• Title/Summary/Keyword: 악보 재생

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A Music player providing a musical score recognition and performance function (악보 인식과 연주 기능을 제공하는 음악 플레이어)

  • Lee, Seung-Hwan;HwangBo, In;Hong, Kee-Chan;Choi, Wo-Suk;Koh, Jeong-Gook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.949-951
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    • 2015
  • 컴퓨터의 활용 범위가 다양화되면서 음악 분야에도 컴퓨터의 역할이 점점 커지고 있다. 기존의 악보 인식 방법들은 대부분 특정 프로그램에서 작성된 악보만 편집과 재생이 가능하고 다른 프로그램에서 작성된 악보는 수정과 재생이 어려운 문제가 있었다. 본 논문에서는 이러한 단점을 보완하여 이미 작성된 악보를 자동으로 인식하고 재생할 수 있는 스마트폰 애플리케이션을 설계하고 구현한다. 스마트폰 소지자는 언제 어디서나 원하는 악보를 획득할 수 있으며, 폰에 내장된 카메라를 이용하여 악보를 인식시킨 후 연주 기능을 이용하여 음악을 즐길 수 있다.

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Automated Recognition of Printed Music using Fuzzy ART Algorithm and Performance (퍼지 ART 알고리즘을 이용한 인쇄 악보의 자동 인식과 연주)

  • Kim, Mi-Jeong;Kim, Kwang-Baek;Park, Choong-Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.410-414
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    • 2008
  • 음악 연구에 따른 컴퓨터의 역할이 점차 중요한 비중을 차지함에 따라 보다 효과적인 악보 인식 방법이 요구된다. 기존의 악보 인식 방법에서는 특정 수정 프로그램에서 만든 악보만 그 프로그램에서 재수정과 재생이 가능하다는 단점이 있다. 본 논문에서는 이러한 단점을 보완하기 위하여 이미 작성 되어있는 악보들을 자동으로 인식하고 재생을 할 수 있는 방법을 제안한다. 제안된 악보 인식 방법은 수평 히스토그램을 이용하여 악보 이미지의 오선을 제거한 후, Grassfire 알고리즘을 적용하여 잡음을 제거하고 악보 구성 기호들을 추출한다. 추출된 악보 구성 기호들은 악보 구성 기호의 특징을 이용하여 음표와 쉼표, 그 외의 기호들로 분리한다. 분리된 음표 기호들은 박자마다 다른 음표 형태의 특징을 이용하여 다시 세밀하게 분리하고 쉼표와 그 외의 기호들은 퍼지 ART 알고리즘을 적용하여 인식한다. 인식된 악보 구성 기호들을 이용하여 각각 정보를 저장하고 향후에 악보 구성 기호에 해당하는 음의 재생을 용이하게 한다. 제안된 악보 인식 방법의 성능을 평가하기 위해 50장의 악보 영상을 대상으로 실험한 결과, 본 논문에서 제시한 악보 영상의 인식 방법이 실험을 통해서 효율적인 것을 확인하였다.

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Automatic Recognition and Performance of Printed Musical Sheets Using Fuzzy ART (퍼지 ART 알고리즘을 이용한 인쇄 악보의 자동 인식과 연주)

  • Kim, Kwang-Baek;Lee, Won-Joo;Woo, Young-Woon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.1
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    • pp.84-89
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    • 2011
  • Musical sheet recognition is an emerging area as the role of computers in music increases. Although there are several well-known programs for composition, they have a limitation in that they cannot edit or play music generated from other programs. In this paper, we propose an algorithm that can read, recognize, and play music using printed sheets. The proposed algorithm first removes lines using horizontal histogram and extracts symbols. The symbols belong to one of the three categories; notes, rests, and other signs. Notes are recognized using the context information and rests and signs are recognized using a fuzzy ART algorithm. The proposed algorithm were applied to 50 pages of musical sheets and the experimental results showed that it is effective in automatic recognition of musical sheets.

An Algorithm for Generating Suitable Accompaniment in Score-writers (사보 프로그램의 적절한 반주 생성을 위한 알고리즘)

  • Nam, Yong-Wook;Kim, Yong-Hyuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.31-39
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    • 2016
  • As the computer technology is developed, score-writers that can edit music have more improved functions. A user not only can insert notes, chords, and musical symbols conveniently, but also can listen to music displayed in the score. Existing commercial score-writers make scores look good and play notes through VSTi(Virtual Studio Technology instrument). However chord accompaniment function is so vulnerable that it is hard to know whether or not displayed chords are suitable for music. If a score-writer has a proper function that plays chord sound good to hear, it will be a good reference to band music sheet writers. In this paper, to improve chord playback function in existing score-writers, we propose an algorithm that selects suitable chord tones for chord playback and implemented a program. If we apply this algorithm, the chord play function of a score-writer will be strengthened and resultantly a music sheet writer who makes a band music can make scores more conveniently.

