• Title/Summary/Keyword: music contents

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An Empirical Study Approach to Investigating Impact of 3D Stereoscopic Film's Customer Satisfaction (3D입체영화의 만족에 관한 탐색적 연구)

  • Yu, Eun-Ah;Hwang, In-Ho;Lee, Yu-Seon;Joo, Hui-Yeop
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.167-178
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    • 2011
  • This study is an empirical study approach to investigating impact of 3D stereoscopic film's customer satisfaction. Using conventional methods, there were identified 3D stereo films's factors that character, story, dialogue, music, and 3D technical factors. And There were trying to analyze the impactive gaps of 3D stereoscopic film's customer satisfaction between high participation and low participation of customers about 3D film's. The results of this study can be summarized broadly as follows. First, the story and 3D technical factors was high-impact of customer's satisfaction at watching the 3D films. Second, 3D technical factors were highly correlated with customer satisfaction at the low participation group. And 3D technical factors and story were highly correlated with customer satisfaction at the high participation group. The conclusion is expected to provide useful suggestions about the selection of variables at the future 3D film study.

Real-time Orchestra Method using MIDI Files (MIDI파일을 이용한 실시간 합주 기법)

  • Lee, Ji-Hye;Kim, Svetlana;Yoon, Yong-Ik
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.91-97
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    • 2010
  • Recently, Internet users have an interest about Social Media Service in Web2.0 environment. We suggest the orchestra service as social media service to meet user satisfactions in changed web environment. We accept a concept of the MMMD (Multiple Media Multiple Devices). In other words, Internet users listen to the music not only one device but multiple devices. Each one of multiple devices can play a sound source under earmark instruments for providing users with actual feeling like an orchestra. To meet the purpose, we define 3 steps. First, we separate the sound source based on instrument information. Second, we exact the suitable sound source for play orchestra. In final step, the sound source transmits to each suitable playing device. We named the 3 step for AET process. Beside we suggest synchronization method using rest point in the MIDI file for control sound sources. Using the AET process and synchronization method we provide the orchestra service for meet user's satisfactions to users.

Effect of Cellular Phone User's Self Image to select Ring-Tone and Ring-Back-Tone (휴대전화 이용자 자아이미지가 벨소리와 통화연결음 선택에 미치는 영향)

  • Yang, Soung-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.182-193
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    • 2012
  • Recent growth of ring-tone and ring-back-tone download market as the derived market of cellular phone yields the new trend in music consumption from listening to display. This means that consumer purchase the ring-tone and RBT not for his appreciation but for counterpart's consumption, in a word, conspicuous consumption. Study aims at questions on whether cellular phone user can perceive the ring-tone and RBT's brand personality and how they express their self-image via ring-tone and RBT. Survey was administered for 196 college students who is dominant purchase group of market segment. Hypotheses are such as : congruity of self image and brand personality of ring-tone and RBT. Through the T-test, findings said that user's extrovert self image are not led to ring-tone's extrovert brand personality and user's introvert self image are not led to introvert ring-tone's brand personality of ringtone. same result was applicable to RTB. Cellular phone user's purchase behavior are different from those of product and service.

A Recommender System Using Factorization Machine (Factorization Machine을 이용한 추천 시스템 설계)

  • Jeong, Seung-Yoon;Kim, Hyoung Joong
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.707-712
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    • 2017
  • As the amount of data increases exponentially, the recommender system is attracting interest in various industries such as movies, books, and music, and is being studied. The recommendation system aims to propose an appropriate item to the user based on the user's past preference and click stream. Typical examples include Netflix's movie recommendation system and Amazon's book recommendation system. Previous studies can be categorized into three types: collaborative filtering, content-based recommendation, and hybrid recommendation. However, existing recommendation systems have disadvantages such as sparsity, cold start, and scalability problems. To improve these shortcomings and to develop a more accurate recommendation system, we have designed a recommendation system as a factorization machine using actual online product purchase data.

The Effect of Classic Live Streaming Performance's Service Quality on Viewer Satisfaction and Purchase Intention of On-site Performance (클래식 라이브 스트리밍 공연의 서비스 품질이 시청만족과 현장공연 구매의도에 미치는 영향)

  • Kim, Sung-Kyung;Limb, Seong-Joon
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.60-72
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    • 2020
  • The recent surge in live streaming has also changed the market for classical performing arts. Now more than just recording live performances, content specific to live streaming platforms is being produced, and live streaming is emerging as a new alternative to promoting and enjoying classical performances. Therefore, this study empirically analyzed the effect of service quality factors of the classical live streaming performance on the viewer satisfaction and the purchase intention of the on-site performance over the data collected from 198 viewers. Results suggest that, among the service quality factors of the classic live streaming performance, video content, convenience, and price, except for real-time interaction, affected the viewer satisfaction, and viewer satisfaction in turn affected the purchase intention of the on-site performance. Thus the publicity effect of live streaming for classical performing arts seemed to be proved.

