• Title/Summary/Keyword: Music Industry

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A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Corporate Sustainable Management and Capital Market: Evidence from Data on Korean Firms

  • Kim, Young Sik;Park, Ki Bum
    • Asia Pacific Journal of Business Review
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    • v.1 no.1
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    • pp.56-66
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    • 2016
  • This paper analyzes the impact of CSR on the capital market in Korea. Using listed firm data, we found that the creation of a sustainability report that indirectly measures the level of CSR can bring the stock rate of return difference of the capital markets representative market index. First, when a firm that publishes a sustainability report was compared in terms of its market rate of return, it showed a return increase of about 2%. We found that higher returns were gained through the competitive advantage of related business when the firm was actively involved in social responsibility. Second, subdivided by industry, firms belonging to the capital goods industry were found to reach a rate of return higher than that of industry. These firms were noticeable in that they were mainly industries that caused environmental pollution. Third, in an additional analysis, foreign investors were given the sustainability report of financial businesses, which was interpreted as a result of industrial properties. A sustainability report is a comprehensive report on the economic, environmental, and social activities of a firm. Firms must learn that they can gain trust through publishing trustworthy reports while achieving the lasting power of growth from the stakeholders.

Environmental Ethics Policy in Jepara: Optimization of Handicraft Designs from Wood Waste in the Furniture Industry

  • Deni SETIAWAN;Arif HIDAYAT;Supriyadi SUPRIYADI;Wahyu LESTARI
    • Journal of the Korean Wood Science and Technology
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    • v.51 no.5
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    • pp.392-409
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    • 2023
  • The amount of wood waste from furniture production is increasing. Wood waste is diverse and ranges from wood-splitting residues to leftovers from furniture production. Wood waste occurs in companies, household-based industries, and other forms of business where waste accumulates; therefore, an environmental and ethical policy is needed. The aim of this study was to identify products created using wood waste and describe government regulations related to environmental policies. We analyzed the management of wood waste for use as a new product so that it is useful, does not become waste, and complies with policies related to environmental ethics. A case study design using qualitative methods was used. This research focused on managing wood waste in Jepara's furniture and crafts industry for the 2010-2021 period, using 23 sources from primary, secondary, and other supporting documents. Data were collected through observation or gathering information related to research needs, conducting closed-door interviews with research sources, documenting data to strengthen research findings, and using online questionnaires to corroborate information related to wood waste management. This article presents wood waste products designed with optimized environmental ethics and awareness of environmental laws in wood-based industries.

A study on the thematic types, expression techniques, and impact of body positive movement content on the short clip platform TikTok (쇼트 클립 플랫폼 틱톡(TikTok)에 나타난 보디 포지티브 무브먼트 콘텐츠의 주제 유형 및 표현기법)

  • Koh Woon Kim
    • The Research Journal of the Costume Culture
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    • v.32 no.1
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    • pp.17-37
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    • 2024
  • This study examines the rise of the Body Positive Movement on TikTok and its role as a form of online content activism influencing the fashion design and industry. Through a combination of literature review and case study methodology, the study explores the expression techniques and thematic types of Body Positive Movement on TikTok. Reviews of literature, previous studies, online articles, fashion journals, and relevant search terms on TikTok informed a definition of Body Positive Movement and an analysis of its formation and rise. The research findings confirm the impact TikTok content on Body Positive Movement has on the fashion industry in addressing external factors (i.e., 'Appearance', 'Race', 'Aging', 'Physical Disability') and intrinsic factors (i.e., 'Acceptance of Diversity', 'Self-Esteem', 'Rejection of Stereotypes', 'Appropriate Representation', 'Information Provision'). The key external factor , 'Appearance', includes subcategories such as 'Body Shape', 'Body Hair', 'Skin', and 'Facial Features'. TikTok content creators on fashion creatively combine music, emojis, and visual storytelling to exhibit positive self-perception concerning these factors. A significant finding of the study is that short clips predominantly manifesting external factors differentiate into informative or enlightening videos associated with intrinsic factors. The study underscores Body Positive Movement's important influence on the fashion industry from design to presentation.

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.

