• Title/Summary/Keyword: Music Industry

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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).

A Study on the Creative Elements of Popular Music (대중가요의 창작성 요소에 관한 고찰)

  • Kim, Hye Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.213-218
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    • 2016
  • Music copyright began in 1850 in France and, unlike other copyrighted works such as architecture or arts, which are based on visual conditions, copyrighted music is based the on trends of the times. The appropriate range of protection for musical works is not the entire music, but the part that is determined to be a creative expression deduced from the analysis of the musical structure. Concerning the issue of plagiarism in popular music, the determination of creativity plays an important role in whether a piece of music encroaches on the original copyrighted works or not. However, determining whether a work is an element of a previously copyrighted work should be achieved through a consensus formed by members of the relevant industry and academia rather than the court. The purpose of this study is to classify the creative and non-creative elements of popular music, in order to create a classification that can enable musical creators to provide a consensus on the elements of creative expression.

A Study on Development of a Prediction Model for Korean Music Box Office Based on Deep Learning (딥러닝을 이용한 음악흥행 예측모델 개발 연구)

  • Lee, Do-Yeon;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.10-18
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    • 2020
  • Among various contents industry, this study especially focused on music industry and tried to develop a prediction model for music box office using deep learning. The deep learning prediction model designed to predict music chart-in period based on 17 variables -singer power, singer influence, featuring singer power, featuring singer influence, number of participating singers, gender of participating singers, lyric writer power, composer power, arranger power, production agency power, distributing agency power, title track, LIKEs on streaming platform, comments on streaming platform, pre-promotion article, teaser-video view, first-week performance. Additionally we conducted a linear regression analysis to sort out factors, and tried to compare the prediction performance between the original DNN prediction model and the DNN model made of sorted out factors.

Adolescent Mind Healing Effect Through Music Activity (음악 활동을 통한 청소년 마음 치유 효과)

  • Lee, Sin-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.443-456
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    • 2021
  • This study was conducted to determine the extent to which music and art education had an effect on relieving depression and stress caused by COVID-19 and social distancing for teenagers in Seoul. To this end, with the cooperation of the Seoul Metropolitan Office of Education, an official document was issued to elementary, middle, and high schools in Seoul, and a study on the current status of about 1,745 students was conducted. Therefore, this study intends to prove through this study that music activity can significantly contribute to relieving depression and stress in adolescents on the basis that COVID-19 has a significant effect on the induction of depression and stress in adolescents. To this end, based on previous research, while examining the changes in the psychological state of Koreans due to COVID-19, we would like to analyze the depression and stress of adolescents intensively. And by experiencing music activities, it will be confirmed that depression and stress caused by COVID-19 can be relieved to a large extent through physiological and emotional changes. Furthermore, based on the survey, we intend to suggest that music activities will help adolescents to improve their emotional stability, cultural sensitivity, and self-esteem, and ultimately develop into healthy cultural people in terms of education.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

Exploratory Research on the Success Factors of YouTube Music Cover Channel Based on the Post Acceptance Model(PAM) and Flow Theory (후기기술수용모형(PAM)과 플로우(Flow)이론을 기반으로 한 유튜브 커버음악 채널의 성공 요인에 대한 탐색적 연구)

  • Lee, Jin-Hyung;Chae, Myung-Sin;Jang, Jun-Geun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.91-107
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    • 2020
  • The purpose of this study is to explore quantitatively the success factors of YouTube's music cover channel. Along the process, constructing and testing the measurement for music cover channel's characteristics. The research constructed the measurement items based on results of qualitative studies. To perform the purposes the study suggest a research model which integrated the Post Acceptance Model with five music cover channel's characteristics based on the recent case studies. The five characteristics were contents, video, creator, interactivity, and publicity. The characteristics were integrated with Post Acceptance Model. After testing reliability and validity the research model was revised then, the research hypothesis was tested. The research results show: first, it was found that the content characteristics did not meet the expected value of users. Second, among the five factors of channel characteristics presented in creator's characteristics have the largest effect on user's value perception Third, in the factor analysis process, the content factor and the video were loaded on the same factor thus integrated as one factor. Fourth, satisfaction and intention for continual usage were also loaded on the same factor thus integrated as one factor. The research results suggest that music cover channel operators need to enhance the creator's attraction, communication with user, and publicity in various ways.

