• Title/Summary/Keyword: 음악정책

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On-line Trajectory Optimization Based on Automatic Time Warping (자동 타임 워핑에 기반한 온라인 궤적 최적화)

  • Han, Daseong;Noh, Junyong;Shin, Joseph S.
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.105-113
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    • 2017
  • This paper presents a novel on-line trajectory optimization framework based on automatic time warping, which performs the time warping of a reference motion while optimizing character motion control. Unlike existing physics-based character animation methods where sampling times for a reference motion are uniform or fixed during optimization in general, our method considers the change of sampling times on top of the dynamics of character motion in the same optimization, which allows the character to effectively respond to external pushes with optimal time warping. In order to do so, we formulate an optimal control problem which takes into account both the full-body dynamics and the change of sampling time for a reference motion, and present a model predictive control framework that produces an optimal control policy for character motion and sampling time by repeatedly solving the problem for a fixed-span time window while shifting it along the time axis. Our experimental results show the robustness of our framework to external perturbations and the effectiveness on rhythmic motion synthesis in accordance with a given piece of background music.

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.

The Recognition Comparison for the Utilization State of Smart Devices and Culinary Education Application Development of High School Students (고등학생의 스마트 기기 활용 실태와 조리교육 애플리케이션 개발에 대한 인식 비교 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.619-626
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    • 2012
  • The purpose of this study is to compare and analyze the utilization state of smart devices and the recognition level of educational application development of the general high school and the specialized high school. Specialized high school students preferred the utilization of smart devices more and daily spent on the devices more time than general high school students. As for the learning field, language for the general high school and the certificate of qualification for the specialized high school were shown high. The merit of smart device utilization is the use of spare time and its infrastructure was most required. The most expected content is a video lecture for the general high school and cooperative learning for the specialized high school and the most satisfied point was mobility. The specialized high school students feel more necessity about the application development for culinary education and had a plan to utilize it more and more preferred practice videos. As for the food development areas, the general high school students hoped simple food and the specialized high school students did cooking technician food and they both hoped the application to be uploaded in portal sites and the department homepage. The application development for culinary education is required to focus simulation learning including practice videos and cooking recipes and add an evaluation function to check the academic achievement levels. It is required to provide the subject goals of each course and concrete information on solving problems. Contents including video, music, texts need to be attached to improve learning immersion. There should be the beginning and development of a lesson and the flow of arrangement and communication between main bodies of learning should be improved by utilization of SNS cooperative learning services.

A Study on Expandibility of Contents Using 'Beauty and the Beast' (원작 '미녀와 야수'를 활용한 다양한 콘텐츠 확장성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.461-468
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    • 2017
  • 'Beauty and the Beast' was generated as a novel in 1740 and descended to date with the musical movie in 2017. This study is to understand what contents has been derived and expanded from one story for 277 years upon analyzing 'Beauty and the Beast' with the background of the times. Due to the limitation to include all the folktales and stories, the subjects of this study are limited with the contents that had been known and recorded as 'Beauty and the Beast.' 'Beauty and the Beast' has been expanded to 7 types of contents including novel, fairytale, movie, drama, animation, musical and film opera. It was created as a novel in the eighteenth century, made as a fairytale, and developed as a movie by Jean Cocteau, a movie director. With Industrial Revolution and the development of science, 'Beauty and the Beast' which derived into animation, drama, and musical contents, has been developed as the film opera thanks to the new trial of Philip Glass and the development of music industry. 'Beauty and the Beast' is still regenerating with a variety of contents continuously upon the development of computer technology and the fad of global remake. With anticipation of further analytical studies on 'Beauty and the Beast,' it is expected that the data of this study can be contributed as a reference in the other studies.

The Current Situation of "Using a Smartphone while Doing Something Else" and Related Factors ("보행 시 스마트 폰 사용"의 현상과 관련 요인)

  • Tomomi, MIZUNO;Katsum, TOKUDA;CHO, Hong-joong
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.561-569
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    • 2016
  • Purpose : We will clarify the situation of using a smartphone and what kind of factors are currently related when people use a smartphone while doing something else in order to obtain basic information to educate people to prevent the use of smartphone while doing something else. Methods : We conducted an anonymous self-administered questionnaire survey with 885 people who commuted by train to six companies located in Tokyo, Chiba, and Osaka and 550 university students who commuted by train to five universities located in the same areas. The research period was from April to May of 2014. Results : 33% of the subjects used a feature phone and 73% of the subjects used a smartphone. 38% of them listened to music, using their smartphones or feature phones while walking. Binominal logistic regression analysis was done with dependent variables of using a smartphone while walking and independent variables of age, sex, and educational advertisement. The results showed that people in their 20s used a smartphone while walking 4.93 times more than people in their 30s(p <0.00). No significant difference was found in the relationship between sex and educational advertisement(poster, TV, or magazine) and using a smatphone while doing something else.

