• Title/Summary/Keyword: 음악종류

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Detecting Prominent Content in Unstructured Audio using Intensity-based Attack/release Patterns (발생/소멸 패턴을 이용한 비정형 혼합 오디오의 주성분 검출)

  • Kim, Samuel
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.12
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    • pp.224-231
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    • 2013
  • Defining the concept of prominent audio content as the most informative audio content from the users' perspective within a given unstructured audio segment, we propose a simple but robust intensity-based attack/release pattern features to detect the prominent audio content. We also propose a web-based annotation procedure to retrieve users' subjective perception and annotated 18 hours of video clips across various genres, such as cartoon, movie, news, etc. The experiments with a linear classification method whose models are trained for speech, music, and sound effect demonstrate promising - but varying across the genres of programs - results (e.g., 86.7% weighted accuracy for speech-oriented talk shows and 49.3% weighted accuracy for {action movies}).

A Study on the Copyright Issues about Performing Arts Records (공연예술기록의 저작권 문제 연구)

  • Lee, Ho-Sin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.1
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    • pp.249-268
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    • 2013
  • This paper investigates the copyright problems faced in the process of collecting Performing Arts Records by the Performing Arts Institutions and the Performing Arts Archives. For this, first, the collected records at the scene of performing arts were classified. Secondly, the copyright problems were judicially analyzed based on the classification drawn. As a result, first, the copyright itself constitutes very complicated copyright systems since performing arts are thought to have characteristics of comprehensive arts, reborn with an artistic work from various fields such as music, stage and costumes. Secondly, the documentaries produced in the theater scene subsequently leads to another copyright problem which are different from one the copyright of the concert itself. Thirdly and lastly, this paper revealed that the copyright issues can be variously constituted according to record type and the substantial production body.

Exploring the Types of AI Platforms for Creative Activities and How to Use Them (창작활동을 위한 인공지능 플랫폼의 종류와 활용방안 탐색)

  • Park, Ju-Yeon;Ahn, Su-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.361-364
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    • 2022
  • This study was carried out for the purpose of Exploring the types of AI platforms for creative activities and how to use them. In order to learn AI in the fields of art creation and music creation, which are representative areas of creative activity, types of AI platforms that can experience AI and perform simple programming were investigated. In addition, the utilization plan was presented so that each AI platform can be used to express students' ideas abundantly and to enhance their creativity. Through this, it is meaningful to suggest that the AI platform can be used as a teaching aid to enhance students' expressive power and creativity in creative activities.

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Music Genre Classification using Time Delay Neural Network (시간 지연 신경망을 이용한 음악 장르 분류)

  • 이재원;조찬윤;김상균
    • Journal of Korea Multimedia Society
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    • v.4 no.5
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    • pp.414-422
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    • 2001
  • This paper proposes a classifier of music genre using time delay neural network(TDNN) fur an audio data retrieval systems. The classifier considers eight kinds of genres such as Blues, Country, Hard Core, Hard Rock, Jazz, R&B(Soul), Techno and Trash Metal. The comparative unit to classify the genres is a melody between bars. The melody pattern is extracted based un snare drum sound which represents the periodicity of rhythm effectively. The classifier is constructed with the TDNN and uses fourier transformed feature vector of the melody as input pattern. We experimented the classifier on eighty training data from ten musics for each genres and forty test data from five musics for each genres, and obtained correct classification rates of 92.5% and 60%, respectively.

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Comparison of the Vocal Characteristics of Adults with and without Cerebral Palsy on Musical Speech Tasks (뇌성마비 성인과 일반 성인의 음악적 발화과제 시 음성 특성 비교)

  • Park, Han Na
    • Journal of Music and Human Behavior
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    • v.12 no.2
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    • pp.1-18
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    • 2015
  • The purpose of this study was to compare the vocal characteristics of 40 adults with and without cerebral palsy (CP), upon presentation of three speech tasks (i.e., reading, chanting, and singing). The Praat program was utilized to generate data on fundamental frequency, voice intensity, jitter, and shimmer. The results of the analysis revealed no significant differences on fundamental frequency and intensity. However, both groups showed significant decreases in jitter and shimmer when engaged in singing tasks. The analysis of group differences indicated that adults with CP showed significantly higher variation scores on jitter and shimmer than the group without CP, and the difference on jitter and shimmer became greater during rhythmic chanting. In terms of jitter variation, the interaction effects according to the groups and types of speech tasks were greater, demonstrating the differences between the two groups. This study can be utilized as a basic research, regarding changes in vocal characteristics of adults with CP according to different musical speech tasks.

Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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A Study on the Description of Printed Music Cataloging (악보자료 목록의 기술에 관한 연구)

  • Hahn, Kyung-Shin
    • Journal of Korean Library and Information Science Society
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    • v.38 no.1
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    • pp.231-256
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    • 2007
  • The purpose of this study is to investigate the distinctiveness and problem areas in cataloging rules of printed music. In this study, therefore, the characteristics, kinds, and cataloging rules related to a printed music are examined first as the backgrounds. Then the sources of information, title and general material designation, musical representation statement, publication.distribution.etc., physical description, notes, etc. in ISBD(PM), Chapter 5 Music of AACR2R 2002 Revision 2004 Update, and Chapter 5 Music of KCR4 are analyzed. And also printed music parts in Bibliographic Data of KORMARC and MARC21 are analyzed. Finally, the special issues and some problems to be considered in cataloging of printed music in KCR4 are presented.

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Nehru Style in the Sixties : Indian Influence on American Men's Fashion (1960년대의 네루 스타일 -미국 남성복식에 미친 인도복식의 영향-)

  • 김혜경
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.4
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    • pp.601-608
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    • 1999
  • 1960년대와 70년대 초기 미국은 인도의 음악, 철학, 종교, 복식 등, 다양한 문화 양식에 관하여 강한 관심을 나타냈고 이는 청년층의 반문화적 행동유형에 의해 시작되어 전반적인 사회계층으로 확산된 문화현상의 한 예로 설명되었다. 이에 본 논문은 Gentlemen's Quarterly 와 Sears and Roebuck Co. Catalgue를 이용하여 수집된 자료를 내용분석법으로 처리하여 미국 남성복에 나타난 인도복식의 영향과 사회계층별 차이점에 관한 실증적인 연구를 시도하였다 연구결과에 따르면 이 시기의 미국 남성복식에 보여진 인도의 영향은 주로 네루 스타일의 복식(Nehru jacket/suit Nehru collar Nehru hat)과 Indian sandal과 jewelry tie-dye와 madras로 의복 직물 악세서리등 다양하게 나타났다 그러나 인도복식으로부터 받은 영향의 내용과 정도는 사회계층에 따라 그 차이가 뚜렷하여 중류층에서는 제한된 종류의 스타일의 단기간 동안 채택되었으나 상류층에서는 다양한 스타일이 비교적 오랜 기간동안 지속되었던 것으로 밝혀졌다 이러한 결과는 중류층의 남성복식이 새롭고 비관습적인 스타일의 채택에 대하여 보수적인 양상으로 띠는 것으로 해석된다. 더불어 인도복식의 영향이 1968년을 절정으로 나타남으로서 이시기의 사회변화가 복식에도 그대로 반영되고 있음으로 보여주고 있다

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Customized Heath Care Game Contents Design (사용자 맞춤형 헬스케어 게임콘텐츠 설계)

  • Yoon, Seon Jeong;Yi, Yong Tag
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.129-130
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    • 2016
  • 본 연구는 재미있고 건강한 삶을 추구하는 현대인들이 누구나 즐길 수 있고 재활운동까지 가능하도록 간단한 소도구 운동기구와 결합된 이용자 맞춤형 리듬게임 콘텐츠를 설계한 것이다. 본 시스템은 센서가 부착된 소도구 운동기구와의 인터랙티브를 통해 사용자의 건강상태를 점검할 수 있는 사용자 분석용 콘텐츠와 사용자 건강 상태별로 운동 목표 설정, 종류, 난이도 등의 선별 기능으로 운동 효과를 극대화 할 수 있게 설계되었다. 또한 콘텐츠에 따른 음악, 동작 등의 다양화, 플레이 결과에 따른 점수(확장형의 경우 N/W 에 의한 플레이어 상호간 경쟁유도) 등으로 이용자에게 몰입과 재미를 제공하도록 설계하였다.

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디지털콘텐츠의 Idea는 보호받을 수 있는가

  • Son, Seung-U
    • Digital Contents
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    • no.3 s.142
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    • pp.113-116
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    • 2005
  • 이 세상의 모든 저작물은 기본적으로 아이디어와 표현의로 구성되어 있다. 교육용 소프트웨어, 게임 소프트웨어, 영화 등 디지털콘텐츠도 예외는 아니다. 저작물에서 Idea와 표현을 구별하는 것은 소송에서 피고에 의해 복제된 부분이 저작권을 침해 했는가를 판단하는데 있어서 매우 중요하다. 그 이유는 저작권법이 표현을 보호하고 Idea 는 보호하지 않기 대문이다. 미야자키하야오의 감독의 최근 애니메이션인 "하울의 움직이는 성"에서 어떤 부분이 Idea이며 또 표현인지를 정확히 구분하기란 대단히 어려운 일이다. 19세 소녀가 미녀의 저주에 결려 90세 할머니로 변해 미녀들의 심장을 먹고 산다는 하울의 움직이는 성에 들어가 격는 모험, 사랑, 마법 등 플롯(plot)은 과연 Idea일까, 아니면 표현일까? 이하에서는 Idea와 표현 2분법을 저작권법의 기본 원리로서 둔 법정책적 근거에 대해 살펴보고, 문학,미술,음악, 컴퓨터프로그램 등 다양한 종류의 저작물에 있어서 Idea와 표현은 무엇이며 또 어떻게 식별할 수 있는지 몇가지 사례를 통해 알아 보도록 하겠다.

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