• Title/Summary/Keyword: music contents

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A Study on the mixed using technic of arrangement in Korean Idol Music - Focusing on the analysis of TWICE's song - (한국 아이돌 음악 편곡에서의 기법적 혼용에 대한 연구 - 트와이스의 곡 분석을 중심으로 -)

  • Ryu, jae-hack;Chung, jae-youn
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.29-30
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    • 2019
  • 본 연구에서는 아이돌 음악 중 타 장르를 연상하게 하는 일부 기법이 혼용된 사례를 분석하였다. 해당 사례에 해당되는 곡 중 여러 차트의 10위권 이내에 기록된 트와이스의 'OOH-AHH하게'와 'Cheer up'으로 한정하였으며, 이 결과를 통해 아이돌 음악의 한 편곡의 특정 유형과 음악적 유행의 일정 부분을 파악할 수 있었다.

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A Study on the Improvement of Curriculum of Music College (음악대학 교과과정 개선방안에 대한 연구)

  • Kim, Hyeon-Su;Lee, Dong-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.151-152
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    • 2019
  • 본 연구는 음악전공생들이 졸업 후에도 음악 산업 내 다양한 분야에서 능력을 발휘할 수 있도록 국내 음악대학 교과과정 개선방안에 주요 목적을 두고 있다. 이를 위해 국내 음악대학 현황, 대학구조조정과 음악대학의 변화, 국내외 음악대학 교과과정과 관련한 선행연구를 실시하였다. 이 후 음악교육전문가 10인 대상으로 음악대학 커리큘럼에 대한 심층인터뷰를 수행하였으며 개선방안을 제시하였다.

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User's Emotional Experience Through the Retro Content Trend: A Case Study on the Answer me 1994 (Retro(복고) 콘텐츠 트렌드(Trend)를 통해 살펴본 사용자의 감성적 경험연구: <응답하라 1994>를 중심으로)

  • Shin, Dong-Hee;Kim, Tae-Yang
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.123-134
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    • 2014
  • Recently, the retro content emerges one of the highest topics in the cultural content area. This retro content has been exponentially expanded through the series of and the success of the series highlights the importance of content that can cause user's emotional experience. Along the line, this research tries to know how the retro contents draw user's emotional experience beyond the role of just user's recall for the past through the Answer me 1994 syndrome. As the result of factorial analysis for the user's emotional experience, five factories were classified: the emotional experiences by music, item, sensory, story and actors exposed in the drama. Also, the five emotional experience factories influence the relations between the viewers and retro content. Specifically, the factories for the emotional experiences are statistically significant to the viewer's satisfaction. They significantly influence the viewer's trust and attachment for the retro content as well. The influence for the emotional experience factors which affect to viewer's satisfaction are music, item, sensory, story, and actors in order. The influence on the trust about the retro content are music, sensory, story, item in order. On the other hand, the emotional experience by actors are not significantly affect to the trust for the retro content. Lastly, The influence for the attachment about the retro content are music, item, actors, sensory, and story in order.

The Effect of Selection Factors on the Consumers' Purchasing Decisions for Classical Music Performances: Focused on Different Types of Audience (클래식 음악공연의 소비자 선택요인이 구매의사에 미치는 영향에 관한 연구: 관객유형 중심으로)

  • Kwon, Hyeog-In;Kim, Hyun-Su;Choi, Yong-Seok
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.168-182
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    • 2016
  • The domestic market for performances and concerts is rapidly growing. However, despite of the various efforts to attract audience, the market still struggles in securing consumers for classical music performances. In this context, the following thesis first explores the factors that determine the choice of performances through open-ended questions to categorize the types of consumers based on the results. Then, effects of different factors of choices for each type of consumer are studied to find out how these factors affect the consumers' purchasing decisions. As a result, 35 factors out of the 40 factors were ultimately confirmed as the factors that determine the consumers' choice for purchasing classical music performances. Then, the 35 factors were classified into seven categories. Moreover, an empirical analysis showed that personal factors, factors regarding contents of the performance, information factors, environmental factors and marketing factors had significant effects on the consumers' purchasing decisions. The degree of influence of the factors for each type of audience varied. This study conclusively seeks to contribute to developing a more thorough marketing strategies for performance arts institutions and performance venues.

A Multi-Modal Complex Motion Authoring Tool for Creating Robot Contents

  • Seok, Kwang-Ho;Kim, Yoon-Sang
    • Journal of Korea Multimedia Society
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    • v.13 no.6
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    • pp.924-932
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    • 2010
  • This paper proposes a multi-modal complex motion authoring tool for creating robot contents. The proposed tool is user-friendly and allows general users without much knowledge about robots, including children, women and the elderly, to easily edit and modify robot contents. Furthermore, the tool uses multi-modal data including graphic motion, voice and music to simulate user-created robot contents in the 3D virtual environment. This allows the user to not only view the authoring process in real time but also transmit the final authored contents to control the robot. The validity of the proposed tool was examined based on simulations using the authored multi-modal complex motion robot contents as well as experiments of actual robot motions.

