• Title/Summary/Keyword: music contents

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Design to iOS Based Music Contents Service Application Data Management System Using Sqlite (Sqlite를 이용한 iOS기반 음악 컨텐츠 서비스 애플리케이션 데이터 관리 시스템 설계)

  • Kim, Hyo-Min;Yang, Young-Kyu
    • Annual Conference of KIPS
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    • 2012.11a
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    • pp.1249-1251
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    • 2012
  • 다양한 유저들이 이용하는 스마트폰의 애플리케이션 내에서 데이터베이스를 활용하여 애플리케이션 사용 중에 기록해야할 데이터를 효율적으로 관리한다면 사용자에게 더 개선된 서비스를 제공할 수 있다. Sqlite 데이터베이스는 이러한 작은 단위의 애플리케이션 내에서 효율적으로 데이터를 관리할 수 있는 데이터베이스 시스템이다.

A Development of Application of Navigation based on Windows CE (Windows CE 기반의 Navigation 부가기능 개발)

  • Ha, Kyeoung-Ju;Ku, Kyomin;Lee, Young Hwa
    • Annual Conference of KIPS
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    • 2009.04a
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    • pp.1226-1229
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    • 2009
  • 본 연구개발은 Windows CE 기반의 Navigation에 탑재될 부가 기능의 개발을 목표로 한다. Music Player, Photo viewer, World clock, Calendar, Currency/Unit converter, Calculator로 구분되는 각각의 기능을 개발하고, 이를 네비게이션에 장치에 탑재하여 네비게이션의 활용도와 가치를 높이고자 한다.

Study on Film Music for and (영화 <메리 포핀스>와 <메리 포핀스 리턴즈> 영화음악 분석 연구)

  • Hwang, Jin-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.55-68
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    • 2021
  • The purpose of this study is to analyze the characters and narratives of series films and to extract corresponding elements of film music to compare and analyze how musical elements were utilized. The scope of the study was analyzing the story structure and characters of the films "Mary Poppins" and "Mary Poppins Returns" and the corresponding film music. After comparing the contents of the film "Mary Poppins" and "Mary Poppins Returns," the film matched the film music equivalent to the similar scenes of the two films. As a result, seven of the 11 songs of "Mary Poppins" overlap with those used in similar narratives of "Mary Poppins Returns", and eight songs overlap in "Mary Poppins Returns". Seven songs from "Mary Poppins" and eight songs from "Mary Poppins Returns" can be divided into nine scenes in total when connected to a common narrative. Among them, "A Spoonful of Sugar" from "Mary Poppins", "Jolly Holiday", "A cover is not the Book" from "Mary Poppins Returns" and "Triple light fantastic" were overlapping songs with narratives. Based on this, it analyzes leitmotiv film music, focusing on characters from the films "Mary Poppins" and "Mary Poppins Returns." The common leitmotivs in the two films are Mary Poppins leitmotiv, Lesson leitmotiv, Lullaby leitmotiv, World leitmotiv, Chimney Sweeper leitmotiv, Up & Down leitmotiv, Chimney Sweeper leitmotiv, and Sky leitmotiv. The characteristic rhythm and pitch used in Mary Poppins leitmotivs were used in the overall song featuring Mary Poppins. Through this, the elements of music symbolizing Mary Poppins, a key figure, were matched to the films "Mary Poppins" and "Mary Poppins Returns" and modified according to the narrative flow. The analysis results of this work have theoretical significance in that it is necessary to analyze the narratives and film music of series films to discover common features and consider how they are matched in theoretical terms.

A Survey on the Necessity Developing of Popular Pansori Contents (대중적인 판소리 콘텐츠 개발 필요성에 관한 인식조사)

  • Kim, Ye-Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.600-609
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    • 2017
  • The purpose of this study is to investigate the perception of Pansori non-Specialist After reviewing the need for content development and conducting interviews with Pansori Specialist, the contents of popular Pansori contents It is aimed to derive basic data necessary for development. First, in order to examine the necessity of development of popular Pansori contents, 100 Pansori non-specialists surveyed through the experience of the same popular Pansori Contents revealed that the contents of popular Pansori showed a new aspect of Pansori and it is necessary to develop popular Pansori contents. it is necessary to secure popularity, fun and interest, Convergence with other genres, intrinsic troubles about Pansori, Expansion in to traditional arts, materials suitable for trends, development of lirics, language, music, and professional producers should be considered. Second, As a result of conducting interviews 31 Pansori Specialist in order to provide basic data necessary for the development of popular Pansori contents, its essential to develop popular Pansori contents. and analysis of the public, endless challenges and attempts, material development collaboration with professional worker and expansion.

Digital Contents Application using Intelligence (지능을 이용한 디지털 콘텐츠 응용)

  • Kim, Man-Ki;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.65-71
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    • 2009
  • The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.

