• 제목/요약/키워드: music video

Search Result 215, Processing Time 0.026 seconds

A Qualitative Study on Pansori Learning Using Voice Bulletin Board System (음성 게시판을 활용한 판소리 학습 효과에 대한 질적 연구)

  • Kang, Eui-Sung;Jung, Yoo-Hwa
    • Journal of The Korean Association of Information Education
    • /
    • v.6 no.3
    • /
    • pp.308-316
    • /
    • 2002
  • In this paper, a learning method of Pansori using voice bulletin board system is introduced. Also, the influence of the proposed approach on learners is analyzed by qualitative methods such as participatory observation, interview and video recording. The results of the qualitative analysis shows that the proposed approach can be effectively applied to Pansori learning. Futhermore, it can be seen that learners have a great interest in Korean traditional folk music.

  • PDF

Automatic Music Video Generation using the multi-level temporal segment matching (다중레벨(Multi-Level) 분할 매칭을 이용한 뮤직비디오 자동 생성)

  • Yoon Jong-Chul;Lee In-Kwon
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2006.06a
    • /
    • pp.94-96
    • /
    • 2006
  • 뮤직 비디오란 주어진 음악과 비디오가 동기화 된 형태의 창작물을 뜻한다. 기존의 뮤직비디오 제작방식에서는 만들어진 음악을 위해 영상 촬영에 전문적인 촬영 기술을 요구하였다. 본 논문에선 보다 쉬운 뮤직비디오 생성을 위하여 비디오와 음악의 특성을 분석하여 자동적인 뮤직비디오 생성시스템을 소개한다. 두 개체의 연속성을 보장하는 비교를 위해 우리는 각각의 객체의 흐름을 분석하고, 흐름의 유사성을 기준으로 분할하는 기법을 제시한다. 분할된 영상과 음악의 특성 비교를 통한 최적화된 매칭기법 을 비롯하여 보다 다양한 조각 생성을 위한 다중 레벨(multi-level)분할 기반의 매칭 기법을 소개한다. 본 논문의 기술을 사용하여, 일반인이 홈비디오 등을 사용하여 손쉽게 뮤직비디오를 제작할 수 있다.

  • PDF

Derivation of Success Factors Gangnam-style music video in the framework of CPNT Model (CPNT모델측면에서의 강남스타일 뮤직비디오 성공요인 도출)

  • Chae, suman;Song, Kyungseok;Lee, Jungmann
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2013.05a
    • /
    • pp.413-414
    • /
    • 2013
  • 본 연구는 C.P.N.T측면에서 싸이의 뮤직비디오 그리고 문화적인 요소의 성공요인들에 대해서 분석했다. 연구결과, 싸이의 뮤직비디오에는 재미, 유머, 음악과 춤의 반복성 등 창의적인 콘텐츠를 보여주었으며, 플랫폼으로는 YG의 유투브 직접 제작 참여로 수용자의 시청에 부담 없게 접근이 용이하게 고화질 저용량으로 보급하였습니다. 네트워크측면에서는 트위터와 페이스북과 같은 다양한 서비스를 통하여 빠른 속도와 장소에 구애받지 않고 유통망을 형성했으며, 매스미디어 NBC방송에 유투브 영상이 소개됨으로 싸이의 뮤직비디오와 음악이 단순한 UCC영상의 평범함에서 대중적이고 혁신적인 상징의 이미지로 급부상하게 된다. 또한 아이패드, 스마트폰, N스크린 등 많은 터미널을 통해 싸이의 강남스타일 뮤직비디오와 음악은 수용자의 시각과 청각을 만족시켜주어 성공하게 된다.

  • PDF

Network Configurations and Characteristics of the KOREASAT Satellites' Services (무궁화위성 서비스망의 구성과 특성)

  • Chung, Sang-Wook;Yang, Sang-Jin
    • IE interfaces
    • /
    • v.9 no.3
    • /
    • pp.22-33
    • /
    • 1996
  • The KOREASAT satellite, the first Korean commercial communication and broadcasting satellite, has been launched in August 1995, and has started to provide the communication and preliminary broadcasting services, respectively, in March and July 1996. In this paper the network configurations and characteristics of the services which the KOREASAT satellite provides are described. The services, which are provided by the KOREASAT satellite with its twelve communication and four broadcasting transponders, are the direct broadcasting service, the video relay service including the TVRO, SNG and TV/CATV program distribution, the company-wide communication service including VSAT and TSAT, and the other services with the digital line, trunk relay, telephone line, mobile data, music broadcasting services, etc. A communication transponder has the 36MHz bandwidth and 14W output power, and a broadcasting transponder has the 27MHz bandwidth and 12OW output power.

  • PDF

The Development of UCC Production App for Sharing on the SNS (SNS 공유를 위한 UCC 제작 앱 개발)

  • Jang, Eun-Gyeom;Kim, Jung-Eun;Kim, Hyeong-Seok;Lee, Kyong-Min;Choi, Kyung-Hoon;Lee, Da-Hee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.07a
    • /
    • pp.155-156
    • /
    • 2015
  • 대중화된 소셜 네트워크 환경에서 사용자가 제작한 콘텐츠를 빠르고 간편하게 공유할 수 있도록 하는 모바일 App을 개발하였다. 기존 사용자 영상 콘텐츠 제작 환경에서는 필요 이상의 소음과 잡음이 혼재하여 영상에서 풍기는 이미지의 감동을 저해하고 있다. 이러한 주의의 소음과 잡음으로부터 영상을 보호하도록 배경음악을 영상과 함께 재생하여 영상의 감동과 느낌을 사용자에게 전달하기 위한 App이다. 또한 소셜 네트워크 환경에 간편하게 업로드 할 수 있도록 페이스북을 통해 다른 사용자와 빠른 공유를 할 수 있다.

