• Title/Summary/Keyword: 음악지식

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Musical Instrument Interface Using the Real-time arrangement of notes (실시간 음 재배치를 이용한 악기 인터페이스 -The Chords: 누구나 쉽게 연주할 수 있는 뉴미디어 악기-)

  • Koo, Ja-Ok;Ahn, Jae-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.373-377
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    • 2009
  • 악기 연주는 장시간의 꾸준한 학습이 필요하다. 피아노나 기타와 같이 박자와 가락을 동시에 연주 할 수 있는 악기는 다양한 표현을 낼 수 있지만 그만큼 학습에 시간과 노력을 투자해야 한다. 본 논문은 악기 연주에 대한 새로운 인터페이스를 제안한다. 특히, 사용자가 악기 연주를 학습하는 것에 긴 시간과 많은 노력을 투입하지 않고, 전문 지식 없이도 중급 이상의 퍼포먼스를 낼 수 있도록 하는 것이 목표이다. 제안된 악기 인터페이스는 음악 코드를 선택하는 코드선택기와 실질적인 연주가 이루어지는 건반으로 구성되어있다. 코드선택기는 사용자가 코드를 선택하면 그에 해당하는 음들을 건반에 배치하며, 이후 진행할 수 있는 후보코드를 사용자에게 알려준다. 건반은 사용자의 연주를 미디메시지로 변환하여 출력한다. 이 두 장치는 사용자가 학습에 많은 어려움을 느끼는 가락을 만들고 진행하는 부분에 대해 좀더 쉬운 솔루션을 제공할 것으로 기대된다.

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지역축제의 차별화된 서비스 품질이 만족도와 재방문의도에 미치는 인과분석 -2009 제천음악영화제 중심으로-

  • Hong, Seok-Min;Kim, Gye-Su
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2010.04a
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    • pp.418-424
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    • 2010
  • 우리를 둘러싼 경영환경은 시간, 공간, 무용지식등을 심층기반으로 하여 움직이고 였다. 이런 경영 환경속에서 하이테크와 하이터치 요인을 통해 고객에게 만족을 주지 못하면 개인이나 조직은 고객의 뇌리 속에서 사라지게 된다. 이런 배경으로 인해, 지역축제 역시 일반 축제와 차별적인 방향으로 개발하여 고객에게 가치를 제공해야 하는 전략을 강구할 필요가 있다. 본 연구에서는 지역 문화 콘텐츠를 암리고 지역 경제적 수익을 위해서 마련한 지역축제를 돌아 보는데였다. 또한 연구모형을 개발하고 지역축제의 서비스 품질 만족요인이 축제의 만족도와 재방문에 마치는 인과분석을 실시하는데 있다. 본 연구 분석결과, 서버스 품질 요인 중 행사진행 벚 수용태세 요인과 쇼핑 및 음식요인이 고객만족도에 유의한 영향을 마치는 것으로 나타났으며, 고객만족도는 향후 지역축제 참여의도에 유의한 영향을 미치는 것으로 나타났다.

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행사 - 청주 직지축제 및 직지상 시상식 성료 -1377합창단 감동의 하모니 극찬

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.10 no.10
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    • pp.104-105
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    • 2011
  • 2012 '청주직지축제'가 지난 9월 3일부터 9일까지 7일간 청주예술의전당과 청주고인쇄박물관 일원에서 펼쳐졌다. 이번 축제에는 기존의 형식과 관행을 깨고 보다 시민들이 함께하는 프로그램인 시민합창단이 진행돼 눈길을 끌었다. 전시행사로는 미디어전시관, 미디어아트 전시회, 세계기록유산 패널, 지식정보 선도도시 청주의 미래상 등이, 참여행사로 1377퍼레이드, 멀티미디어쇼, 댄스, 노래, 콘서트, 가을밤 음악연주회 등의 공연과 미디어과학체험, 영상, 애니메이션, 고인쇄문화체험(활자, 한지, 배첩) 등 체험학습도 진행됐다. 학술행사로는 미디어학술회의(멀티미디어). 국제학술회의(고인쇄전문가) 등이 열렸다. 한편 매년 9월 4일은 직지의 날인데. 1377년 청주 흥덕사에서 간행한 백운화상초록불조직지심체요절의 유네스코 세계기록유산 등재일인 2001년 9월 4일을 직지의 날로 청주시 조례로 정했다. 이에 매년 9월 4일 직지의 날을 기념하기 위해 격년제로 직지축제와 직지상 시상식 행사를 개최하고 있다.

