• Title/Summary/Keyword: Music Industry

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The Use and Study of Time-Lapse Tools in Virtual Sound Field Design

  • Wang, Yan-bing
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.7
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    • pp.93-100
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    • 2017
  • In this paper, we propose a methodology of using time-lag, make it serve the sound field, in order to smoothen the music production and reduce conflicts. The importance of music production in today's music industry chain is becoming more and more apparent. In the process of music production, the creators pay more attention to the design and adjustment of virtual sound field, especially the late mixing and production. In the process, as a commonly used tool for the adjustment of sound field, "time-lapse" plays a decisive role.

Client-driven Music Genre Classification Framework (클라이언트 중심의 음악 장르 분류 프레임워크)

  • Mujtaba, Ghulam;Park, Eun-Soo;Kim, Seunghwan;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.714-716
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    • 2020
  • We propose a unique client-driven music genre classification solution, that can identify the music genre using a deep convolutional neural network operating on the time-domain signal. The proposed method uses the client device (Jetson TX2) computational resources to identify the music genre. We use the industry famous GTZAN genre collection dataset to get reliable benchmarking performance. HTTP live streaming (HLS) client and server sides are designed locally to validate the effectiveness of the proposed method. HTTP persistent broadcast connection is adapted to reduce corresponding responses and network bandwidth. The proposed model can identify the genre of music files with 97% accuracy. Due to simplicity and it can support a wide range of client hardware.

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The Ambiguous Characteristics of Classical Music in Films - Focused on The First Movement of Brahms' Symphony No.1 - (영화에 나타나는 클래식음악의 중의(重義)적 특성 - 브람스의 교향곡 제1번 제1악장을 중심으로 -)

  • Lee, Sang-Yoon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.319-331
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    • 2020
  • This study investigated the meaning of absolute music of the first movement of Brahms' symphony No. 1, which was used as film music in the films "Tetro" and "Savages" and interpreted the meaning of this music used in these two films. Therefore, the purpose of this study is to explore the characteristics that classical music can be interpreted ambiguously in films. In particular, it was examined whether film music could be interpreted in a new meaning rather than a program music. The first movement of Brahms' symphony No. 1 is in a sonata form and has the characteristics of a chromatic grammar of the romanticism. In "Tetro", the irony about the value connection between this music and the characters of the film, the composition process of this music and the historicity that appeared in the character story of the film presented important. On the other hand, in "Savages", the chromatic grammar of this music expresses the emotional meaning of the characters in the film and the atmosphere of the event. This can be said to be the role of program music. In particular, the scene in which this music is used at the end of "Tetro" shows an ambiguous characteristic that can interpret a piece of music in different meanings depending on which of the two characters appearing in the film interprets the music from the perspective of the character. And the fact that Brahms spent 21 years to complete this music and that Tetro, the main character of the film, spent about 10 years before going through theatrical scenario and submitting it to the festival in the film, coincide with each other in terms of historicality. This gives the meaning of understanding film music from a new point of view, not from the point of view of absolute music or program music. In addition, this musical setting made the music recognized as an essential element of the film and as an irreplaceable auditory theme. When classical music meets other art such as film, this ambiguity Characteristics of music will have a great influence on the new perception of classical music.

Virtual Livestreamed Performance and E-License

  • Kim, Kyungsuk
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.78-84
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    • 2020
  • Due to social distancing caused by COVID 19, music concerts have not been allowed at home and abroad, and it is not known when overseas concerts will be able to resume unless the pandemics calm down, even if they are available. Meanwhile, people consume much more content through online services such as Netflix and YouTube than before. Under these circumstances, the music industry expects the virtual livestreamed performance to restore sluggish live performances again and bring about a digital renaissance. It also leads to the issue of reestablishing a copyright system regarding a livestreamed performance and of preparing a new rate of royalty standards for the use of works in OTT. In addition, a multi-territorial licensing of r ights in musical works is necessary to resolve copyright issues efficiently by applying the same term s to all countries from where the audience comes. In this paper, I examine the legal nature and the decision of copyright fees of performances as an integral part of the music industry.

Copyright Royalty Regulation and Competition in the Music Retail Market

  • YANG, YONG HYEON
    • KDI Journal of Economic Policy
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    • v.39 no.1
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    • pp.83-102
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    • 2017
  • Price control can restore efficiency in some cases, but an uncarefully designed policy fails to restore efficiency, yields side effects, or even exacerbates efficiency losses. This paper shows that the copyright royalty rule, which takes the greater of ad valorem royalties and perunit royalties, tends to fix the prices of final goods at a specific level. Such a rule weakens competition as it prevents prices from decreasing even when market conditions change, having negative effects on social welfare as well as consumer surplus. Counterfactual analyses using estimation results in the Korean online music service industry show that firms could have profitably reduced prices if the ad valorem rule had been applied instead, although they did not have an incentive to do so under the original combination rule.