A Content-based Audio Retrieval System Supporting Efficient Expansion of Audio Database (음원 데이터베이스의 효율적 확장을 지원하는 내용 기반 음원 검색 시스템)

  • Park, Ji Hun;Kang, Hyunchul
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.811-820
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    • 2017
  • For content-based audio retrieval which is one of main functions in audio service, the techniques for extracting fingerprints from the audio source, storing and indexing them in a database are widely used. However, if the fingerprints of new audio sources are continually inserted into the database, there is a problem that space efficiency as well as audio retrieval performance are gradually deteriorated. Therefore, there is a need for techniques to support efficient expansion of audio database without periodic reorganization of the database that would increase the system operation cost. In this paper, we design a content-based audio retrieval system that solves this problem by using MapReduce and NoSQL database in a cluster computing environment based on the Shazam's fingerprinting algorithm, and evaluate its performance through a detailed set of experiments using real world audio data.

Creative Industry Digital Transformation Case Study: Market Reorganization Strategy and Platform (창작 산업 (Creative Industry) 디지털 트랜스포메이션 사례연구: 시장재편전략과 플랫폼중심으로)

  • Lee, HoGeun;Lee, SeoYoung
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.177-188
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    • 2020
  • In the digital world, creative industries such as music, movies, and drama have been the most impacted by digital transformation. As these contents were converted to a digital format of 0s and 1s, the business model changed and so did the rules of competition in the market. Apple, Spotify, and Netflix were quick to ride the digital transformation wave to become market leaders in the creative industry. This study reviews case studies in the creative industry to grasp the important factors necessary for market restructuring using digital technology. It was found that companies that set visions, platform, and open innovation as business strategies were able to achieve critical mass and become market leaders. These three elements are commonly found in the contents industry. On the other hand, companies that did not embrace digital innovation have become victims of digital darwinism. By analysing the experience of digital product innovation through case studies in the creative industry, we can derive implications for digital transformation in the 4th industrial revolution.

Study about Form Conversion and Scene Conversion in the Metamorphosis, Animation (메타모포시스, 애니메이션에서 관찰되는 형태변화와 장면전환에 관한 연구)

  • Lee, Se-Jung;Jung, Hae-Kyung
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.563-571
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    • 2007
  • The meaning of 'Metamorphosis' is transformation or disguise. It also means the process of modification from 'Image A' to 'Image B'. 'Metamorphosis' which has derived from many race's myth shows the various field of 'Literature', 'Music' and 'Art'. Through the development of cinematography, the still image in 'Film' and 'Animation' could be combined with time and the process of 'Metamorphosis' has been observed. Specially individual and fantastic forms in animation have created by many animators, because every factor of individual image in animation could be transformed and modified. And 'Metamorphosis' shows the sector of metaphor which is based on narration and the functional scene conversion in animation. 'Metamorphosis' which includes magical and fantastic character also provides the hilarious effect and the special film language to us.

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The Relationship of Cheongsanbyeolgok in Goryeo Dynasty and Gangbo in Joseon Dysnaty (고려 <청산별곡>과 조선 <강보>의 관계)

  • Chung, Kyung Rhan
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.81-91
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    • 2013
  • Chongsanbyeolgok is one of Goryeo songs which might be composed in Goryeo dynasty, the composer of which is not known as well as other Goryeo songs. Balsang songs is structured with eleven songs that has been composed newly by King Sejong in Joseon Dynasty for using at Jongmyo (royal ancestral shrine), Johoe (royal audiences), performance, Gangbo is one of 11 songs in Balsang. In Sejongsillok, it is written that Balsang was composed by taking the melody and rhythm of gochwiak (processional music) or hyangak. Thus, it is interesting to know how gochwiak and hyangak, especially Chongsanbyeolgok affected structure and rhythm of Gangbo. As an analytical result of Gangbo and Chongsanbyeolgok, Gangbo consisted of 48 Haeng(line) repeated Chongsanbyeolgok's melody (10 Haeng) by three times. That is, 1-16, 17-32, and 33-48 Haeng of Gangbo excerpted from Cheongsanbyeolgok's melody, and those melodies of Gangbo are same or similar to Chongsanbyeolgok. In this report, Gangbo, one of Balsang's musics in Jos대n Dynasty is proven to be excerpted from the melody of Chongsanbyeolgok in Goryeo Dynasty and repeated.

Creation of Operatic Narrative - Comparative Study of Murger's Novel 『la vie de bohème』 and Puccini's Opera <la bohème> (뮈르제 소설 <보헤미안의 생활 정경>과 푸치니 오페라 <라보엠>의 비교를 통한 오페라 담론의 창작 원리 연구)

  • Kim, Hak-Min;Kim, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.72-80
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    • 2013
  • A common fallacy found at opera works is to lean either toward 'opera as drama' or toward 'opera as music'. One of the historical examples of opera creation to overcome this fallacy is Puccini's $\grave{e}$me>. The composer Puccini and the librettists, Illica and Giacossa, found balance between these two extreme poles, which was made possible by keeping the color of the original novel "scenes de la vie de boh$\grave{e}$me" and simultaneously by reconstructing the most operatic characters and story. Their strategies, which can be summerized as 'simplification', 'romanticization and re-creation of characters', and 'realistic description of original atmosphere'. There strategy of adaptation and the 'episodic' feature as the outcome can be a good example for creators of new opera works.