Dynamics of Cultural Industries in the Spread of Korean Wave: The Case of Korean Wave in Japan (한류의 확대에 관한 문화산업적 분석 -일본에서의 한류를 중심으로-)

  • Jang, Wonho;Kim, Ik Ki;Kim, Jiyoung
    • Journal of the Economic Geographical Society of Korea
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    • v.15 no.4
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    • pp.695-707
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    • 2012
  • This study focuses on the importance of macro socio-economic factors to explain the successes of Hallyu(Korean Wave). Studies of Hallyu have mainly discussed the contents of Hallyu products, emphasizing the excellence of Korean culture or cultural similarities in the East Asia. Analyzing cultural industrial factors, the study purports to contribute to more comprehensive explanations of Hallyu. To do so, the study analyzes the Japanese case, because Japan is considered as society where Hallyu is most institutionalized. The study suggests the importance of cultural exchanges between Korea and Japan as the background factors for Hallyu's success in Japan. In addition, the study shows the interactions of 'push factors' in Korea and 'pull factors' from Japan. As for push factors in Korea, this paper suggests the decline of music records(CD and DVD) industry and growing competition in broadcasting industry in Korea. Regarding the pull factors from Japan, robust music industry and changing broadcasting system are discussed. Although this paper try to suggest as many evidences as possible, the macro data suggested are not fully comprehensive enough to explain the importance of cultural industrial factors. In addition, micro-level analyses on the interactions among people who are working in the cultural industries are also necessary, and thus remained for the future studies.

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A Study of Online Ticket Resale Restrictions in the Korean Live Music Industry (온라인 티켓 재판매 규제에 관한 연구 - 국내 공연산업을 중심으로 -)

  • Yoo, Jiyun
    • Korean Association of Arts Management
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    • no.59
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    • pp.101-141
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    • 2021
  • Recently the concerns on online ticket resale have been globally soared. Numerous countries have dealt with problems about online ticket tout and resale platforms in various ways in spite of differences of scope and method on restrictions. However, in contrast with the worldwide concerns and actions, Korea has been relatively slow to take any action against regulating online ticket resale issues, and any legislation has not been made. At the end of 2020, a revised Performance Act was passed and enforced from June, 2021. With the enforcement of the bill, this study aims to provide an exploratory analysis to present current situation related to online secondary ticket resale policy in Korea. It examined how US and England have coped with legislation for online ticket resale. And then it attempted to illuminate the current situation of legislation and restrictions on online secondary ticket market in Korea and examined the effectiveness of the revised Act. Finally, this study suggested that there should be prompt consideration and actions to carry out related policies for establishing stable market ecosystem and providing fair opportunities to consumers.

Predicting Arab Consumers' Preferences on the Korean Contents Distribution

  • Park, Young-Eun;Chaffar, Soumaya;Kim, Myoung-Sook;Ko, Hye-Young
    • Journal of Distribution Science
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    • v.15 no.4
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    • pp.33-40
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    • 2017
  • Purpose - This study aims to examine the analysis of pattern on Arab countries consumers' preferences of the Korean Contents using social media, Facebook since Korean entertainment contents have been distributed in the global marketplace. Then we focus on developing Predictive model using a Data Mining Technique. Research design, data and methodology - In order to understand preference growth of Korean contents in Arabic countries, we- collected data from two popular Facebook pages: 'Korean movies and drama' and 'K-pop'. Then, we adopted a data-driven approach based on Data Mining techniques. Results - It is obvious that the number of likes for K-pop will increase for all North African and Middle Eastern countries, however concerning Korean Movies and Drama except Tunisia it is decreasing for Algeria, Egypt and Morocco. Also, concerning Saudi Arabia and United Arab Emirates, the number of likes will decrease for Korean Movies and Drama which is not the case for Iraq. Conclusions - It is noted in this study that K-contents such as drama, movie and music are sometimes a gateway to a wider interest in Korean culture, food and brands. Moreover, this study gives significant implications for developing predictive model to forecast Korean contents' consumption and preferences.

The Costumes of Asuka-Nara Period of Japan based on the Clothing law - Focusing on the Ruling classes - (복제를 통해 본 일본 아스카·나라시대의 복식 - 지배자층을 중심으로 -)

  • Lee, Ja-Yeon
    • Fashion & Textile Research Journal
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    • v.8 no.5
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    • pp.523-529
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    • 2006
  • The purpose of this study is to investigate the costumes of the ruling class in the Asuka-Nara Period by looking at the change in the clothing law of the era. During the Asuka-Nara period, various cultures such as Buddhism, architecture, sculpture, paintings, music, and so on were introduced through vigorous exchange with Chosun and Tang. Contrary to the primitive-Kohun Period, the regulation about costumes was enacted as law in the Asuka-Nara Period this fact tells us that there was high interest in clothing. Frequent reorganization of clothing law had to do with the rank system of Japan as well as with the exchange with other countries. The clothing law of Asuka-Nara Period was mostly consisted of the regulations about costumes of the ruling class including the royal family and government officials. The law regulated different coronet and color for the clothing depending on the different rank of the government officials. The more classified the rank was, the more varied color was used. In addition, there was a variety in the costumes system; 2 piece clothing of the Kohun Period was continuously used while new types of clothing were also introduced. The royal family members and government officials wore different types of clothing such as Yebok, Jobok, and Jebok, depending on time, place, or the purpose of occasion. The costumes of this period could be inferred from the analysis of the relics.