantic Network Analysis

  • Namjae Cho;Bao Chen Liu;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.1-19
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    • 2023
  • This study examines Korean users' attitudes and emotions toward Melon and Spotify, which lead the music streaming market. We used Text Mining, Semantic Network Analysis, TF-IDF, Centrality, CONCOR, and Word2Vec analysis. As a result of the study, MelOn was used in a user's daily life. Based on Melon's advantages of providing various contents, the advantage is judged to have considerable competitiveness beyond the limits of the streaming app. However, the MelOn users had negative emotions such as anger, repulsion, and pressure. On the contrary, in the case of Spotify, users were highly interested in the music content. In particular, interest in foreign music was high, and users were also interested in stock investment. In addition, positive emotions such as interest and pleasure were higher than MelOn users, which could be interpreted as providing attractive services to Korean users. While previous studies have mainly focused on technical or personal factors, this study focuses on consumer reactions (online reviews) according to corporate strategies, and this point is the differentiation from others.

A Study on Remote Automatic Flipped System for Music Score Based on IoT (사물인터넷(IoT)기반한 원격 악보 넘기기 시스템 연구)

  • Kang, Ki-ho;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.259-267
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    • 2018
  • In this study, we study the system to remotely transmit musical score based on Internet of Things(IoT). When musicians play music, they occasionally use the instrument and the musical score at the same time. At this time, the degree of immersion in music is reduced. In order to solve this problem, this paper proposes automatic sheet page turning system based on Internet of Things(IoT). The system can be remotely adjusted using the foot without using the hand. The system consists of a Wireless Smart Button equipped with Bluetooth and an application capable of operating the Wireless Smart Button. The Wireless Smart Button used Arduino based open source. We designed an application(App) to utilize it and proposed an intuitive UI.

The present and prospect of Online Video, Music service and Media Usage (온라인 동영상, 음악서비스 및 미디어 이용 현황과 전망 - 20대 대학생을 중심으로)

  • Kim, Sun-Jin
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.137-144
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    • 2015
  • This study tried to anticipate the near future changes of domestic online video, music service and media usage through the status quo. The research group was focused on the twenties, University students because they are the active media contents users. It surveyed the students in Busan, and used the method of descriptive statistics analysis for the understanding of the present state and near future prospect. This study shows that almost half of them use both services, and three people out of ten are the heavy users who use the services for over 3 hours a week. The streaming method is higher proportion than download method in using type. They are getting accustomed to pay contents cost, but it couldn't be said the paying content cost has been established. Preferred contents genre appears to be the RMC(Ready Made Contents) such as existing broadcaster contents and movies. Notable result on media usage was the proportion of the so-called 'Zero-TV'. It was 32%, significantly higher than the proportion of the total population(4.4%). Integrating the analysis results, we can expect that the usage pattern will be changed gradually, thus the advent of various revenue models will emerge.

A Research of Learning Assessment, Learning Flow, Learning Satisfaction of Elementary School Music Classes Utilizing Rhythm Action Game based on the Smart Device (스마트 디바이스 기반 리듬액션 게임을 활용한 초등학교 음악 감상수업에서의 학습 평가, 학습 몰입, 학습 만족 연구)

  • Kwak, So-Jung;Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.113-122
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    • 2012
  • This study is focused on the effect and satisfaction of Education of Music Appreciation by utilizing music game. In order to come up with the result, the study has conducted an experimental comparison using 107 male and female 4th grade students at G-elementary school in Gyeonggi-do. As a result, the class that teaches with the game has relatively higher learning assessment, study involvement and in particular, has a significantly increased satisfaction level than the class that only uses music appreciation. In addition, it analyzes that study involvement and satisfaction has an effect on learning assessment. The results of this research deemed to contribute direction of planning on learning contents by applying Smart Devices in regular school classes.