  • PDF

Development of the platform independent music streaming web services based HTML5 (플렛폼 독립적인 HTML5 기반의 음원 스트리밍 웹서비스 개발)

  • Choi, Jae-Sung;Kwon, Hang-Geul;Park, Si-Hong;Baek, Tae-San
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.11a
    • /
    • pp.955-957
    • /
    • 2014
  • HTML5에 들어서면서 웹서비스 구현에 보편적으로 사용되는 신기술들이 속속들이 나오고 있다. 브라우저 자체적인 그래픽 구현을 위한 Canvas/SVG, 멀티미디어와 관련된 audio, video, webaudio API 등이 추가되었고, 이로 인해 HTML5는 웹 환경에 더 빠르고 정교하며 편리한 인터페이스를 제공해 주었다. 이 중 아직도 표준화가 진행 중이거나 많은 브라우저에서 지원하지 않아 섣불리 사용 할 수 없는 기술들 또한 상당 수 존재한다. 본 논문에서 HTML5기술들을 활용하여 다양한 플랫폼에서 공통적으로 동작되는 플랫폼 독립적인 음원 스트리밍 웹서비스를 개발한다.

A Study on Cognition about Personal Broadcasting

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.9
    • /
    • pp.27-34
    • /
    • 2018
  • Personal media centered on blogs, Twitter, and Facebook has opened up a personal broadcasting area while meeting platforms such as YouTube and Africa TV. Due to the many advantages and disadvantages of personal broadcasting, a study on it was necessary and statistical survey was conducted. The study conducted opinion survey of 118 university students on personal broadcasting. As a result, we are getting news using smartphones and mainly watching videos through YouTube, and watching videos type in the order of games, music videos and sports. Satisfaction rate of video was 72.4%, 80.2% of survey did not use paid services, experiences about personal broadcasting was 96.6% and 90.5% of survey the prospect of person broadcasting of the opinion that "it will be expanded". The first thing we want to be improved in personal broadcasting is the prevention of abusive language and hate speech. Second, we were reluctant to sensational content. Third, the survey results are the improvement of excessive advertising.

Accepting Method in Classical Literature and Education ; Past, Present, and Future (고전문학의 향유방식과 교육; 과거, 현재, 미래)

  • Son, Tae-do
    • Journal of Korean Classical Literature and Education
    • /
    • no.37
    • /
    • pp.5-45
    • /
    • 2018
  • Today, in the case of literary works such as modern poetry, novels, 'literature production : literature acceptance' are relatively simple as 'writing : reading'. However, in classical literature, there are ways of 'singing, chanting, narrating, performing, public reading, writing : listening, reading.' Modern literary works such as poetry and novels are sole arts made up only of literature, but classical literature have many complex arts accompanied by music, theater, etc. In order to understand the way classical literature, it is necessary to consider music, theater, etc. also. There are a number of subjects to research today in relation to the accepting method of classical literature. There are such things at Hyang-ga (향가), Goryeo Sog-yo (고려속요), Sijo (시조) and Gasa (가사) in of classical poetry. There is a public reading in classical novels. There is securing video materialㄴ for narrators in oral literature. And there are Si-chang (시창. 詩唱) and aloud reading in chinese proses. 'Listening literature', such as the oral literature needs to have the A. Lord's 'formular theory' - 'formular' (general words), 'themes' (general subject), and 'improvisation.' It is the opposite of contemporary poetry and novels that value ' special words', 'special contents', and 'original text.' Classical literature with a great deal of 'listening literature' besides ' reading literature' needs to have this 'formular theory' too basically. In the case of 'excessive pornographic' oriented events in Goryeo Gayo (고려가요) and Pansori (판소리), a vision is required to set up a space for the realization of literature. The haman basic elements like a man and woman's body subject can be evoked as a literature means at open place for anonymous people. Unlike modern poetry and novels, which are 'reading literature', and contain only literature, classical literature have 'listening literature' besides 'reading literature', and have complex arts - classical poetry (literature and music), and oral literature (literature, music, theater etc.) These aspects are available to research modern mass media literature, which are all 'listening literature,' and all complex arts - pop songs (literature and music), movies (literature, drama, image, music etc.) and TV dramas (literature, drama, image, music etc.). Thus, a proper understanding and consideration of the accepting method is very important in understanding, researching and educating classical literature.

Study of Lyric Analysis Using a Mind-map on Parenting Stress in Mothers of Children with Disability (마인드맵을 활용한 노래가사분석(Lyric Analysis) 활동을 통한 장애아동 어머니의 양육스트레스 감소에 관한 연구)

  • Kim, Jin
    • Journal of Music and Human Behavior
    • /
    • v.7 no.2
    • /
    • pp.23-45
    • /
    • 2010
  • The purpose of this study is to determine the effects of lyric analysis using the mind-map technique on parenting stress of mothers with disabled children. Six mothers performed psychological tests to confirm the level of parenting stress. Participants attended a total of fourteen lyric-analysis using mind-map programs and the Questionnaire on Resource and Stress (QRS) was administered before the first session and after the last session. Results showed a significant difference (p<.05) in perceived parenting stress. Also positive changes were observed from video analysis of each session. Overall, this study suggests that the lyric analysis based on the application of mind-map may have the positive influence on the parenting stress of mothers raising disabled children.

  • PDF

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
    • /
    • v.6 no.2
    • /
    • pp.3-12
    • /
    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

  • PDF