• Title/Summary/Keyword: 방송음악

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Acoustic design principles and the acoustical performance analysis of Incheon International Airport (인천국제공항의 음향설계원리 및 성능분석)

  • Haan, Chan-Hoon
    • The Journal of the Acoustical Society of Korea
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    • v.38 no.3
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    • pp.275-282
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    • 2019
  • In airport terminal, aural information is transmitted during 24 hours a day including announcement, background music and emergency control. So, clear sound is mostly necessary to transmitted to the passengers in airports. IIA (Incheon International Airport) is one of the largest airports accommodating 45 million people a year which have been built since 2001. There are currently three passenger terminals including Terminal 1 & 2, and boarding concourse. The $2^{nd}$ passenger terminal is under construction to expand the spaces which will be finished in 2020. The present work aims to explain the design principles of both architectural acoustics and electo-acoustics which have been applied to all the terminal buildings in IIA including ticketing counter, great hall, departure concourse and transportation center. Also, the acoustical performances of those spaces were examined. As a result, acoustic standards for airport were suggested. Architectural concepts for designing ceiling spaces and sound absorption treatments were suggested. Also, electro-acoustic design principles were commented.

A Study on the Fashion Design and Style of K-Pop Boy Groups - Focusing on the Music Programs and YouTube Videos of BTS and Seventeen - (K-Pop 보이 그룹의 패션디자인 및 스타일 연구 - 방탄소년단, 세븐틴의 음악 방송 프로그램 및 유튜브 영상을 중심으로 -)

  • WANG, LIANKAI;Kim, Yoon Kyoung;Lee, Kyoung Hee
    • Fashion & Textile Research Journal
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    • v.23 no.6
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    • pp.726-743
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    • 2021
  • This study tried to examine the fashion design and style of representative K-Pop boy groups BTS and SEVENTEEN appearing on music shows. The data collection was conducted on 4 music programs(Inkigayo, Music Bank, Show! Music Core, M COUNTDOWN) and YouTube(www.youtube.com) for each boy who worked for 5 years from January 2016 to December 2020. Result analysis utilized the stage scenes and music videos of the title songs of BTS and Seventeen. As for the fashion design and style characteristics of BTS, it was found that overall, the color, pattern, and decoration of the bottom were minimized, and the style was changed mainly by the top of the denim pants. As for Seventeen's fashion design and style characteristics, it was analyzed that plain simple slacks, bright and modest chromatic colors, and geometric and stylistic patterns with street retro sensibility were relatively emphasized, and natural and romantic images appeared a lot. As a result of examining the differences in fashion design and style characteristics between BTS and Seventeen, significant differences were found in color, tone, color scheme, material type, material combination, detail, trimming, pattern, accessories, and fashion image. Overall, it was found that both groups minimized the use of decorative elements such as patterns, details, and trimmings.

A Study on the Fashion Style of K-pop Girl Group on Music Broadcasting -Focusing on BLACKPINK, TWICE, Red Velvet- (음악방송에 나타난 K-pop 걸 그룹의 패션 디자인 및 스타일 연구 -BLACKPINK, TWICE, Red Velvet을 중심으로-)