Effect Analysis of OSMU on Entertainment Contents Export in East-Asia Market (아시아 시장에서 엔터테인먼트 콘텐츠 수출의 One Source Multi-Use(OSMU) 효과분석 - 일본.중국.대만.홍콩 시장을 중심으로 -)

  • Lee, Chan-Do
    • International Commerce and Information Review
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    • v.9 no.1
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    • pp.427-449
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    • 2007
  • The question of what our cultural goods might have known in a major exporting market, has intrigued investigators since 2000 year. Actually, Maybe Korean cultural assets just didn't have time to get to know International or Asia market. But now, a new euphoria can be tasted, on the lips of the small but growing Korean Contents Mania, as New Korean Wave-Crust begin to welcome the priciest contents from korea. Given Asian's surging population for our entertainment contents-drama, movie, music, character, etc., and the sense of a positive response its newly international market, it is hardly surprising. Now, Korea Wave must play an important roles in our country- economy, business, specially. This paper is seeking in OSMU on Korean Contents in East-North Asian Market, and is developing about Korean Wave study model. and It also points to a different strategy for exporting cultural contents, suggesting it should be effected for model to OSMU.

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'Youth from Inside to Outside' : A Comparative Study on the Reflected Relations between the Korean Young Generation and the Popular Music in 1990s and 2010s on the Basis of the Mimesis Theory ('청년 안에서부터 바깥으로' : 미메시스 이론을 근간으로 1990년대와 2010년대 청년세대의 저항 및 욕망과 대중음악의 연관성에 대한 비교 연구)

  • Woo, Jihye;Baek, Seon Gi
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.553-568
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    • 2018
  • Popular music is a spce where intrinsic desires and values of young people are well exposed in its process of production and consumption. Previous discussions of Korean youth and youth culture have been proceeding mainly in the sense of their resistances to older generation. However, this is limited in that it neglects the inherent microscopic characteristics of youth culture. The purpose of this study is to investigate what the signs and discourses of youth generation make and share in popular music, and how it relates to social context through the 'Mimesis' theory. As a result, the songs of the 1990s remarkably showed the resistance to the old generation in its narrative structure and have signs which expresses repression and uniformity. On the other hand, the songs of the 2010s have many fragmented signs which has been reconstructed into individualized discourse structure. It is assumed that the songs have been able to gain a lot of empathy and popularity from the young generation by visualizing emotions and desires experienced by themselves in the social context. Through this study, it suggests to pay attention to the sensitivity, desire and creativity of young people in music in the social and cultural context of the time.

Functions and Roles of Musical Vocal Coach (뮤지컬 보컬 코치의 기능과 역할)

  • Lim, Ji-hyun;Min, Kyung-won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.642-650
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    • 2018
  • Musical is produced by multiple specialists including director, writer, composer, lyricist, choreographer, music director, actors/actresses and so on. For the success of one musical, all the people with different background should demonstrate their creativities. The basic frame of a work is made by writer, composer and lyricist first unless it is a licensed musical. They are called as Creative Team, and also director, choreographer, actors/actresses and staff are called as Production Team. Both teams are collectively called as Creative Staff. Then, the secondary creative staff members may participate in the work depending on the production size, and each team can consist of the members such as music director, stage designer, sound designer and so on. The staff related to music in Creative Team of the musical is developed with the initiation from the music supervisor who decides the musical color and genre of the work, the fragmentation and the specialization. However, composer or music director takes these roles in charge in Korea. This study aims to establish the roles and concept of vocal coach according to the fragmentation of working process and to investigate their roles and needs in the domestic musical industry upon case analysis of musical production processes in overseas. The common things and differences in the roles and the functions between ordinary voice teachers and musical vocal coaches were analyzed and the cases of vocal coach in the Korean musicals were reviewed by the interviews. In addition, creative team system was reviewed in the Korean musicals.

Sound Visualization based on Emotional Analysis of Musical Parameters (음악 구성요소의 감정 구조 분석에 기반 한 시각화 연구)

  • Kim, Hey-Ran;Song, Eun-Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.104-112
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    • 2021
  • In this study, emotional analysis was conducted based on the basic attribute data of music and the emotional model in psychology, and the result was applied to the visualization rules in the formative arts. In the existing studies using musical parameter, there were many cases with more practical purposes to classify, search, and recommend music for people. In this study, the focus was on enabling sound data to be used as a material for creating artworks and used for aesthetic expression. In order to study the music visualization as an art form, a method that can include human emotions should be designed, which is the characteristics of the arts itself. Therefore, a well-structured basic classification of musical attributes and a classification system on emotions were provided. Also, through the shape, color, and animation of the visual elements, the visualization of the musical elements was performed by reflecting the subdivided input parameters based on emotions. This study can be used as basic data for artists who explore a field of music visualization, and the analysis method and work results for matching emotion-based music components and visualizations will be the basis for automated visualization by artificial intelligence in the future.