Implementation of SimMusic Language on Lego Mindstorms NXT (Lego Mindstorms NXT 상에서 SimMusic Language 구현)

  • Shin, Suyong Christina;Heo, Yujeong;Kim, Hyunsoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.8-9
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    • 2016
  • 본 연구는 Lego Mindstorms NXT 상에서 음악을 재생할 수 있도록 하는 SimMusic language를 정의한다. 재생하고자 하는 악보는 SimMusic language로 작성되고, Lego Mindstorms NXT로 조립된 SimMusic player는 SimMusic 프로그램을 읽고 음악을 재생한다. SimMusic player를 통해 하나의 악보가 재생되는 일련의 과정은 컴퓨터 구조에서 프로그램이 수행되는 과정을 기반으로 구현되었기 때문에, 본 연구는 비전공자도 쉽게 컴퓨터 과학의 기초를 다질 수 있는 계기가 된다.

Melody Note - Music Score Editor and Play System (악보작성 및 재생 시스템)

  • Kim, Tae-Ki;Lee, Dae-jeong;Park, Mi-Ra;Min, Jun-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.1059-1062
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    • 2009
  • As the electronic processing of music gradually is developed, there has been growing interest in automatical input of music. As a result, various researches which input music in the computer has been studied. However, previous studies have drawbacks that only the experts can do it. In other words, if beginners would like to use traditional production program of music scores than prior knowledge is required. To resolve this, we propose system painting music scores automatically using a bandwidth of soundsource, after extracting the voice sounds created by amateurs. The System provides amateurs with convenience so that they can compose. As well as, the System provides the ability to play music that produced by the computer. By using the system, amateurs can compose using voice and simple system handling. And, they can make a music that plays desired instruments.

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Note Tracking and Localization Algorithm for Interactive Rhythm-based Music Player (리듬기반 인터액티브 음악 플레이어를 위한 음표 위치 추적 알고리즘)

  • Kim, Jae-Hong;Park, Jae-Sung;Lee, Jun-Seong;Cha, Dong-Hoon;Kim, Joung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.482-486
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    • 2009
  • Conventional music players offer simple replay and one way entertainment. The paper presents an algorithm to extract, within a digitally recorded music file, the temporal information of a sequence of target notes (i.e. melody). We assume to have the score (e.g. MIDI or printed score), and using this information, it becomes possible to first sequentially predict the probable location of the target notes. However, recorded music is hardly performed according to the score, especially temporally. Thus, additional analysis is carried out to hone in on the exact location of the target note from the initially predicted location. This prediction and correction process is repeated to find one note after another. This allows us to develop an interactive music player that is enacted by rhythmic interaction, and induce a new user experience, i.e. as if one is playing the music oneself.

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Pandemics Era, A Study one the Viewers' Responses of Medical Drama through Text Mining. -Focused on - (팬데믹 시대, 텍스트 마이닝을 통한 의학드라마의 시청자 반응 연구-<슬기로운 의사생활>을 중심으로-)

  • Ahn, Sunghun;Oh, SeJong;Jeong, Dalyoung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.385-389
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    • 2020
  • The medical drama has developed into a story centered on 'people', raising viewers' sympathy. The story of the drama is the true life story of doctors, patients and families. It is also a story that reminds me of 'a little special day of our ordinary people'. And the song played and sung by five characters in the drama became a factor that stimulates nostalgia and increases immersion. The highest viewer rating was 14.1%, and 51,584 blogs alone were registered. According to the big data analysis, the related words were 'Wise OST', 'Album Name', 'Artist Name', 'Two Hours in a row', 'Record', 'Remake', 'OST Revealed', 'Advertisement Revenue', 'Playlist', 'Aroha' and 'Cho Jung-seok'. The commercialization of medical dramas includes 'Sales of Drama OST Albums', 'Organizing Online Live Concerts (PPL in Advertising)', 'Publishing Piano Music', 'Picture of People-Oriented Photography', 'Making Music Video Editing Drama Highlight', 'YouTube Upload Profits', 'Mask' and 'Disinfectant'. it is predicted that the touching story of Corona 19 and the charming humanity will unfold. The limitations of the research will require analysis of various works by genre and attempts to analyze consumer values by industry.