  • Yang, Mingyue;Kim, Yoon Kyoung;Lee, Kyoung Hee
    • Journal of Fashion Business
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    • v.25 no.5
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    • pp.1-24
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    • 2021
  • This study aimed to explore the fashion design and style features, and differences in BLACKPINK, TWICE, and Red Velvet girl groups. A total of 469 fashion photos (132 BLACKPINK, 217 TWICE, 120 Red Velvet) focusing on 23 title songs (7 BLACKPINK, 9 TWICE, 7 Red Velvet) were collected. Photo classification work was carried out in accordance with the design analysis criteria and the results were derived by combining statistical analysis and content analysis. BLACKPINK's fashion design characteristics showed a lot of complex colors, shade tone, pure tone, contrast color coordination, stylistic pattern, slit, patchwork, checklist method, sexy and avant-garde images. TWICE's fashion design characteristics included warm color, complex color, tint tone, monotone, contrast color coordination, tone-on-tone, geometric & stylistic patterns, cotton, silk, a combination of the same material, frill, beads, ribbon decoration, blouse, skirt, and many romantic and ethnic images. Red Velvet's fashion design characteristics were a cold color, moderate tone, monotone, cotton, velvet, geometric pattern, zipper, sequins, T-shirt, pants, tie, belt, and many retro and active images. The fashion styles of BLACKPINK, TWICE, and Red Velvet were as follows. BLACKPINK was divided into sexy avant-garde, sexy active, sexy romantic styles. TWICE was divided into romantic active, romantic classical, and romantic ethnic styles. Red Velvet was divided into retro active, retro sexy, and retro avant-garde styles.

'Korean Wave' News Analysis Using News Big Data ('한류' 경향에 관한 국내 언론 기사 빅데이터 분석 연구)

  • Hwang, Seo-I;Park, Jeong-Bae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.1-14
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    • 2020
  • This study conducted a topic modeling and semantic network analysis of 'korean wave' and its meaning in Korean society from 2000 to 2019 by applying an agenda setting theory. For this purpose, a total of 197,992 newspaper articles which reported 'korean wave' issues were analyzed by applying topic modeling and semantic network analysis. As a result, first, the word 'korean wave' mainly appeared in korean-related regions in the korean press. culture and economy. second, a total of 9 topics related to korean wave issues appeared. This was followed by 'broadcast', 'export', 'domestic and foreign affairs', 'education', 'beauty and fashion', 'music and performance', 'tourism', 'media(platform)', and 'region'. Lastly, korean wave was mainly discussed at the cultural and economic ares. In addition, it was clustered into five characteristics: 'cultural hallyu', 'business hallyu', 'education', 'environment', and 'geography'.

Influence of 3D Stereoscopic Video Running Time on Audience Perceptions (3D 영상 시청시간 요인이 수용자 인식에 미치는 영향)

  • Lee, Min-Joo;Chung, Dong-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.551-564
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    • 2012
  • The purpose of this study is to gain knowledge about the influence of running time of 3D stereoscopic video on audience perceptions. This study compares the influence of running time between 20 minutes and 40 minutes of 3D stereoscopic music shows on audience perceptions such as perceived characteristics, impression, presence, entertainment, fatigue and unnatural looking images. After experiment with 40 samples, the present research found that when people watched shorter 3D stereoscopic music video, they perceived more 3D functionality, such as depth, image conveyance and message conveyance. The results also suggest that people who watched shorter 3D stereoscopic video felt more impression such as definiteness and freshness from the 3D images. Moreover, the result confirm that when watching shorter 3D images, people felt more a sense of presence. Findings of this study have important practical implications how running time is important to 3DTV viewers. Since the nature of this study is exploratory, more research about segmented running time and genre, etc. of 3D stereoscopic videos will be needed.

A Study on Trade Barriers Analysis in the Chinese Audiovisual Service Sectors (중국 시청각서비스분야 통상장벽 분석과 진출 전략 : AHP와 Fuzzy 신뢰도 지수를 이용하여)

  • Jung, Sang-Chul;Rhee, Hae-Chun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.63-80
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    • 2014
  • This study evaluates the importance of negotiation agendas and the possibility of reaching the Korea-China FTA agreement. It assesses the current situation of trade barriers in the audiovisual service sector of China and then examines a survey of practitioners and experts to screen important regulations. The results are as follows: First, considering the national economic situation in Korea and the environment of the Chinese trade barrier, an important agenda is to enable the direct service of online games and to reach a co-production agreement in the audiovisual service sector. Second, an agenda regarding the co-production agreement of an audio-visual service sector has high potential to be realized, followed by agendas regarding online game and music services. In the broadcasting and film service sectors, with their high cultural identity, a mutual cooperative approach is needed. Korea bringing up the agenda regarding online service may allow it to gain a net benefit for the next FATs. To realize a mutual cooperative approach, it is necessary to form a frame of mutual interests and cooperation through a co-production agreement of audio-visual service. If both countries agree to acknowledge co-produced content as each country's contents, both would benefit.