A Study for Creation of Identity of K-Pop: Focusing on Westernization of Korean Traditional Rhythms, Samulnori (K-Pop의 정체성 창출을 위한 연구 - 사물놀이 리듬의 세계화를 중심으로 -)

  • Lee, Bong Jae
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.269-305
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    • 2016
  • in the conclusion, appealing ways of expression regarding a wider and more variated range are to be tested and it is stressed the necessity of this to be shown to the general public through an ongoing constructive research on the originality of contents arising from the diversity of music genres And, concerning dance music, it is also pointed out the necessity of in-depth research on the rhythms that take into account the universal emotions of the general public to create diverse music that harmonizes with the dance and can be enjoyed by all. In the world of music, just a simplest attempt can bring about many changes. Depending on the identity of those who lead it, that change's appearance or shape may also be different. Moreover, changes arisen from testing simplified rhythms will let experts to create new music. K-Pop is to test, more than anything, diverse strategies and new changes to be selected by such a wide public. However, such changes ought not to degenerate into mere imitations and can neither become obsolete. The reason lies in the fact that the current efforts for the sake of diversification and creativity of K-Pop genre might well remain as the traditional elements of the K-pop of the future.

Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.1-6
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    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.

Development of Evaluation Tool on Music Casting Based on Customer Experience (고객경험을 기반으로 한 인터넷 음악 방송 사이트 평가도구의 개발)

  • 박수정;김현정;변진식
    • Archives of design research
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    • v.17 no.2
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    • pp.289-300
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    • 2004
  • Recently, web casting on the internet has been expanding in number and size. Web Casting is different from the conventional television broadcasting since it can transmit various types of information through multimedia and it also can include interaction between users and broadcasting server. User experience by interaction becomes more important. Therefore, it is needed to win over customers by supplying satisfied experience through creative and different services, especially when there are consider competitions among music casting sites. In order to know how to make customers satisfied, we have to try to inspect what real customers in the Web Sites are acting and thinking, namely 'customer experience'. The 'customer experience' means every experience what users are expecting, doing, thinking and feeling when they stay in the Web site and online. In this thesis, the evaluation Guideline for music casting websites is developed by understanding customer experience on the music casting websites. The process of understanding customer experience was implemented through user observation methods, such as web Diary, group interview, and questionnaire. As a result of the study, 67 evaluation Guidelines with weight rate in 6 categories which are searching music, listening music, music video, music broadcasting, music mailing and other contents are developed. It can be used to analyze strengths and weakness of music casting sites and to establish business strategy for the more satisfied customer experience.

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Authoring Tool of Musical Slide Show MAF Contents

  • Sabirin Muhammad Syah Houari;Kim Mun-Churl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.289-295
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    • 2006
  • The Musical Slide Show MAF, which currently being standardized by MPEG, conveys the concept of combining several established standard technologies in a single file format. It defines the format of packing up MP3 audio data, along with MPEG-7 Simple Metadata Profile and MPEG-21 Digital Item Declaration metadata; with JPEC images and optional text, and synchronizes them all together to create a slideshow of JPEC image data associated to MP3 audio data during the audio playback. The implementation of Musical Slide Show MAF can be a music karaoke file where users can sing along while listening to the music, view the JPEG slideshow and reading the lyrics; or a story-telling file where users can listen to the narrated story by looking at the related illustration slideshow of the story In this paper we present the tool to producing the Musical Slide Show MAF contents. Regardless the knowledge of user on the MAF file format, the authoring tool simplify the manner of packaging several multimedia contents into single file.

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A Study on Recommendation System Using Data Mining Techniques for Large-sized Music Contents (대용량 음악콘텐츠 환경에서의 데이터마이닝 기법을 활용한 추천시스템에 관한 연구)

  • Kim, Yong;Moon, Sung-Been
    • Journal of the Korean Society for information Management
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    • v.24 no.2
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    • pp.89-104
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    • 2007
  • This research attempts to give a personalized recommendation framework in large-sized music contents environment. Despite of existing studios and commercial contents for recommendation systems, large online shopping malls are still looking for a recommendation system that can serve personalized recommendation and handle large data in real-time. This research utilizes data mining technologies and new pattern matching algorithm. A clustering technique is used to get dynamic user segmentations using user preference to contents categories. Then a sequential pattern mining technique is used to extract contents access patterns in the user segmentations. And the recommendation is given by our recommendation algorithm using user contents preference history and contents access patterns of the segment. In the framework, preprocessing and data transformation and transition are implemented on DBMS. The proposed system is implemented to show that the framework is feasible. In the experiment using real-world large data, personalized recommendation is given in almost real-time and shows acceptable correctness.