• Title/Summary/Keyword: 대중가요 활용

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An Empirical Study on the Success Factors of Digital Classical Music (클래식 음원의 흥행요인에 관한 실증적 연구)

  • Kim, Hye-Su;Jang, Yu-Jin;Limb, Seong-Joon
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.227-239
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    • 2022
  • This study conducted an exploratory empirical analysis on the factors affecting the performance of digital classical music based on signaling theory. For this purpose, using the classical weekly chart provided by the music platform Genie, 297 digital music sources that entered the top 100 chart from March 2020 to October 2020 (35 weeks). In this study, as signals that can influence consumers' choice to listen to classical nusic, we set an the artist's award history, artist's broadcast content linkage, taking the top spot in the first classical music chart entry, producing companies' competency, and the popularity of classical music repertoire. The effect of these signals on the chart success of digital classical music was verified subsequently. As a result of the verification, it was found that the artist's broadcast content linkage, taking the top spot in the first classical music chart entry, and the popularity of the classical music repertoire indeed had a positive effect on the chart success of a classical music. On the other hand, the artist's award history and the producing companies' competence did not significantly affect the chart success of digital classical music. This study is the first empirical study on the success factors of digital classical music performed from a business perspective, and is expected to contribute to subsequent studies related to classical music.

A study on the ludonarrative dissonance of AAA-level games, examined through (<라스트 오브 어스 파트2>(The Last of Us Part II)를 통해 살펴본 AAA급 게임의 루도내러티브 부조화(Ludonarrative dissonance) 연구)

  • Park, In-Seong
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.227-264
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    • 2021
  • This paper summarizes the concept of ludonarrative dissonance that occurred in the realm of full-scale game criticism, and materializes it with the latest work . In the process, it is examined that this game actively utilizes the ludonarrative dissonance to deliver cognitive experiences to players that go beyond the definition of gameness. Along with the all-round development of AAA-class games, the ludonarrative dissonance is emerging as an important task that each game must overcome. On the contrary, however, it should be noted that has a different effect than expected by revealing rather than overcoming the ludonarrative dissonance. The ludonarrative dissonance conveyed by has the effects of ironic interpretative possibilities. This paper looks at dissonance in two dimensions, and the first is the dissonance between the play-narrative structure inside the game. induces the player to recognize the dissonance and actively reconstruct the meaning of the whole game by reminding the player of the dissonance that occurs between the two structures. Second, it stimulates the cognitive dissonance that exists inside the player playing the game beyond the internal structure of the game. That is, by expanding the concept of gameness, it evokes the possibility that games can function more than a tool for convenient self-efficacy. As such, the ludonnarrative dissonance can be a more fundamental redefinition of game nature and an expression of a problem consciousness about the possibility of change.

The Promethean Motif in SF Movies -the Case of the Film Ex Machina (SF영화에 나타난 프로메테우스의 모티프 -<엑스 마키나>를 중심으로)

  • Noh, Shi-Hun
    • Journal of Popular Narrative
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    • v.24 no.3
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    • pp.233-257
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    • 2018
  • The purpose of this study is to reveal the changing aspects of the Promethean motif in SF movies by examining the use of this motif on the three layers of Promethean myth, Frankenstein motif, and contemporary SF movies in the film Ex Machina (2015). First, the greatest change of Ex Machina on the layer of the Promethean myth (creation of a living being) is that the character square of Prometheus - Epimetheus - Pandora - Zeus has been turned into a triangle of Nathan - Caleb - Ava. This means that there is a lack of the being whose role is to solve the problems caused by the development of science and technology and to bring a happy ending through the human's usurpation of God and eventual replacement as Creator. Second, on the layer of the Frankenstein motif (taste of forbidden knowledge, hybris, and creature's hatred towards the Creator), this film maintains the narrative centered around Dr. Frankenstein and his monster (Nathan and Ava) by making Caleb an eyewitness to the story of the Creator and the creature. Caleb's role is similar to that of Captain Robert Walton of the novel Frankenstein, but the film differentiates itself from the novel through the emphasis of Ava's 'mechanicality.' Third, on the layer of contemporary SF movies, unlike other such films, the revolt of the machine in Ex Machina is not quelled. The machine wins, and its power surpasses that of human beings. This requires the establishment of a new relationship between man and machine, suggesting the 'emergence of a new species' that does not belong to humans. The handling of the Promethean motif by Ex Machina through these various layers serves to enrich the narrative by compounding numerous classics into one motif and going further to introduce fresh elements by diverging from the common storyline. The significance of this study is to demonstrate the use of such multilayered motifs and, through this, the expansion of narrative through it in specific cases.

The Role of Movies to Understand the Political Happening : Focused on Understanding of Modern Korean History (정치현상을 이해하는 영화의 역할 : 현대 한국 정치사의 이해를 중심으로)

  • Han, Ju-Hee
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1091-1099
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    • 2017
  • This study used movies to improve the students' immersion and interest in political classes. Movie is one of the most common and most powerful means of disseminating information that occur among humans. And it is the most easily accessible to the public. Especially, the recognition of visual images proceeds more easily and faster than the perception of thought. Understanding the political happening through movie can get double effect because of the high understanding and immersion. Above all, movies can penetrate into people's minds because they become a ideological. Therefore, it is publicized and also historical events are reproduced in movies. Likewise, politics is also based on the role of the thought or dominant beliefs, and public opinion is formed to justify various groups of human activities. It shows that today's political happening is not a new, but the historical phenomenon of the past are reproduced. Based on this, to discuss modern Korean political history through movies.

