• Title/Summary/Keyword: Purpose of Music Use

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A Study on Reimbursement for Legal Deposit of Digital Produce (디지털자료 납본에 대한 보상 체계 연구)

  • Kwak, Seung-Jin;Choi, Jae-Hwang;Cho, Young-Joo;Ryu, Hee-Kyeung
    • Journal of Korean Library and Information Science Society
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    • v.39 no.2
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    • pp.65-83
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    • 2008
  • The National Library of Korea establishes an Act on Legal Deposit and Use for the Online Digital Products in 2007 and it is preparing an enforcement. The purpose of this study is to suggest rate base on legal deposit of digital products before enforcement of this bill. To reach the goal, this study reviewed the legal deposit acts on digital products in the world. Also the opinion of main stakeholders in this area was collected such as digital book publishers and music copyright association. In conclusion, this study proposed rate base of reimbursement for legal deposit of digital products.

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Research on Animation Sound (애니메이션 사운드에 관한 연구)

  • Lim, Woon-Ju
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.127-134
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    • 2007
  • The biggest purpose of sound is communication with spectator in animation. Animation sound delivers background to spectator more naturally through music age enemy, space enemy of fantastic, realistic work and use rhythm and rhythm according to smoke action of character and character delineation and specific character of character, atmosphere as is intimate to spectator. This research achieved research of connection literature data to grasp the importance of role and function that sound reaches in animation reflex. Because is companionate with reflex at animation sound manufacture process with this, in work whole atmosphere in Naereotibeu's structure progress of the event smoothly connect and focused to if make video and interaction of sound smoothly and deliver to spectator.

A Study on Diversification of the Ancillary Materials for Chinese Education: Focusing on Some Songs of Jay Chou (중국어교육의 보조자료 다양화를 위한 모색: 주걸륜(周杰倫)의 몇 곡을 중심으로)

  • Park, Chan-Wook
    • Cross-Cultural Studies
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    • v.46
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    • pp.253-279
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    • 2017
  • This study aims to examine how the Chinese popular culture, especially music, can contribute to diversification of the ancillary materials for teaching Chinese language, literature and culture, based on the analysis of some songs of Jay Chou. For this purpose, this study analysed 10 songs that have been used in the tests or the text contents in China or Taiwan in terms of rhyme, words relation to the ancient poems, and the Chinese culture. Consequently, the songs of Jay Chou show that they can be used as an ancillary material in the Chinese class from the linguistic, literary, and cultural angles. For use in the Chinese language, literature, culture class in the future, there is a constant need to discover and analyse new materials from the Chinese popular culture.

Effects of SES, Psychological Environments, Stress Coping Method on High School Student's Stress in Choen-buk (전북지역 고교생의 사회인구학적, 심리 ${\cdot}$ 환경적 특성과 대처방법이 스트레스 받는 정도에 미치는 영향)

  • Song, Soon
    • Journal of Families and Better Life
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    • v.18 no.3 s.47
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    • pp.171-187
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    • 2000
  • The purpose of this study is to research high school students' stressful life events, to examine effects of SES, psychological environments, stress coping methods on stress. Data were collected by 965 high school students in Cheon-buk. Data were analyzed with the frequency, percentage, factor analysis, reliability, ANOVA test, Multiple Regression in use of SPSS WIN 7.5 Program. The main results are as follow: 1. High school students; stressful life events are ① comparingㆍinterferenceㆍscolding ② having a bad at their study. ③ educational environments ④ ability ⑤ apearance. Peoples stressed me are ① her(him)self ② friend and ③ teacher. Stress coping behaviors are it's ① speak ill a person. ② listen to the music. ③ sleep. ④ be patient. ⑤ keep still or take breath deeply. 2. SES, Psychological Environments, Stress Coping Methods are related to stress. Especially hopeless in future, parental not affections and parental interference are related to stress highly. Also the stress by sex discrimination are related to gender intimately. 3. Effects of SES, Psychological Environments, Stress Coping Method on high school students' stress are very different. So it must to be differentiated the support on the high school students' stress.