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The Effects of Self-help Management Program for Post Stroke Patients at Home (재가뇌졸중 환자를 위한 자조관리 프로그램의 효과 연구)

  • Mun, Young-Hee
    • Research in Community and Public Health Nursing
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    • v.15 no.2
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    • pp.218-227
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    • 2004
  • Purpose: The purpose of this study was to determine the effects of 5 weeks self-help management program developed by Kim et al. (2000-b) and reinforced with music therapy for post stroke patients. Method: This was pre-experimental study and the subjects were 14 post stroke hemiplegic patients at home who were registered at the Gunsan Health Center. The program was applied for five weeks and two hours for each session composed of the preparation step, the main step and the finishing step. The contents of the program were ROM exercise, daily activity training, risk factors and aftereffects, nutrition management and stress management. To collect data, all subjects were questioned before and after the application of the program. Collected data were analyzed through frequencies, percentages, Wilcoxen signed rank test and Cronbach's alpha using SPSS-WIN program. Result: After the application of the self-help management program, a statistically significant increase was observed in the subjects' ability to perform activities of daily living (p=.039), ability to perform instrumental activities of daily living (p=.005), self-efficacy (p=.001), self-care behavior (p=.001) and quality of life (p=.001), and a statistically significant decrease was observed in depression (p=.012). Conclusion: The present self-help management program was found to be helpful in improving the subjects' physical and psychological functions after they were attacked by stroke, so to be an effective nursing intervention strategy for post stoke patients. Future researches need to reinforce and materialize music therapy and to develop and apply a self-help management program that includes not only post stroke patients but also their families. In addition, it is necessary to expand the scope of subjects and apply follow-up management in order to continue self-help meetings.

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A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

Analysis of Isomorphic Keyboard Layouts (동형 건반 배치의 분석)

  • Jho, Cheung Woon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.167-174
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    • 2018
  • The homogeneous key arrangement is a method of consistently arranging notes in a tile-shaped keyboard musical instrument, and arranging them in the same direction in the same direction on the neighboring keys in the same direction to enable a consistent musical arrangement. It has been used for a long time, but recently it has attracted attention by applying it to various modern musical instrument design and software instrument interface. There have been many different methods of deployment, but there are few studies on the existence of some or none of them. In this paper, we propose a classification method for such a key arrangement and analyze the relationship between them. This shows that there are far fewer types of homologous key arrangement than the known ones, and provided the basis of the study on the homogeneous key arrangement by providing a classification framework. Based on this, it is expected that more systematic analysis and research will be done and it will be used to develop various music interfaces. These studies will play a very important role in training students to understand the basic elements of pitch, harmony, harmony, and scales in music education games.

The Analysis of Current Status of Vinyl Record Industry in Korea: Focusing on Expert Opinion on Planning, Producing, and Distributing Vinyl Records (국내 LP(Long Play Records)산업의 현황 분석 - LP 기획·제작 및 유통 분야의 전문가 의견을 중심으로 -)

  • Kim, Ji In;Lee, Jin Woo
    • Korean Association of Arts Management
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    • no.60
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    • pp.37-68
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    • 2021
  • The purpose of this study is to understand the attractiveness of the vinyl record industry and derive implications by analyzing the structure of the industry. A few previous studies pay attention to the rapidly increasing demand for vinyl records, especially from a consumer point of view, and unlike the analysis of the consumption and vinyl record industry, this study focuses on the subjects of production and distribution of vinyl records. This paper collects data through in-depth interviews with experts in the vinyl record industry and various secondary data, which is analyzed by Porter(1980/2008)'s Five Forces Model. According to the analysis, the attractiveness of the vinyl record industry is positive in terms of the appropriate competitive strength in the industry and weak bargaining power of buyers, but negative in terms of the strong bargaining power of new entrants and substitutes. The outcome of this research has significance as basic data implying that companies that are trying to enter the vinyl record industry need to make strategic decisions.

Market condition of Digital contents through interviewing Experts in Business and Research Analysis about License of Individual Contents (전문가 인터뷰를 통한 디지털 콘텐츠 시장의 현황 및 개인 저작물 라이선스 보호에 관한 조사 분석)

  • Sohn, Bang Yong;Suh, Hye Sun
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.357-364
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    • 2014
  • There are lots of limits on preventing illegal transaction of digital contents by existing DRM(Digital Right Management) methods because of illegal download and share of contents, which is resulted from advanced information technologies, development of cloud services, and smart instruments. In the other hand, the number of creators based on one person, in the area of music, webtoon, digital magazine and video, is increasing. As a result, it is needed that the necessities of digital contents transaction under the condition of convenience and efficiency through licence and management of contents to protect copyright of contents and to increase the transaction of digital contents. Therefore how to promote the transaction of digital contents should be studied by way of research analysis of contents market through interviewing experts in business.