Creating the Idea of Textile Print Pattern Design Using the Visual Expression of Popular Music (대중음악의 시각화를 통한 텍스타일 프린트 패턴디자인 발상)

  • Kim, Ji Yeon;Oh, Kyung Wha;Jung, Hye Jung
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.524-540
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    • 2015
  • This study develops textile pattern design ideas created through the visualization of music. Methods of auditory and synesthesia were employed to analyze various attributes of popular music genres and appoint language image, shape image, and color image to obtain their interrelationships. This study provides data that can be used to express emotional images on textile print pattern designs. This research used different genres of popular music as stimuli. The language image was extracted and introduced to the overall color scheme; in addition, the color image was verified. The analysis of the color image was executed by applying it with the color set image scale of I.R.I colors. Then, the color image of the target genre of popular music was examined and analyzed through a color tone system. The preference in shape image was realized through visual images based on basic principles of points, lines, and sides composition; subsequently, an analysis of the emotional image of popular music followed. An examination of the emotional images of different popular music genres have led to the discovery that language image, color image, and shape image all share a common emotional image. There was also a realization that similarity and interrelationship exists in language, color, and shape images experienced by listening to popular music.

Lighting Control using Frequency Analysis of Music (음악의 주파수 분석을 이용한 조명 제어)

  • HwangBo, Seok;Chun, Sung-Yong;Gang, So-Yeung;Lee, Chan-Su
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1325-1337
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    • 2013
  • Music affects sensitivity and emotion of human, emotional power of the music has been applied to various fields. Especially, to visualize as well as listen to music is able to create various atmosphere. In this paper, we proposed sensitivity control system for interaction with people to merge music and lighting. Because existing FT(Fourier Transform) has not information about the time, to analyze information of changed signal according to the time is difficult. In order to solve such a problem, we use STFT(Short Time Fourier Transform) method to analyze music signal. and also, we classified music for three genre and compared the frequency characteristics according to genre, and control the color, brightness of LED light based on the frequency components within analysis range. Unlike existing LED lighting control study using music, we had color control of emotional lighting and brightness control using variation amount of music signal in this paper. Proposed lighting control system will be able to utilize various industry fields as well as emotional lighting.

A Study on "Wittgenstein" Album (비트겐슈타인(Wittgenstein)앨범에 관한 고찰)

  • Kim, Jun-Soo;Cho, Tae-seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.374-380
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    • 2021
  • Band Wittgenstein is a relatively band-shaped team since Shin Hae-Chul's previous big band "Next." The album, which features Shin Hae-Chul's unique lyrics and specific concepts, is also similar to the Next albums. However, there is a difference in sounds used on the album that are properly fused sampling based work and computer music. This album is a low-budget home recording album produced at a total cost of 3 million won. Shin Hae-Chul was in charge of the main vocals and programming, and all of the works were done together by the band members. In this album, Shin Hae-Chul focused on teamwork rather than producing his own music. The low budget could have been a constraint on music production, but it must be highly appreciated for it being a novel attempt. Musicians who create music always create conflicts between their favorite music and popular ones. However, without creative efforts, there is no evolution or development in the music industry. It is clear that constant changes can continue to develop musical ability, which leads to the development of Korean pop music.

Activation of Culture and Content Industry and Necessity of Security Industry & Concert Hall Safety (문화콘텐츠 산업의 활성화와 공연장 안전 및 보안 산업의 필요성)

  • Choi, Jeong-Il;Jang, Ye-Jin
    • Convergence Security Journal
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    • v.16 no.3_2
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    • pp.55-63
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    • 2016
  • The purpose of this study is that there viewing at the future development direction and awareness of the cultural contents industry targeting college students for the activation of the domestic cultural content industry. And we want to find the need of the security industry & Concert Hall Safety. Recent worldwide it has occurred 'Soft target' terror targeting unspecified civilian in the cultural space of theater and music venues, stadiums etc. But security and safety systems against terror in Korea are very deficient situation. US security market has increased sales significantly interest in increasing against crime and terrorism prevention and depending on the price cut and technology development. It is expected to require a security industry in a variety of applications to the cultural contents industry development about Korean pop music and theatrical performances, and internet and mobile games stc.