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The Study of Computer Education for the Multiculture Students (다문화 가정 학생을 위한 컴퓨터 교육에 관한 연구)

  • Park, Soo-Hyun;Park, Sun-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.25-31
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    • 2009
  • 최근 한국사회는 급속히 다문화 사회로 변화 되면서 다문화 가정 학생을 위한 교육에 관심이 높아지고 있다. 이러한 시대 변화 흐름에 맞추어 다문화 가정 학생의 기초학습 능력과 관련된 연구가 진행되고 있으며 또한 국어, 사회, 음악, 미술, 통합교육 등에서 다문화 교육과정에 대한 연구가 이루어지고 있다. 그러나 지식정보화 사회에서 필요로 하는 정보의 생성, 처리, 분석, 검색, 활용 등의 기본적인 정보 소양능력을 기르고, 이를 학습 활동과 일상생활에 적극적으로 활용하는 데 필요한 컴퓨터 교육에 관한 연구는 찾아보기 힘든 실정이다. 그러므로 본 논문에서는 다문화 가정 학생을 위해 필요한 컴퓨터 교육내용을 제안하고자 한다.

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A Study of Developing a Musician Retrieval System Using Topic Maps (토픽맵기반의 뮤지션 검색시스템 구축)

  • Kwon, Jin-Man;Chung, Myung-Bum;Sung, Bo-Kyung;Kim, Jung-Soo;Ko, Il-Ju
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.760-765
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    • 2008
  • The purpose of this paper is to propose a powerful alternative in designing knowledge portals using Topic Maps(TM). All information is processing for one topic, about each topics define to association and composite flow of information. and all topics about add occurrence to use in the OpenAPI. Also represent to UI of graphic for intuitional representation, and using JavaScript for Cross-Browsing. so that not using XTM of a standard Topic Maps(TM) and using JSON for a simple represent to data. The results made for intuitional process UI and extensive limits to display for new information before until now musician search system. In future positive to musician search for music.

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The role of the digital culture contents industry in the knowledge economy: An input-output analysis (디지털 문화 콘텐츠 산업이 지식경제사회에 미치는 파급효과 분석)

  • Shin, Yong Jae;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.17 no.1
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    • pp.73-89
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    • 2016
  • The digital culture contents is one of the fastest growing industry in Korea and it accounts for 60% of the digital contents industry. This paper attempts to analyze economic impacts of the digital culture contents industry using input-output analysis. This study investigated the production-inducing effect, value-added-inducing effect and employment-inducing effect of the digital culture contents industry based on a demand-driven model. In addition, the study dealt with the supply shortage effect and sectoral price effect of the digital culture contents industry using a supply-driven model and the Leontief price model, including the inter-industry linkage effects of 29 sectors with the digital culture contents industry sector. Some interesting findings were drawn from the study. First, production of 1.0 won in the digital culture contents industry results in production-inducing effect of 2.39542 won, value-added effect of 1.29895 won and employment-inducing effect of 0.39657 persons in other industries. Second, the supply shortage of 1.0 won in the digital culture contents industry prevents other industries from producing 0.56631 won. Third, a 1% increase in the price level of the digital culture contents industry raises the overall price level by 0.06017%. Finally, very high backward linkage effects were found, but forward linkage effects were minimal.

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The Relation between Gender and Multiple Intelligence and Technological Problem Solving Ability of Middle School Students (중학생들의 성별에 따른 다중지능과 기술적 문제해결력과의 관계)

