• Title/Summary/Keyword: 음악요소

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A Study on the Creation Process of Dance based on the Concept of Murray Schafer's Soundscape (Murray Schafer의 사운드스케이프 개념을 바탕으로 한 무용작품 의 창작과정 연구)

  • Ra, Se-Young;Choe, Sang-Cheul
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.425-434
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    • 2021
  • This study is subjected to two linked research. First is the creation process of dance work applying noise and non-musical sounds in our daily life based on understanding the classification, perception, and factor of the sound, through Murray Schafer's concept of 'soundscape'. Second is to find the value of new type of choreography and musical effect of creation process of the dance work . According to methodological research of practice-based research, three stages which is practice, theory and evaluation were accumulated as somatic data, And the analysis was provided a basis by presenting in a figuration, form of the movement and method of specialization with reference to the paper 『space design and forming practice』(2003). As a result, the creation process was able to discover the musical effect of the sound in daily life and new method of choreography, and also find the possibilities that sound could convey the theme of the dance work, the meaning of the movement and the overall atmosphere of the work to audience. In addition, It is expected that will have been made another new creation environment by potential that music has based on concept 'soundscape'.

A Proposal and Application of a Song Analysis Method for Musical Songs and Acting (뮤지컬 노래와 연기를 위한 노래 분석법의 제시와 적용)

  • Lee, Eun-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.27-40
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    • 2021
  • This study aims to propose and apply a song analysis method for musical songs and acting. Prior to rehearsing a musical on stage, students and actors practice diverse exercises ranging from singing, acting and dancing. Among them, singing a musical song requires the actor not only to learn the pitch, beat and melody of the music but also to express the story and scene of the character in combination. Previous studies on analysis focused on research from the perspective of individual elements of singing, acting, and dancing rather than the proposal of comprehensive analysis methods. It is time for comprehensive analysis methods to be developed to practice musical songs and demonstrate them on stage. This study selected "Epiphany" sung by Todd from the musical Sweeney Todd(1979) as the subject of analysis. The song was analyzed in five stages: synopsis, music analysis, lyrics analysis, Uta Hagen's The Six Steps analysis, and Michael Chekhov's Psychological Gesture analysis. Through proposing and applying this step-by-step analysis method, this study verifies the usefulness of musical song analysis for practising both musical theory and practical skills at the same time and provides a base for future studies.

The Possibility of Being an Alternative as Uncontact Concert Format for BTS's Recent Online Concert Called "Bang Bang Con The Live" (BTS '방방콘 The Live'의 비접촉 콘서트로서의 대안 포맷 가능성)

  • Yu, An-Na;Lee, Jong-Oh
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.27-35
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    • 2020
  • In 2020, one after another, musicians started to hold non-contact online concerts as the pop music industry began to shrink due to the unprecedented "Covid-19" incident, in seeking for various channels and alternatives. Taking this into account, this study conducted a survey with BTS' "Bang Bang Con The Live" as the subject that was held June 2020 to see if they were qualified as an alternative format for quarantine-focused non-contact concerts. The survey was carried out with the content analysis of online concert videos participated by music experts and by collecting evaluations and alternative suggestions from the audiences. The study showed that the sample performance video well fulfilled the actual feels of offline concert elements (field visualization, face-to-face interaction, and responsive behavior), satisfaction, and convenience as an alternative concert format as an emergency correspondence. However, it was analyzed that there was a serious lack of empathy and realism with fans. Therefore, the study showed the possibility that BTS' "Bangbangcon The Live" will function as an alternative format for non-contact concerts, but suggests that measures such as supplementing digital communication systems and technology devices must be taken to be recognized as a level of settlement in the global music community as well as in Korea.

An Analysis of Science-Arts Integration Activities in Elementary School Science Textbooks of Korea (초등학교 과학교과서에 나타난 과학-예술통합 활동의 분석)

  • Mun, Jiyeong;Song, Joo-Yeon;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.32 no.5
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    • pp.890-902
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    • 2012
  • This study intended to analyze science-arts integration activities in science textbook and explore the artistic elements of science-art integrated activities. For this purpose, we selected science-arts integration activities in elementary science textbooks of Korea by revised curriculum in 2007. We analyzed them by the type, the function and the role of arts. The analysis of artistic element was based on 'design element' suggested by Baron & Eisner. Results revealed that the science-arts integration activities were using a visual art form than any other and the role of arts was mainly to apply science concepts. Through the artistic element analysis, we found that most activities were emphasized on 'empathic understanding' category than other categories. Based on the results, science-arts integration activities with more diverse form of art should be developed. Also the artistic element should be considered in developing future science-arts integration activities.

