• Title/Summary/Keyword: music resource

Search Result 37, Processing Time 0.023 seconds

Rapping as a Means of Improving Self-Expression: A Case Study of Adolescent Survivors of Childhood Cancer (소아암 완치 청소년의 자기표현 경험을 위한 랩 만들기 사례)

  • Choi, Jieun
    • Journal of Music and Human Behavior
    • /
    • v.16 no.2
    • /
    • pp.27-51
    • /
    • 2019
  • This case study aimed to investigate changes in self-expression following participation in a rap making program with adolescent survivors of childhood cancer. The rap making program was constructed based on the contextual support music therapy model. Three adolescent survivors of childhood cancer participated in six 80-minute individual sessions. During the sessions, each participant engaged in the following tasks: song discussion, lyric creation, and rapping over a selected beat. At pre and posttest, the Self-Expression Scale was completed by participants. Their verbal expressions lyrics were observed during the sessions, and individual interviews with the participants were conducted at the completion of the program. The results demonstrated that the mean rating of the Self-Expression Scale increased after the rap making intervention. Analysis of the participants' verbal expressions and lyrics demonstrated that participants were experiencing difficulties adjusting to school that they wanted to resolve. Furthermore, the analysis of the interviews at posttest found that participants experienced positive changes in self-perception, self-expression, and expectations for their future, compared to the pretest when the participants expressed negative self-perceptions due to difficulties in interpersonal relationships at school and physical limitations. This indicates that rap making can be an effective resource for providing this population with the means to recognize positive attributes about themselves and improve self-expression.

Audio Resource Adaptation (오디오 신호의 적응 방법)

  • 오은미
    • Proceedings of the IEEK Conference
    • /
    • 2003.07d
    • /
    • pp.1419-1422
    • /
    • 2003
  • Multimedia contents what we call Digital Items include various types of resources such as music, speech, text, video, graphics, and so on. The current Adaptation QoS described in the ISO/IEC 21000-7 CD-Part 7: Digital Item Adaptation, however, lacks adaptation methods for audio signals. The goal of this paper is to provide adaptation methods that are necessary to deal with audio signals. Two operations are introduced in order to adapt audio items. One method is to make use of the functionality of Fine Grain Scalability, and the other is intended to drop the channel of audio output channel. This paper provides a DIA description tool that associates the operators with the corresponding values of the constraint and the utility. Furthermore, the operations are evaluated and compared to alternative solutions.

  • PDF

A Photo Management Model for Semantic Web (시맨틱 웹을 위한 사진 관리 모델)

  • Han Jeong-Hwan;Koo Yong-Wan
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.10 no.3
    • /
    • pp.15-20
    • /
    • 2005
  • Since the invention of Web, it became part of our daily life replacing the routine information search and effecting many activities which otherwise could have been done off-line without it. It was a natural evolution of the web technology, which had started out as a simple test based pattern matching, to be based on the optimized match process for its multi-media Web environment, like still images, music and movies that we are to face today. In this paper, we proposed and implemented the model which the multimedia resources can be efficiently shared in semantic web. After converting multimedia resource information(metadata) into RDF, for efficient management, the model separate and allotment actual multimedia resource and corresponding metadata changed to RDF to each server. The proposed model could be applied in all multimedia resources. For easy explanation and implementation, however, we applied it to the digital photograph in example.

  • PDF

A Study on the Leisure Life Satisfaction of College Students According to the Pattern of Leisure Activities (대학생의 여가활동 유형에 따른 여가생활 만족도)

  • An, Ok-Hee;Choi, Hyun-Sook
    • Journal of Family Resource Management and Policy Review
    • /
    • v.10 no.1
    • /
    • pp.53-66
    • /
    • 2006
  • This study was designed to get basic informations for the purpose of making healthy leisure environment of college students, and which will improve the satisfaction of their school life. Five hundreds of college students in Daegu and Gyeongbuk area were questioned by, our questionnaire during April, 2005. The data of 405 students (165 men, 240 women) Were analyzed by SPSS WIN 12.0 program. The data of 210 were from Daegu and 195 were from Gyeongbuk area, The results are as follows, First, $80\%$ of those questioned spend their leisure time doing some activities and the satisfaction degree was medium... They get the informations about leisure mainly through internet and the purpose of their leisure activities, were, to get rid of stress. Second; It was shown that their main leisure activities were doing internet, meeting friends, and listening music on weekdays, meeting friends, watching movie and doing internet on weekend. The major activities of the students during vocation were meeting friends, doing internet, and watching TV. Third, the students are concern about their leisure life, and they think that leisure life make improve the quality of life. The last, there is a correlation between quite activities such as watching TV, and dynamic activities such as a mountain-climbing leisure life satisfaction on weekdays. On weekend, however, there is a correlation between dynamic activities such as sports and the leisure life satisfaction. Moreover, on summer (winter) break personal activities such as religious activities and the leisure satisfaction.

