• Title/Summary/Keyword: music video

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Remediation Characteristics that Appear in the Change of MP3Player I : Re-mediation and Genealogical Change (MP3Player의 변화에서 나타나는 재매개적 특성 I : 계보적 변화와 재매개성)

  • Lee, Jin-Hyuk;Lee, Young-Chun;Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.59-68
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    • 2013
  • iPod Touch provided so various application software beyond the early music playback function, and enhanced its UI to the level of UX. Because of these, it was evaluated as innovative. In addition, even though various images were provided through the Internet, some people still classify MP3P as audio device in its product category. As for how audio device became video or image device and which factor contributed to such happening, there may be various factors, such as social, cultural, and technical change, other than fundamental change of medium itself. This study is regarding medium characteristics of MP3Player. In other words, this study classified genealogical changes, which can be categorized into 4 points. This study also analyzed the property of each point according to this classification. The result of analysis showed that there is a relation with technological as well as social context in such genealogical change in MP3player. Even though there are various elements in the change of a device, it can be suggested that the factors of genealogical change in MP3player are influenced by a totality of social needs and contexts and technical changes.

Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

The Study on the Application of Monotone in Contemporary Moving Image (현대영상에서 모노톤 활용에 관한 연구)

  • Kim, Seog-Jun
    • Cartoon and Animation Studies
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    • s.35
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    • pp.255-270
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    • 2014
  • There is a dazzling display of colors used in contemporary visual media. The flood of color image in films leads to the application of partial colors onto the monotonous image, which is one of the reverse phenomena in this field of visual media. Nowadays, it became possible to revise the colors of moving images through computer graphics, and the excessive use of colors has a tendency to make visual impact uninteresting. The attempt is applied in a variety of ways from making video commercials and music videos as well as films. In particular, the application of partial color in the monotonous image in films such as Schindler's List(1993) and Sin City(2005) gave scores of audiences a fresh shock and added the depth of moving image. The purpose of this study is to examine how the principles and properties of the color affect us and how the application of monotone shows its effectiveness in moving images. By analyzing various case studies, this paper will propose and validate the progressive value toward the application of moving images in combination in the future.

Design of Spontaneous Acoustic Field Reproducing System (II) (능동형 음장조성시스템의 설계(II))

  • Kook, Chan;Jang, Gil-Soo;Chon, Ji-Hyun;Shin, Yong-Gyu;Min, Byoung-Chul
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2006.05a
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    • pp.964-969
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    • 2006
  • The soundscape is a novel attempt to offer comfortable sound environments at the urban public spaces by adding pleasant sounds and removing unagreeable ones. Most important factors to be considered therein are to determine what kind of sounds to offer and how to adjust them to the changing circumstances. But nowadays, the audio system provided in the almost every urban public spaces is just only a PA system with CD player or radio broadcasting music, the provided sound is only intended by the operator. Furthermore, providing the soundscape which fits to the situation and the atmospheric conditions needs enormous effort and time, it is almost impossible with the existing PA systems which installed in the public spaces nowadays. Thus, the new sounds cape reproduction system was developed on the basis of the prior VAFSS(Virtual Acoustic Field Simulation System) systems, which has the artificial intelligence to read out the mood of the field and select the appropriate soundscape to reproduce. In this new system, various environmental sensors with standard voltage, current or resistance output are available simultaneously, and the monitoring with video and sound became available via the TCP/IP communication protocol. The update and control of this system can be very convenient, so the money, time and the effort of maintaining and providing soundscape on the public spaces can be enormously saved. This new soundscape reproducing system was named as Virtual Acoustic Field Simulation System II (V AFSS II).

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A Study on the Fashion of the New Generation in Korea - Focusing on the Influence of Japanese Popular Culture - (한국(韓國) 신세대(新世代) 패션에 관(關)한 연구(硏究) - 일본대중문화(日本大衆文化)의 영향(影響)을 중심(中心)으로 -)

  • Lee, Hee-Seung;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.6 no.1
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    • pp.83-101
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    • 2002
  • The purpose of this study is to observe the elements of Japanese popular culture portrayed in Korean new generation fashion at the current point of time, when Japanese popular culture is first being opened to Korea. And the another purpose is to look into the fashion consciousness of them, which is made up of these aspects. The new generation plays the leading role in further excelling the culture of our society. They are the generation of sense and sensibility, the generation of "me", the generation of information, and the generation of individuality. Even before Japanese popular culture was officially opened, the new generation was already accepting fashion, comics and animation, video games, music, broadcasting, food, etc. The Japanese cultural elements that show most in Korean fashion are street fashion and the fashion of celebrities. These are mostly brought in by fashion magazines, the internet, satellite TV, the new media of cable TV, and street shops. The aspects of Japanese popular culture in Korean new generation fashion are many and varied. Such examples in fashion are : vintage style, school-girl style, sexy causal style, black coordination, soft avant-garde style. It can be said that the fashion consciousness of Korean new generation could be placed in the following order. First, the variety of fashion. Next, the internationalism of fashion. Third, the information of fashion, and last, the play value of fashion. Interest has peaked in Japanese culture after the official opening, and this study has explored the very same aspects which can be seen in Korean new generation fashion. This study was meant to help make a responsible and sturdy new generation fashion culture which can help face the new millennium.

