• Title/Summary/Keyword: Movie Music

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Design and Implementation for Portable Low-Power Embedded System (저전력 휴대용 임베디드 시스템 설계 및 구현)

  • Lee, Jung-Hwan;Kim, Myung-Jung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.7
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    • pp.454-461
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    • 2007
  • Portable embedded systems have recently become smaller in size and offer a variety of junctions for users. These systems require high performance processors to handle the many functions and also a small battery to fit inside the system. However, due to its size, the battery life has become a major issue. It is important to have both efficient power design and management for each function, while optimizing processor voltage and clock frequency in order to extend the battery life of the system. In this paper, we calculated the efficiency of power in optimizing power rail. This system has two microprocessors. One is used to play music and movie files while the other is for DMB. In order to reduce power consumption, the DMB microprocessor is turned of while music or videos are played. Lastly, DVFS is applied to the processor in the system to reduce power consumption. Experimental results of the implemented system have resulted in reduced power consumption.

A Study on the Selection Factors of Contents Service for the Popularization of AI Speaker based on AHP (AI Speaker 대중화를 위한 콘텐츠 서비스 선택 요인에 관한 연구 - AHP(계층화 분석)를 중심으로)

  • Lee, Hweejae;Kim, Sunmoo;Byun, Hyung Gyoun
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.38-48
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    • 2020
  • The domestic AI speaker market is growing into a full-fledged early audience market beyond the innovative consumer market with 3 million domestic supply units at the end of 2018, but the reality is that for various reasons, we are not satisfied with the use. There are many previous papers on AI Speaker, but the majority of research so far tends to be biased towards the acceptance of the device's own performance. Many changes are being made, such as OTT providers trying to secure the market through collaboration with AI speaker providers. This study tried to identify the priorities for content services, which can be another major selection factor for AI speakers, excluding the factors of unsatisfactory technology. First, this study identified the priorities among AI speaker selection factors using AHP (Analytic Hierarchy Process), based on the AI speaker selection factors derived through literature research. The most important hierarchical factor are Concierge Service, Education Service, and Entertainment Service order in AI speaker selection, and the primary content among the individual factors was the one that ranked weather/temperature/fine dust (11.6%) and child caring content was in the second place (10.8%), and then music service was in the third place (9.8%). The three top priorities were derived from the items in the top tier 1, 2 and 3 priorities. Of the total 15 individual services, 6 sub-layers of Concierge Service (weather/temperature/fine dust, news, voice schedule notification) and Education Service (foreign language, toddler, reading books) were in the top 8, and two of the Entertainment Service Music service and movie service ranked third and sixth.

A Study on the Personality and Character of the 4 members of the British rock group Queen (영국 록그룹 퀸(Queen) 4인 멤버들의 퍼스낼리티와 캐릭터 일 고찰)

  • Chung, Joo-Shin
    • Korea and Global Affairs
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    • v.3 no.1
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    • pp.107-150
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    • 2019
  • The article is intended to examine the four main vocalists, including Freddie Mercury, of the legendary rock group Queen, whose movie has generated a "Queen Syndrome" all over the world, and is widely shared by nearly 10 million viewers in Korea. In today's era of cultural content, this paper studied the relationship between their personality and character in the sense of storytelling for the four Queen members who left charismatic voices and beautiful pop music harmonies. As a theoretical background, I will focus our research on the members' psychological and human factors for the popularization of rock music, but I will apply the environmental factors that each member has been born and lived in, as well as the factors of family relations, such as parents. Queen is a band that has performed throughout the world for about 20 years, from the early 1970s to the birth and disappearance of a rock group. In sum, the four members of Queen, who have strong personalities, showed various musical possibilities by combining completely different genres such as acafella, ballad, opera and hard rock, depending on their taste and imagination, and achieved legendary fame that transcended generations by displaying excellent skills in communicating with the public. The four personality and characters, the rock group Queen and its main vocal Freddie Mercury, were the feet of association calculated by correlation from internal to external influences.

A Study on Promotion Strategy of Categorized Mobile Apps using Datamining (데이터마이닝을 이용한 모바일앱 구분 별 촉진 전략에 관한 연구)

  • Jeong, Tae-Seok;Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.339-349
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    • 2012
  • Smartphones which represent to the Mobile convergence, is the rapid spread, more than half of Korean are using. Accordingly, mobile apps that run on smartphone market is growing at a rapid pace. However, most studies on smartphone and mobile apps are focusing on the technology acceptance and improvement of function. So, this study is to suggest promotion strategy to each mobile apps, analyzed through three phases. First phase is the frequency analysis that deduct most frequently used mobile apps. Second phase is association rules that found to associate between mobile apps. Finally, to analyze deduction techniques for acquired 5 mobile apps to target variable in pre-2 phase use total 35 variables of 20 mobile apps categories, demographic variables, amount of PC, movie, music, book, game usage and fees per month.

A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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Analysis of Coen Brothers's Directing Style: Centering around Crime Movies (코엔 형제의 연출 스타일 분석 :범죄 영화를 중심으로)

  • Lee, Jeong-Gook
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.236-248
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    • 2010
  • Through this thesis, I analyzed Coen brothers's directing style centering around Crime movies: Blood simple, Barton Fink, Fargo, The man who wasn't thers, No country for old man. About directing style of Coen brothers, plot is an epic depiction, habitual use of narration, refusal of happy ending. They concern subject matters about human original nature and tragedy by greed. And as motifs, they often use misunderstanding, crossing over, chase. Also they likes characters of ordinary people who is destroyed by greed. How about their technical style? They usually use steady-cam and wide lens in camera, and in his early crime movies he used expressionistic lights, but after that they usually used realistic natural lights. About sound, they likes more sound effects than music. Also they directed realistic acting and emphasized actor's personality. Coen brothers has been directed many crime movies and comedy films. But their unique directing style was particularly outstanding in the crime movies

Visual expression technique analysis of motion graphic by media for emotion communication (감성전달을 위한 매체별 모션그래픽의 시각적 표현기법 분석)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.921-926
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    • 2009
  • After the scientific development of human history, numerous images have been developed and expanded in digital media as a communication tools. Image digital media make communication closer between sender and receptor. The image digital media which has been developed with the change of technology and media transformation have shortened visual information transportation and the time as well by combining the sense of visual and audio. Motion graphic field has been emerged as the type of image digital media development. The development of motion graphic make possible for the expressive effect and dynamic image technique which is impossible by the existing media type. Especially, it is applied to various field such as the title of movie, TV program, and advertise or music video etc. These image expression techniques are stimulating acceptor's emotion to take a role of emotion communication function also. This study aims to find the characteristics motion graphic of which how influence as an effective communication tool as important role to the receptors, and the examine the effect and application of motion graphic to the receptors as a emotion communication tool by case study.

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A study on Convergence of the Digital Contents Industry and Possibility of Exportation (디지털콘텐츠 산업의 융합화와 수출 가능성)

  • Chun, Byung-June;Choi, Dong-Gil
    • International Commerce and Information Review
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    • v.12 no.3
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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