• Title/Summary/Keyword: 오디오 테크놀로지

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A Study on the Audio Mastering Results of Artificial Intelligence and Human Experts (인공지능과 인간 전문가의 오디오 마스터링 비교 연구)

  • Heo, Dong-Hyuk;Park, Jae-Rock
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.41-50
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    • 2021
  • While artificial intelligence is rapidly replacing human jobs, the art field where human creativity is important is considered an exception. There are currently several AI mastering services in the field of mastering music, a profession at the border between art and technology. In general, the quality of AI mastering is considered to be inferior to the work of a human professional mastering engineer. In this paper, acoustic analysis, listening experiments, and expert interviews were conducted to compare AI and human experts. In the acoustic analysis, In the analysis of audio, there was no significant difference between the results of professional mastering engineers and the results of artificial intelligence. In the listening experiment, the non-musicians could not distinguish between the sound quality of the professional mastering engineer's work and the artificial intelligence work. The group of musicians showed a preference for a specific sound source, but the preference for a specific mastering did not appear significantly. In an expert interview, In expert interviews, respondents answered that there was no significant difference in quality between the two mastering services, and the biggest difference was the communication method between the mastering service provider and the user. In addition, as data increases, it is expected that artificial intelligence mastering will achieve rapid quality improvement and further improvement in communication.

Constructive music creation: the process and effectiveness of sampling in computer-based electronic music production (구성적 음악 창작: 컴퓨터 기반 전자적 음악 프로덕션 상에서 샘플링의 과정과 효과)

  • Han, Jinseung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.127-134
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    • 2009
  • In spite of controversial debates on aesthetic issues of computer-generated electronic music, rapid advancement of music technologies in the past decade have resulted proliferation of using virtual software synthesizers and samplers in music composition. Computer-based music production platform has become not only a norm among some of contemporary music composers but also vital apparatus for their compositional process. There are two imperative parts of this compositional process involving sampling in computer-based music production, which are commercially available sample libraries that include pre-recorded audio samples, and music production software that processes them. The purpose of this study is to investigate the process and effectiveness of reconstructive compositional process utilizing distinctive features of sampling on computer music production software. This study addresses issues such as: the definition of audio sampling, how sampling is incorporated in compositional process, and what features of music production software are particularly effective in various musical expressions. The result of this study will hopefully accommodate and fulfill the needs of electronic and acoustic musicians' creativeness.

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Effects of Dynamic Compression to Listening Monitor on Vocal Recording (보컬 녹음에서 모니터에 적용된 컴프레서가 가창에 미치는 영향)

  • Kim, Si-On;Park, Jae-Rock
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.93-100
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    • 2019
  • Dynamic Compressors in vocal recordings of modern pop music are essential equipment. Dynamic compressors are applied not only to the mix for listening to music but also to the monitor for the singer to listen to his voice along with the accompaniment while the singer is recording. This study is an experimental study on the effects of a dynamic compressor applied to a monitor environment on the vocal performance of a singer. 10 participating singers participated in the blind test to test how the vocals heard through the monitor would be affected by the 1:1, 2:1 and 4:1 compression ratio. Experimental results show that the higher the compression ratio applied to the monitor, the bigger the song, the brighter the tone, but the pitch becomes finer inaccuracy on the bigger dynamic part of the song. In post-interviews with blinds, it was found that singers generally preferred to hear compressed sound through a compressor on the monitor. Since the music used in the experiment was a ballad with a wide dynamic range, it could not be generalized to all kind of music recordings, but it could provide important implications for the monitoring of recording sites. In addition, We hope that the cognitive science approach to recording technology will be added based on this paper which has been studied through empirical studies on the effect of the monitor environment on the singing voice.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.