An Analytic Study on Latin Rhythm of K-POP (K-POP의 라틴 리듬 차용 분석 연구)

  • Lee, Yoon-Sang;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.45-52
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    • 2019
  • This study focuses on analyzing rhythms revealed in music songs of Korean third-generation idol girl groups. The development of genre and development of rhythm continues and the rhythm of Third World music is strong worldwide. The development of genres and rhythms continues and the rhythms of the Third World music are winning big popularity world wide. In the past, Third World rhythms were used only in countries where rhythm originated and neighboring countries, and the rhythms between countries were combined to occur in various conersence composite forms. In the past, the Third World rhythms were used only in rhythm-oriented countries and neighboring countries, and the rhythms between countries were combined in various and composite forms The changes in the global music market and the structure of the Korean pop music market show the same pattern in the local pop music genre. This study analyzes the phenomenon in which the Dembow rhythm and the tresillo rhythm, one of the rhythms of the Third World music, are concentrated in third-generation idol music, and notes that a certain number of combinations appear in rhythms and melodies. Moreover, this study identifies and compares the origin, the structure and the application cases of the Dembow rhythm and the tresillo rhythm by analyzing 12 songs of Korean third-generation idol girl groups. A game, as a sort of media like a movie, may be subjected to an ambivalent evaluation in accordance with the quality of each content. In this regard, it is necessary to have an active discussion about which game has desirable contents. Emotion which is an influential factor on interaction among players in game design needs to be approached from a social perspective. Also, based on social emotions associated with players, a significant relationship between emotional vocabularies and game emotions should be understood in comparison with social emotions within the game. based on social emotions regarding players As a result, social emotions within the game exhibited differences from the meaning of the terms. It is supposed that this result was caused by the ethical standards and differences in the real world. Accordingly, for qualitative enhancement of games, it is required to utilize the contents of this study, since emotions within the game are based on social emotions regarding players.

The Emergence of New Media and Its Effects on the Popular Music Industry (뉴미디어의 출현이 대중음악산업에 미치는 영향)

  • Choi, Hwanho;Chung, Jaekwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.4769-4783
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    • 2013
  • The Internet has had a significant impact on the operations of record companies and has transformed the role of music consumers. Active music consumers are regarded as not just consumers but also co-creators and innovators who create value; therefore, firms need to create environments in which they can learn from consumers. Prior studies exist on the effects of the Internet on the music business, including its structure and culture. However, these studies did not focus on exploring how the relationship between record labels and consumers changed, how networked music consumers influence value creation and how record labels are responding, and the difficulties from using and the drawbacks of interactive media and new business models in the music market. This study investigates these issues through interviews.

Music License in the Metaverse

  • Kyungsuk Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.44-54
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    • 2023
  • This paper provides a comprehensive analysis of the implications of the metaverse on the music industry, focusing on copyright issues and potential solutions. It delves into the concept and characteristics of metaverse platforms, describing them as environments that immerse users in a variety of virtual experiences. A significant portion of the paper is dedicated to exploring music use and copyright infringement in the metaverse. It examines how users incorporate existing music into their content, often leading to legal challenges due to copyright infringement. The paper discusses the role of online service providers (OSPs) in this context and the legal implications of their actions. The paper also addresses the 'safe harbor' provisions for OSPs and examines the balance between protecting rights holders and limiting OSP liability. It highlights the challenges and limitations of copyright enforcement in the metaverse, especially given the unique nature of content on platforms such as Roblox. Finally, the article proposes solutions to simplify music licensing in the metaverse, suggesting a shift from property rules to liability rules and the establishment of Collective Management Organizations (CMOs) to streamline the licensing process and better protect copyright holders' interests.

Variation Analysis of Spectrogram for Indicators Design of Musicality Evaluation (음악성 평가 지표 설계를 위한 성도 모양의 변화 분석)

  • Kim, Bong-Hyun;Cho, Dong-Uk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.2110-2116
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    • 2009
  • The culture industry very have interested in modern society so that it is a field to be provided opportunity to can benefits of life with health, medical industry. Especially, music industry to have based on popular support has acknowledged as artistic value to can easily approach that expresses a feeling to exist together with popularity, originality. In this paper, we will want to design indicators to evaluate a singer's musical talent to can speak a key part in these music industry. From this, we applied analysis elements of spectrogram to perform in change of vocal tract shape in singer's voice and public voice about identical music, and performed comparison, analysis of two groups to experiment pattern analysis of result waveform. Therefore, we analyzed pattern in change of vocal tract shape choice a popular music using of experiment to collect singer and public voice about identical part with time so that we designed indicator to can evaluate musicality.

A Comparative Study on Orientation density to the Front and Path Length of Rotational Axis with/without Music during Fouette Turns (발레 Fouette Turns 동작 시 음악반주 유무에 따른 정면응시도 및 회전축 이동거리 차이)

  • Cho, Nam-Gyu;Oh, Seong-Geun;Shin, Hwa-Kyung;Park, Jae-Keun;Lee, Seung-Yon;Ki, Jae-Seok;Hah, Chong-Gu
    • Korean Journal of Applied Biomechanics
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    • v.23 no.4
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    • pp.403-407
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    • 2013
  • Fouett$\acute{e}$ turns are repeated pirouettes which begin as a normal pirouette en dehors but include a movement that allows the rotational momentum lost to friction to be regained once each revolution. The purpose of this study was to investigate on orientation density of head/trunk to the front with and without music to which dancers perform the Fouette turn in time. 10 female dancers($21.0{\pm}1.4$ years old, height; $165.3{\pm}3.9$ cm, weight: $50.5{\pm}5.7$ kg) who are the students of S University participated in this study. It took shorter time to perform one revolution of fouette turn with music (930 ms) than without music (961 ms), which reason may be the shorter time of phase 2 in which the rotational momentum is not produced but lost to fiction. Orientation density of trunk to the front was smaller with music (.176) than without music (.196), while the one of head had not significant difference between with and without music. And the path length of marker on $2^{nd}$ left metatarsal bone during one revolution was smaller with music (35.7 cm) than without music (40.2 cm) but the difference was not statistically significant (p=.267).