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Design Guidelines for the Activity Spaces in Skilled Nursing Facilities for the Elderly -Focused on Spatial Characteristics and Using Behavior- (노인전문요양시설의 프로그램 수행공간 계획지침 - 공간현황 및 이용행태 조사를 통해 -)

  • Lee Min-Ah
    • Journal of Families and Better Life
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    • v.23 no.4 s.76
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    • pp.101-112
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    • 2005
  • The purpose of this study was to provide the design guidelines for the activity spaces in the skilled nursing facilities for the elderly through the investigation of the spatial characteristics and using behavior The researcher interviewed the staff regarding programs in 15 facilities, investigated and observed the use of the spaces from 15th of December, 2004 to 19th of February, 2005. The programs in facilities were categorized into human knowledge, arts, music, exercise, recreation, cooking gardening, religious and social activities, and those were peformed once to 4 times a day. They were conducted in the elderly individual rooms, lounges, program rooms, dining room, or(and) auditorium. The results of the study were as follows: First, investigating the activity spaces, the lounges and elderly individual rooms were mostly on the same floor so that the elderly had no big trouble in access to the lounge. The program rooms of the facilities in suburban and rural area were on the same floor as the elderly individual rooms and they were likely to combine with another usage, compared to those On city were mostly separated from the residence floor. Most of dining rooms and auditorium were on the basement or on the 1st floor. Second, in the programs by the activity spaces, elderly individual room and the program room were used more for the human knowledge and art programs with small group. The lounges were for recreation and social activities with (both of) small or(and) big group and dining rooms were mainly used for cooking programs. In auditorium, recreation, religious and social activity were performed with big group. Third, the individual rooms for the elderly had more capacity if those did not have any beds, but often had a trouble in making a passage way. The lounges needed to remove decorations and displayed furniture obstructing the passages and to arrange both of the western and eastern type of tables for the efficient use of the spaces. It took a long time in preparation of the furniture and other equipment if the program room was with another usage.

The Effect of AI Agent's Multi Modal Interaction on the Driver Experience in the Semi-autonomous Driving Context : With a Focus on the Existence of Visual Character (반자율주행 맥락에서 AI 에이전트의 멀티모달 인터랙션이 운전자 경험에 미치는 효과 : 시각적 캐릭터 유무를 중심으로)

  • Suh, Min-soo;Hong, Seung-Hye;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.92-101
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    • 2018
  • As the interactive AI speaker becomes popular, voice recognition is regarded as an important vehicle-driver interaction method in case of autonomous driving situation. The purpose of this study is to confirm whether multimodal interaction in which feedback is transmitted by auditory and visual mode of AI characters on screen is more effective in user experience optimization than auditory mode only. We performed the interaction tasks for the music selection and adjustment through the AI speaker while driving to the experiment participant and measured the information and system quality, presence, the perceived usefulness and ease of use, and the continuance intention. As a result of analysis, the multimodal effect of visual characters was not shown in most user experience factors, and the effect was not shown in the intention of continuous use. Rather, it was found that auditory single mode was more effective than multimodal in information quality factor. In the semi-autonomous driving stage, which requires driver 's cognitive effort, multimodal interaction is not effective in optimizing user experience as compared to single mode interaction.

A study on non-face-to-face art appreciation system using emotion key (감정 키를 활용한 비대면 미술감상 시스템 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.57-62
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    • 2022
  • This study was conducted with the purpose of listening to the explanations of artworks in the non-face-to-face class and confirming the learner's feelings as a result of the class. The proposed system listens to the explanation of the artwork, inputs the learner's emotions with a dedicated key, and expresses the result in music. To this end, the direction of the non-face-to-face art appreciation class model using the emotion key was set, and based on this, a system for non-face-to-face art appreciation was constructed. The learner will use the 'smart device using the emotion key' proposed in this study to listen to the explanation of the artwork and to input the emotion for the question presented. Through the proposed system, learners can express their emotional state in online art classes, and instructors receive the results of class participation and use them in various ways for educational analysis.