Conceptualization of u-Bike Services and its Priorities (u-Bike 서비스의 개념 및 적용 우선순위 연구)

  • Lee, Jae-Yeong;Im, Yun-Taek;Lee, Sang-Ho
    • Journal of Korean Society of Transportation
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    • v.28 no.3
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    • pp.7-17
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    • 2010
  • Bicycle is one of the most important eco-friendly transport mode which can cope with global warming. ICTs(information and communication technologies) on bicycles became a dominant factor for success to the spread of bicycles to public as we experienced Public Bike System. In this paper, conceptualization and classification of u-Bike services are fulfilled and its priority was examined using AHP method. Group capabilities technique of ECII, a computer fool of AHP was invited to minimize bias on appraisal. 12 u-Bike services were conceptualized. U-service with highest adoptability was 'bike and ride' service which can link bicycle to public transportation. 'Prevention system from abandonment and theft' and 'public bike system' similar to Velib system in Paris are also considered to be very important services in u-City.

Potential of Social Media as a Channel for Film Marketing : Focusing on the Case of the Documentary Film (영화 마케팅 채널로서 소셜미디어의 가능성: 다큐멘터리 영화 <땅의 여자> 트위터 마케팅 사례를 중심으로)

  • Ahn, Ji-Hye;Min, Byung-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.228-241
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    • 2011
  • This study aims to consider the effects of the change in communication culture affected by 'Social Media' on the film marketing. Particularly, Twitter, a kind of Social Media which shows the most rapid growth recently, is examined for what kind of benefits it's functional characteristics would provide for film marketing. Twitter, which has distinctive characteristics such as free access, the high level of attention resulting from its simplicity, alarming speed of spreading information and low costs, offers a variety of marketing opportunities not only for general commercial films but for low budget or independent films that do not have sufficient marketing opportunity. In the case of the documentary film (2010, Woo-jung Kwon), starting from the process of the film production through release to the time after the screening, it continued to communicate with potential audiences via Twitter and tried every tool of film marketing like advertising, PR, promotion and word of mouth. By doing so, it provides a model for low budget or independent films about what alternative activities they might be able to conduct for film marketing.

The Characteristics and Significance of Wood Block Printed Daedongyeojijeondo (목판본 "대동여지전도(大東輿地全圖)"의 특징과 가치)

  • Oh, Sang-Hak
    • Journal of the Korean Geographical Society
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    • v.45 no.1
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    • pp.184-200
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    • 2010
  • The production period of Daedongyeojijeondo is estimated from 1861 to 1866 in consideration of place names. Daedongyeojijeondo is elaborated enough that there are the latest data in, especially is better than Haejwajeondo that is a representative map in the 19th century in marking distance. Daedongyeojido is an official map for national defense and administration, on the other hand Daedongyeojijeondo is a popular map in which social and economical contents are included. The recognition of mountains and rivers based on organic view of the land is also represented in Daedongyeojijeondo, and the principle of the whole of mountains and rivers is well reflected. It is far better than modem maps in the expression of road system and distances, tidal area in rivers.

Determination of A Bus Service Coverage Area Reflecting Passenger Attributes (이용자 속성을 고려한 버스서비스권역 결정모형의 개발)

  • Kim, Jum-San;Kwon, Yong-Seok
    • Journal of Korean Society of Transportation
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    • v.23 no.3 s.81
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    • pp.149-159
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    • 2005
  • The paper presented not only the difference of the marginal walking time by passenger. but also the derivation of the bus service determination model by passenger attributes. The marginal walking distance to bus stop is a basic parameter to estimate bus service coverage area in certain area. And the marginal walking distance could be transformed from the marginal walking time, which is the focus of this paper. The result of analysis revealed that the age and income of passenger are strongly related to the marginal walking time. In planning or regulating the spacing of bus routes or bus stops in certain area, the model suggested in this paper help for the planner to choose optimal alternative.

The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

A Study on Fare Estimation for Demand Responsive Transport (수요응답형교통체계 이용요금 가치 추정 연구)

  • Kim, Wonchul;Namgung, Moon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.14 no.1
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    • pp.103-111
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    • 2015
  • The purpose of this study is to estimate the appropriate Demand Responsive Transport (DRT) fare for bus users upon introduction of the system, which is to improve ridership on economically non-profitable routes and to conform to the mobility right of those living in presently non-serviced rural areas. For this, a stated preference (SP) survey was adopted to assess respondents' preferences regarding DRT introduction, while the contingent valuation method (CVM) was used to calculate their willingness to pay (WTP) for DRT services. The analysis results show that, compared to the existing bus services with a 1,000 won bus fare, the value of DRT is considered to be 38.85%, 31.03% and 30.12% higher in terms of overall assessment, usability and convenience, respectively. The results of this study are expected to facilitate the decision making aimed at setting the appropriate DRT fare and implementing a DRT system that meets sustainability requirements.