  • PDF

Personalized Battery Lifetime Prediction for Mobile Devices based on Usage Patterns

  • Kang, Joon-Myung;Seo, Sin-Seok;Hong, James Won-Ki
    • Journal of Computing Science and Engineering
    • /
    • v.5 no.4
    • /
    • pp.338-345
    • /
    • 2011
  • Nowadays mobile devices are used for various applications such as making voice/video calls, browsing the Internet, listening to music etc. The average battery consumption of each of these activities and the length of time a user spends on each one determines the battery lifetime of a mobile device. Previous methods have provided predictions of battery lifetime using a static battery consumption rate that does not consider user characteristics. This paper proposes an approach to predict a mobile device's available battery lifetime based on usage patterns. Because every user has a different pattern of voice calls, data communication, and video call usage, we can use such usage patterns for personalized prediction of battery lifetime. Firstly, we define one or more states that affect battery consumption. Then, we record time-series log data related to battery consumption and the use time of each state. We calculate the average battery consumption rate for each state and determine the usage pattern based on the time-series data. Finally, we predict the available battery time based on the average battery consumption rate for each state and the usage pattern. We also present the experimental trials used to validate our approach in the real world.

Exploring the Success Factors of K-POP Globalization: Utilizing the VRIO Model (K-POP의 세계시장 진출 성공요인 분석: VRIO 모형을 중심으로)

  • Shin, Dong-Seok;Nam, Sung-Jip;Nam, Myung-Hyun
    • Journal of Distribution Science
    • /
    • v.13 no.2
    • /
    • pp.55-62
    • /
    • 2015
  • Purpose - This study aims to investigate the success factors pertaining to K-POPs from an analysis of the internal business environment. Much research has investigated Korean Moves or how to popularize them. The research mainly focused on aspects of Korean Moves. However, few studies have attempted to examine Korean Moves or K-POPs from a managerial viewpoint. The current research tries to investigate the success factors of K-POP from strategic perspectives, specifically utilizing internal resource based view perspectives. It differentiates itself by looking at the competitiveness of K-POP from the internal resources. Research design, data, and methodology - In the entertainment industry, where creativity is heavily stressed, competitiveness is often regarded within the organization as a form of intangible asset, knowledge, or technology that is often related with the organization's personnel. Some research has tried to reveal the competitiveness of K-POP using Porter's competitiveness of nations framework. Others utilize the adapted model of Porter's structure. However, these models only look at the outside environment, and not inside a firm's resource, knowledge, or capabilities. This research utilizes the VRIO model to examine the internal resources and capabilities of K-POP producers. The model measures whether a firm's internal resources and capabilities are valuable, rare, difficult to imitate by competitors, or organizable. The research covered businesses whose yearly revenue exceeds $10 Million in music planning and recording in South Korea. There were only thirteen such companies (one percent of the total population). Of these, companies for whom 20 percent or more of the sales revenue comes from the abroad are targeted. Only seven are selected and these participated in the research. In order to find a firm's internal resources, we conducted qualitative research methodology. Their business names and persons who participated in this research are not revealed due to case sensitive issues. Instead, we use unrelated initials for their names and their statements. Results - From the in-depth interview with top-tier K-POP producers and managers, the current research tried to identify resources and capabilities that helped to strengthen their competitiveness. These resources and capabilities are sought from the scope of the VRIO model, which looks at the internal resources and capabilities from the scope of value, rarity, imitability, and organization. Interviews with the top tier producers and managers reveal the internal success factors of K-POPs. We conclude that these resources and capabilities are from internally accumulated producing know-how, unique managing (training) system, and outstanding all-round entertainment capabilities of the performers. Conclusions - These results indicate that the core resources and capabilities of K-POP are robust. It will take a significant amount of time and money to imitate for followers, because these resources and capabilities are the result of time investment and are embedded into producers' and performers' know-how. Taking Luo (2000)'s argument, K-POP is in the second stage of the globalization process, which is configuring and allocation resource capabilities to a global scope.