A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

A Study on the Caligraphy as a modern concept of art (근대적 예술 개념으로서의 서예에 관한 연구)

  • Kim, Hee Jeong
    • (The)Study of the Eastern Classic
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    • no.50
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    • pp.295-318
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    • 2013
  • The purpose of this study was to define the 'caligraphy as a modern concept of art. For this purpose, it was necessary to exclude the elements betraying 'the caligraphy as a pure art' in reference to 'autonomy' as an indicator of modernity in order to reflect on the current topology of the caligraphy in our age. Checking the current conditions facing the caligraphy from the pre-modern, modern and post-modern perspectives will clarify the current topology of the caligraphy and further exploring 'the caligraphy as a post-modern art concept. To this end, this study defines the caligraphy 'as a pure formative art' and thereby discusses it in terms of nature and form. In terms of nature, the caligraphy should be subsumed into a spacial art, but it has a nature of a temporal art created and appreciated over time. Hence, among the spacial arts, the painting is most similar to the caligraphy, while among the temporal arts, the caligraphy is most similar to such rhythmic (of high mobility) or performing arts as music and dance. Merely, the painting does not reveal the flow of time on the canvas, while music and dance leave no residual in terms of audibility and visuality. All in all, the caligraphy is sort of 'temporal-spacial art' like dance in that the visible letters express the artist's sense of life on the plane over time like music. In terms of form, this study compares the caligraphy with engraving, wood print and character design to define the caligraphy as a pure art concept. The caligraphy as a modern art concept, namely, the autonomy of the caligraphy is associated with legibility and meaning in addition to the question whether it is an applied or a pure art. The legibility and meaning of the characters are not only the essential elements of the caligraphy but also are the factors limiting its autonomy, which must be a paradox. All in all, the legibility and meaning of the characters must be the key criteria for determining the caligraphy as a practical art or literary art or as a pure figurative art. In this context, this study discusses the caligraphy as a pure art by comparing it with the spatial art 'painting' and the temporal art 'music.' It might be impossible to define the caligraphy or a genre of art as an autonomous art of self-perfection and categorical identity. Moreover, any attempt to define the caligraphy would fail to interpret the caligraphy appropriately. Merely, we are obliged to position the caligraphy in the process of localizing 'their modernity' and thereby, discuss how to respond to their scheme.

A Study on Time-Composition in Motiongraphics (모션그래픽스의 시간구성에 관한 연구)

  • 서계숙
    • Archives of design research
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    • v.16 no.3
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    • pp.263-272
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    • 2003
  • Motiongraphics is not short film and has a special communication method characteristic of design. As graphic design needs space-composition, motiongraphics requires time-composition. In the 1920's, artists belonged Bauhaus in Germany tried to realize time-composition in the plans for abstract animation. At that time the russian film director Eisenstein experimented with moving image composit on, creating new meanings through the montage of heterogeneous images. In the digital era of today, motiongraphics is composed of such various elements as moving image, photo, illustration, typography, etc. The editing in montage film is one-dimensional. Meanwhile, motiongraphics of these days consists of a lot of layers, composing various elements by editing. Motiongraphics needs time structure and visual rhythm as well as scenario or storyboard for time composition. The principle of time composition in motiongraphics ist similar to that of musical composition. If we compare the time composition of abstract animation or montage film with the melody in a solo, time composition for motiongraphicf is like a symphony. Various composing elements are developed under different tempos at the same time.

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Development of Online Video Mash-up System based on Automatic Scene Elements Composition using Storyboard (스토리보드에 따라 장면요소를 자동 조합하는 주제모델링 기반 온라인 비디오 매쉬업 시스템 개발)

  • Park, Jongbin;Kim, Kyung-Won;Jung, Jong-Jin;Lim, Tae-Beom
    • Journal of Broadcast Engineering
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    • v.21 no.4
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    • pp.525-537
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    • 2016
  • In this paper, we develop an online video mash-up system which use automatic scene elements composition scheme using a storyboard. There are two conventional online video production schemes. Video collage method is simple and easy, but it was difficult to reflect narrative or story. Another way is a template based method which usually select a template and it replaces resources such as photos or videos in the template. However, if the related templates do not exist, there are limitations that cannot create the desired output. In addition, the quality and atmosphere of the output is too dependent on the template. To solve these problems, we propose a video mash-up scheme using storyboard and we also implement a classification and recommendation scheme based on topic modeling.

Analysis on Narrative Structure of TV Audition Reality Show : Focusing on the and (텔레비전 오디션 리얼리티 쇼의 서사구조 분석 : <스타오디션 위대한 탄생>과 <슈퍼스타 K2>를 중심으로)

  • Choi, So-Mang;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.120-131
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    • 2012
  • This study has attempted to explore the way to construct the reality and its implication of the narrative elements in TV Audition Reality Show. According to the study results, first of all, two audition reality show has added the special tasks to characters based on the competition and has developed the dramatic events sequentially. And they has suggested the course of way between survival and fail, that is, inclusion and exclusion. As that results, audiences has be immersed in the process of the justification of the star(hero) myth and the dealings of musical elements to see dramatized show of narrative. And they knew audition reality show as non-real fiction, so they enjoyed the pleasure spontaneously. These means that the empowered media reproduced the illusion like star(hero) with the purpose of the commercial and political aim and one of the ideology to acquiesce in the appropriateness of the competition.

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.