  • An, Gwangsik;Choi, Wonsik
    • 대한공업교육학회지
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    • v.31 no.2
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    • pp.64-82
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    • 2006
  • This study investigated what effects multiple intelligence, through which the diverse intelligence abilities of a learner are identified, has on technological problem solving ability according to sex. And it was carried out to present a way to reduce the gap between boys and girls in technological problem solving ability. The subject was 833 middle school students in the third grade (boys: 423, girls: 410) whose schools are located in a megalopolis or more large area. And the instruments developed by Yong-Lyn Moon(2001) and in CRESST(1998) were used. The results of this study are as follows. First, it appeared that there were statistically meaningful differences at six items in multiple intelligence between boys and girls. The six items were bodily-kinesthetic intelligence, logical-mathematical intelligence, naturalistic intelligence, musical intelligence, interpersonal intelligence, and introspective intelligence. Second, in technological problem solving ability, it appeared that boys and girls showed statistically meaningful differences at self-regulation and problem solving strategy. Third, it appeared that logical-mathematical intelligence, linguistic intelligence, introspective intelligence, and natural intelligence had an effect on boys in the way of self-regulation and logic-mathematical intelligence, introspective intelligence, naturalistic intelligence, and linguistic intelligence did on girls. Fourth, it appeared that logical-mathematical intelligence, musical intelligence, and bodily-kinesthetic intelligence had an effect on boys in the way of problem solving ability and linguistic intelligence and musical intelligence had on girls. Fifth, it appeared that logical-mathematical intelligence did an effect on both sexes in drawing up the understanding of contents. On the basis of the results of this study, the area related to multiple intelligence directly or indirectly should be developed in the course of designing the primary and secondary curriculums to reduce the gap between boys and girls in multiple intelligence. With these efforts, the scholastic attainments gap caused by the difference of multiple intelligence will be overcome.

A Design for the Personalized Difficulty Level Metric based on Learning State (학습 상태에 기반한 맞춤형 난이도 측정을 위한 척도 설계)

  • Jung, Woosung
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.67-75
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    • 2020
  • The 'level of difficulty' is one of the major factors for learners when selecting learning contents. However, the criteria for the difficulty level is mostly defined by the contents providers. This approach does not support the personalized education which should consider the abilities and environments of various learners. In this research, the knowledge of the learners and contents were formalized and generalized to resolve the issue, and object models, including a metric for personalized difficulty level, were designed in order to be applied for experiments. And then, based on 100 contents for music education and 20 learners, we performed simulations with an implemented tool to validate our approach. The experimental results showed that our method can calculate the personalized difficulty levels considering the similarities between the knowledges from the learning state and the contents. Our approach can be effectively applied to the on-line learning management system which contains easy access to the learning state and contents data.

A Proposal on Fintech Platform Model Based on Digitalized Securities to Activating the Independent Financial Advisory System (독립투자자문업 활성화를 위한 디지털 수익증권 기반 핀테크 플랫폼 모델 제안)

  • Moon, Myung-Deok;Kim, Sun-Woong;Choi, Heung Sik
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.149-164
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    • 2022
  • This paper analyzes the independent financial advisory business that is not yet active in Korea and proposes a plan to activate the independent financial advisory business using fintech technology. A bill was enacted in 2017 for the domestic independent financial advisory business, but it has not been activated much until now for various reasons. Although existing studies have proposed solutions in various ways, there is no clear solution yet. This paper proposes a new method of revitalizing the independent financial advisory business through fintech technology using the trust system that has recently attracted attention. Digital securities fintech technology using blockchain distributed ledger technology presents new possibilities in the real estate and music copyright markets, and related fintech venture companies continue to emerge in Korea. By combining these digital securities fintech technologies and the business process of ETF, a method was derived so that independent financial advisors can have their own financial products. The proposed model is more decentralized than the existing financial product sales structure, and presents the possibility of a protocol economy through a structure close to a private blockchain while complying with the existing financial order. This paper is meaningful in that it presented new solutions to completely different markets from information convergence perspectives on two completely different markets, and we hope that more business solutions will emerge through knowledge management activities that converge various perspectives in the future.

An Implementation of Pan-So-Ri Classification Program Using Naive Bayesian Classifier (나이브 베이지안 분류기를 이용한 판소리 분류 프로그램 구현)

  • Kim, Won-Jong;Lee, Kang-Bok;Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.153-159
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    • 2011
  • Pan-So-Ri singing a story as song is one of Korea traditional musics. it divide into two sect(east-sect, west-sect), and it is hard to classify two sect without knowledge about Pan-So-Ri. In this paper, we have propose a Pan-So-Ri classification program using PCD(Pitch Class Distribution) and Naive Bayesian Classifier. Attribute value of classifier is each appearance frequency of pitch. Experiment is conducted two time with different rounding off location of probability value. Better one show correct classification with east-sect 80%, west-sect 97%, and total accuracy of 88%. this result is used our program.