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 Current Status and Improvement of Advertising on the Copyright Infringement Websites (저작권 침해 웹사이트 내 광고 현황과 개선방안에 관한 연구)

  • Hwang, Jang-Sun;Kim, Woon-Han;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.83-90
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    • 2020
  • Recently, a growing number of copyright infringement websites have illegally copied and posted works such as broadcasting, movies and music, and posted advertisements to make profits. The research is aimed at finding solutions by analyzing the current status of advertisements on copyright infringement websites. The results of this study are as follows. First of all, there are many advertisements harmful to teenagers, such as casinos, betting, games, adult products, and adult meeting, which is necessary to deal with. Secondly, there were many unethical advertisements on copyright infringement websites, but there were also many advertisements from famous companies. Advertisements from large companies and famous brands are also being executed continuously, which can create trust in illegal sites. Therefore, the government, advertisers, citizens, and academia should participate in a campaign to root out the use of illegal websites because it is impossible to eradicate them by crackdown alone. In this paper, we pointed out the practical problems of advertising execution, the main source of revenue for copyright infringement websites, and presented a comprehensive solution.

The role of the digital culture contents industry in the knowledge economy: An input-output analysis (디지털 문화 콘텐츠 산업이 지식경제사회에 미치는 파급효과 분석)

  • Shin, Yong Jae;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.17 no.1
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    • pp.73-89
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    • 2016
  • The digital culture contents is one of the fastest growing industry in Korea and it accounts for 60% of the digital contents industry. This paper attempts to analyze economic impacts of the digital culture contents industry using input-output analysis. This study investigated the production-inducing effect, value-added-inducing effect and employment-inducing effect of the digital culture contents industry based on a demand-driven model. In addition, the study dealt with the supply shortage effect and sectoral price effect of the digital culture contents industry using a supply-driven model and the Leontief price model, including the inter-industry linkage effects of 29 sectors with the digital culture contents industry sector. Some interesting findings were drawn from the study. First, production of 1.0 won in the digital culture contents industry results in production-inducing effect of 2.39542 won, value-added effect of 1.29895 won and employment-inducing effect of 0.39657 persons in other industries. Second, the supply shortage of 1.0 won in the digital culture contents industry prevents other industries from producing 0.56631 won. Third, a 1% increase in the price level of the digital culture contents industry raises the overall price level by 0.06017%. Finally, very high backward linkage effects were found, but forward linkage effects were minimal.

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Factors Affecting the Popularity of Video Clip: The Case of Naver TV (영상클립의 인기요인에 대한 실증 연구: 네이버 TV를 중심으로)

  • Yang, Gimun;Chung, Sun Hyung;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.706-718
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    • 2018
  • This study analyzed Naver TV users' pattern of video clip watching, and analyzed the factors affecting the popularity of Naver TV's video clip. We selected 572 individual video clips that were ranked 50th in Naver TV rankings from September 10th to September 24th in 2017. We classified video clip's characteristics into several factors, including the number of likes, the number of subscriber, genre, video clip's types, and star appearances. We indexed the popularity of video clip, which implies the degree of popularity for each video clip. The results showed that the number of likes for video clips and the number of subscribers for each video clip were positively related to the popularity of video clip. Video clip's genre, video clip's type and star power positively affected the popularity of video clip. The effect of extras genre on the popularity of video clip was the lowest, followed by entertainment, music, and drama genre. but the difference among entertainment, music and drama genre was not statistically significant. Web-only video and non-broadcast video positively affected the popularity of video clip. Finally, the popularity of video clip was higher when stars appeared in the video clip.