Continuity and Transformation of the Cartoon Strip for the Musical Performance (만화 소재 뮤지컬에 있어서 만화특성의 지속성과 변형에 대한 시론적 연구)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
    • /
    • s.12
    • /
    • pp.27-43
    • /
    • 2007
  • The article concerns the continuity and transformation of the cartoon strip for the musical performance. Recently, the cartoon strip has been considered as a resource for creating the musical performance. However, There are a few articles on the relationship of the cartoon strip and the musical performance. In this respect, the article seeks to examine the characteristics of the cartoon strip and the musical performance in terms of planning system, storytelling structure, character formation and marketing strategies. The case on the musical entitled 'The Great Catsby', which is rooted in the cartoon strip entitled 'The Great Catsby', is examined. As a result, on the one hand, the characteristics of the cartoon strip has continuously affected the process of creating the musical performance in terms of storytelling, character formation, stage management and the marketing activities. On the other hand, the musical performance considers the music and sound, the moving image and stage management, performance of the actors as an essential part in comparison with the cartoon strip. In addition, the musical performance simplifies and recontructs the cartoon strip according to the principles of the musical performance.

  • PDF

The Research on Reproduction of White Bamboo Paper in Ming-Qing Dynasty : Reproduction of Paper Woven Painting and Repair Paper (명-청시대의 백죽지(白竹紙) 재현 연구 : 지류문화재 보수지(補修紙)와 지직화(紙織畵) 재현을 중심으로)

  • Lee, Sang-Hyun
    • Journal of Conservation Science
    • /
    • v.23
    • /
    • pp.39-51
    • /
    • 2008
  • Adding chemical additives in bamboo paper making procedure in China became common in last decades to increase productivity. Supply of repair paper for paper based artefacts became more and more difficult due to this tendency. Furthermore, stains and spots on paper which happen to appear during dying procedure make it difficult to use modern bamboo paper for repair treatment. In this research, lime fermentation and sun bleaching were main elements which affect texture and color of paper. Impurities, however, add some effects on paper quality. Less thouroughly washed raw materials after fermentation also affects texture of paper substrate. One most significant impurity is lime. Minimum residue of lime can make stains and spots after dying. Reproduction of white bamboo paper would become useful resource in various conservation treatments as a repair paper, and also, for reproduction of paper woven painting. However, further research to improve quality at early stage of paper making procedure in China required.

  • PDF

Effects of emotional states on information search pattern on small display (감정 상태가 작은 디스플레이의 정보 탐색에 미치는 효과)

  • Kim, Hyuk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
    • /
    • v.9 no.4
    • /
    • pp.321-329
    • /
    • 2006
  • Recently there has been interested in the role of emotion in human computer interaction fields. The present study investigated whether the users emotional state effects on information search pattern for decision making in small screen display. In experiment, to induce specific emotional states(positive and negative emotional state), the participants were asked to listen to music and imagine autobiographic events with different emotional impacts. Subsequently, they performed time limit search tasks with three travel information on small screen display and their search patterns were recorded on real time. The results indicated that a positive emotional state caused more wide and fast Information search pattern in comparison with neutral and negative emotional state. And neutral and negative emotional state caused more cognitive resource to details in comparison with positive emotional state.

  • PDF

A Study of User Interests and Tag Classification related to resources in a Social Tagging System (소셜 태깅에서 관심사로 바라본 태그 특징 연구 - 소셜 북마킹 사이트 'del.icio.us'의 태그를 중심으로 -)

  • Bae, Joo-Hee;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.826-833
    • /
    • 2009
  • Currently, the rise of social tagging has changing taxonomy to folksonomy. Tag represents a new approach to organizing information. Nonhierarchical classification allows data to be freely gathered, allows easy access, and has the ability to move directly to other content topics. Tag is expected to play a key role in clustering various types of contents, it is expand to network in the common interests among users. First, this paper determine the relationships among user, tags and resources in social tagging system and examine the circumstances of what aspects to users when creating a tag related to features of websites. Therefore, this study uses tags from the social bookmarking service 'del.icio.us' to analyze the features of tag words when adding a new web page to a list. To do this, websites features classified into 7 items, it is known as tag classification related to resources. Experiments were conducted to test the proposed classify method in the area of music, photography and games. This paper attempts to investigate the perspective in which users apply a tag to a webpage and establish the capacity of expanding a social service that offers the opportunity to create a new business model.

  • PDF