A Movie Recommendation System based on Fuzzy-AHP and Word2vec (Fuzzy-AHP와 Word2Vec 학습 기법을 이용한 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.301-307
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    • 2020
  • In recent years, a recommendation system is introduced in many different fields with the beginning of the 5G era and making a considerably prominent appearance mainly in books, movies, and music. In such a recommendation system, however, the preference degrees of users are subjective and uncertain, which means that it is difficult to provide accurate recommendation service. There should be huge amounts of learning data and more accurate estimation technologies in order to improve the performance of a recommendation system. Trying to solve this problem, this study proposed a movie recommendation system based on Fuzzy-AHP and Word2vec. The proposed system used Fuzzy-AHP to make objective predictions about user preference and Word2vec to classify scraped data. The performance of the system was assessed by measuring the accuracy of Word2vec outcomes based on grid search and comparing movie ratings predicted by the system with those by the audience. The results show that the optimal accuracy of cross validation was 91.4%, which means excellent performance. The differences in move ratings between the system and the audience were compared with the Fuzzy-AHP system, and it was superior at approximately 10%.

Communication overhead management techniques based on frequency of convergence contents using the P2P environment (P2P 환경에서 융복합 컨텐츠 사용 빈도수에 따른 통신 오버헤드 관리 기법)

  • Han, Kun-Hee;Jeong, Yoon-Su
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.245-250
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    • 2015
  • The P2P technology is becoming a technology for receiving a service, such as the latest YouTube and Facebook. P2P technology can be easily downloaded to a large amount of multimedia content over a distributed environment. However, pictures, music, a large amount of multimedia content such as videos each user is unable to manage the content management operating smoothly because, Song communication processing overhead caused when the reception is likely to remain the problem. In this paper, we propose a convergence content management technique that provides a low communication overhead of the frequency of use of the convergence content when trying to provide a large amount of convergence content to users in a distributed environment. Our method can be used to select the appropriate frequency is high among the shared content on the P2P multimedia environments that are distributed across a frequency of use of the convergence content and provides the service. Experimental evaluation proposed method, the convergence content browsing speed than conventional techniques improved communication about 13.3% and reduced overhead to about 9.5%.

Case Study of SM Entertainment on the K-Pop Visual Directing Strategy (K-Pop 비주얼디렉팅 전략에 관한 SM 사례연구)

  • Choi, Lia Sung-Yee;Ko, Jeong-Min
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.373-379
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    • 2019
  • This study examines the process and scope of visual directing through the case of SM Entertainment, and explores the role of visual directors. As a result of the case study, SM created the visual directing team composed of art director and visual designers within the creative headquarters and was actively introducing visual directing for the development of idol. The visual directing process of SM, which is being developed as a part of the star marketing, consists of analyzing the environment in marketing strategy, establishing marketing strategy related to idol, setting up target image per artist, and finally planning and managing the visual directing project. The visual director in SM is required to have creative talent, logical persuasion, information analytical ability, visual expression ability, and field application ability. SM also applies visual directing accumulated from idol singers to SM business areas such as MD product design and production, product composition and designer collaboration, and SM town COEX artium. This paper have significance in attracting visual directing to the academic field.

Documenting Contemporary 'Counter-memories': Focused on the Yongsan Tragedy (동시대 '대항기억'의 기록화 용산참사 사례를 중심으로)

  • Lee, Kyong Rae;Lee, Kwang-Suk
    • The Korean Journal of Archival Studies
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    • no.53
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    • pp.45-77
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    • 2017
  • This study intends to rehabilitate the memories of the social other which have been gradually forgotten in the social events overloaded with the undemocratic violence in South Korea today. This study explores a case of Yongsan Tragedy in 2009 among the most tragic events. It notes the autonomous ways in which activist artists would like to memorize the socio-historical events anew despite the emptiness of public records. In other words, this study considers the Yongsan case to be significant that a group of the public, artists, grassroots activists, religion men got together in solidarity so as to create the contested narratives countering dominant memories and thus to signify the records written by the civil society. Among others, activist artists had documented the unofficial counter-memories of socially alienated peoples in terms of planning a series of artistic events such as opening some gallery exhibitions and performance events, issuing a volume of work books, comics and photographies, online broadcasting, and directing some documentaries. Especially, this paper tends to note the documentation of on-site activist artists to record the counter-memories against social oblivion. By doing so, it finally suggests how we could document the Yongsan Tragedy both to search out the archival implications of today's art activism and to insert those artistic records into the commonly shared counter-memories in a more inclusive way.

Literature Analysis on PROMPT Treatment (1984-2020) (프롬프트(PROMPT) 치료기법에 관한 문헌 분석(1984-2020년))

  • Kim, Wha-soo;Lee, Rio;Lee, Ji-woo
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.447-456
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    • 2021
  • This study analyzed 28 domestic and foreign studies related Prompts for Restructuring Oral Muscular Phonetic Targets treatment techniques from 1984 to 2020 to prepare basic data for the development of PROMPT intervention programs and examination tools. According to the analysis, continuous research has been conducted since 1984 when the prompt study was first started, and the method of research was 16 intervention studies, with the highest number of speech disorders, and the target age being 3 to 5 years old, the most frequently conducted for infancy. The treatment was the most frequent in the 16th sessions, and the activities were based on the Motor Speech Hierarchy(MSH), except for the subjects of the non-verbal autism spectrum disorder. According to the analysis of the dependent variables, 'speech production' was the most common, followed by 'speech motor control', 'articulation', and 'speech intelligibility' were highest. Combined with all these studies, it suggests that PROMPT, which are directly useful for exercise spoken word production, are effectively being used outside the country and that it is necessary to develop a PROMPT program that can be applied domestically, in Korea.