Digital Rights Management and Rights Language (디지털 저작권관리와 Rights Language)

  • 박정희;성평식;이기동
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.2
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    • pp.7-13
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    • 2003
  • The Internet presents a unique platform for disseminating digital content such as music, video, games, software, text, business and proprietary corporate information. It promises ubiquitous access, while at the same time fundamentally challenging the traditional rules of ownership and distribution of content. In such environment, safe protection and proper delivery of digital content would be a crucial requirement toward a new e-business model. Research on the Digital Rights Management (DRM) focuses on filling this functional vacancy of the market transition by providing a more viable business model based. XrML(eXtensible Rights Markup Language) provides a universal tool for specification of rights, fees, and issuing conditions(licenses) associated with the use and protection of digital content. ContentGuard has developed XrML to unify the Digital Rights Management(DRM) specifications and encourage interoperability. It seems that all working groups of DRM agree to use XrMl for their right description language.

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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 Study on the Influence of Connectivity and Convenience of Smartphones of Word-of mouth Intentions in the Convergence Era : Focused on the Mediating Effects of Application (융복합 시대 스마트폰의 접속성과 편리성이 구전의도에 미치는 영향연구 : 어플리케이션을 매개효과로)

  • Jo, Young-Jun
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.69-78
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    • 2015
  • In this study, Word-of-mouth Intention of the factors Influence the Connectivity, Convenience and Application also was Investigated. Connectivity, Convenience on the Influence of the Mediation Effect was Carried out to Examine. The test results used in this Study Established Connectivity, Convenience of Application and Word-of-mouth to the Positive Effect was Found. Also Verifying the results of the Mediating Effect of Application and Application the Mediation Effect was Verification. These Factors Result in the Application and also in Calendar, Useful Application, Video, Music, Game of Word-of-mouth Intention Influence. For this Study, the use of Smartphones is a lot of College Students Surveyed and the Findings were Derived. This result provides an application development strategy implications that can satisty the user's Smartphone Convergent times.

A Study on University Students' Use and Assesment with Digital Devices and Services for Realizing Smart Campus (스마트 캠퍼스 실현을 위한 대학생의 디지털 기기/서비스 활용성 및 유용성 조사)

  • Lee, Jin-Myong;Jo, Eun-Bit;Li, Hua-Yu;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.27-39
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    • 2017
  • To grasp the current status of smart campus and look for future directions, this study investigated the usage rate and perceived usefulness of digital devices and services by conducting online survey of 580 university students. The main results are as follows. First, smartphones have the highest ownership rate, followed by laptops, desktops, and digital cameras. Purchase intention of virtual reality devices is highest followed by smart watches/bands, and tablets. Second, mobilization in campus life is almost realized, however the usage of desktops is still high in education and administration context. Digital devices have been perceived particularly useful when searching and sharing information. Third, students use digital services such as search engines, messengers, and online libraries in their learning, and they use messengers, music and video services in their lives. Service usage rate and perceived usefulness are not proportional.

Proposal for the use of interactive multimedia art for rehabilitation exercise in early dementia patients : focusing on the program Isadora® (초기 치매 환자의 재활 운동을 위한 인터랙티브 멀티미디어 아트의 활용 제안 : 프로그램 Isadora®를 중심으로)

  • Kang, Hyun-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.559-565
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    • 2020
  • The study intends to use interactive multimedia art performances for rehabilitation exercises for patients with early dementia. The interactive performance is completed by communication and participation of the performer on the stage and the dementia patient, who is the audience, and through this process, the dementia patient performs efficient rehabilitation exercises with interest and immersion. For the study, the characteristics of early dementia patients and effective exercise methods are examined, and a program map is constructed so that the patient's performance viewing leads to participation and leads to rehabilitation exercises. Movements and sounds generated by the audience's participation are converted into MIDI signals of Sound Level, Pitch, and Velocity to become a performance that controls music and video in real time. Through this, the patient will be immersed in the rehabilitation exercise with interest and will be able to have a sense of accomplishment as a participant in the performance. In addition, this study has the significance of expanding the area through various uses and applications of interactive multimedia art.