A Study on Phenomenon 'Play of Words' in Modern Russian Advertising Language (현대 러시아 광고언어에 있어서의 '언어유희' 현상에 대한 연구)

  • Kim, Sung Wan
    • Cross-Cultural Studies
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    • v.42
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    • pp.241-260
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    • 2016
  • The purpose of this article is to represent the types of advertising in the modern Russian language as 'Play of Words' (игра слов). The causal reason for this phenomenon is studied from the result of certain characteristics of advertising. The definition and characteristics of the language of the advertisement are analyzed in achieving the goal, as these factors reveal how language is used to maximize the effectiveness of the advertising. Academic research is needed in the collaborative fields of linguistics, psychology, economics, sociology, marketing, literature, art, and music. Modern advertisement is mixed with semiotic objects that consist of display, sound, and texts. While this study is not complete, the acknowledgement of the phenomenon 'Play of Words' between the creators of advertising and the consumer is undeniable. On one hand, advertising is recognized by linguists as the main factor that destroys the literary language. It represents the distortion of a standard language norm, as opposed to formal linguistic means used in advertising. In this research, we pay attention to the frequent use of foreign language borrowings and incorrect representation of foreign words, slang and jargon, that occur in misspelled usage of literary norms. The features that are revealed in this article are helpful to understand the purpose of advertising.

A Study on the Characteristics of Non-Fungible Token(NFT) and Application Plans from the Digital Records Perspective : Focused on Transferable Records (전자기록 관점에서 본 대체 불가능한 토큰(NFT) 특성 및 활용 방안 이전 및 거래 가능한 기록을 중심으로)

  • Won, Joo-hye;So, Hyeon-Gi;Oh, Hyo-Jung
    • The Korean Journal of Archival Studies
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    • no.73
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    • pp.47-79
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    • 2022
  • NFT is literally a 'non-fungible token', a digital file that records specific virtual assets on a blockchain. Events such as ownership of the asset and transaction history are recorded on the blockchain through the token transaction, so counterfeiting and falsification are impossible. Therefore, NFT is used as a tool that can uniquely represent a specific virtual asset. The main purpose of this paper is to examine the characteristics of NFT from a records management point of view and to find ways to use them, and focuses on digital records that have the characteristics of assets as digital works. For this purpose, we first examine the basic concept of NFT and the principle of ownership and proof of value as an asset for digital works. In addition, it was confirmed how the advantages of NFT were applied through NFT use cases in various fields, and in particular, areas related to audio-visual records such as art, music, sports, and fashion were focused on. Furthermore, by comparing the characteristics of digital records with those of NFT, factors applicable to electronic records were identified. Finally, the types of digital records that are expected to be effective in the application of NFT were identified, and the possibility of their use and discussion points for introduction in records management are presented.

A Study on Tecktonik Culture and Fashion (테크토닉 문화와 패션에 대한 연구)

  • Kwon, Sang-Hee;Ha, Ji-Soo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.6
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    • pp.869-879
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    • 2009
  • The purpose of this study is to understand the Tecktonik culture and fashion, and to compare its features in Korea and France. Unlike prior studies which mainly dealt with subcultures in the U. S. and the U. K., this study paid attention to the condition of Korea. Tecktonik is a dance and music craze that originated in France in 2000, and spread worldwide via the Internet. The main features of Tecktonik fashion are slim fit, vivid colors, and high-top sneakers, which represent current fashion and culture trends, and express the feeling of Tecktonik music and dance. Compared to France, Korean Tecktonik fashion emphasizes sexual attraction of women with short skirt, while men are conservative about mohican hairstyle and dark make-up. In France, Tecktonik has become a sound social amusement, while in Korea it has been used for advertisements or entertainer's fashion style. The subcultural characteristics of Tecktonik were identified as playfulness, the active use of digital media, and high commercial value. In France where Tecktonik is for participating in a joyful dance, playfulness is prominent, and in Korea where Tecktonik acts as a visual entertainment, commercial value is outstanding. It has made differences in Tecktonik fashion of the two countries.