• Title/Summary/Keyword: 음악 빠르기

Search Result 18, Processing Time 0.03 seconds

Effects of Music Tempo on Young Drivers' Driving Speed (청소년 운전자의 운전중 음악청취가 운전속도에 미치는 영향)

  • Juseok Oh;Yongkyun Shin;Soonchul Lee
    • Korean Journal of Culture and Social Issue
    • /
    • v.12 no.1
    • /
    • pp.35-54
    • /
    • 2006
  • This study analysed the effect of music tempo on young drivers' driving speed. 23 male college students under age 26 were randomly assigned to one of three music conditions as follows; No Music, Slow Music and Fast Music. Every subject's travel time(sec) and driving speed(Km/h) was recorded while they were driving a computer-based driving simulator. As the results of this study, we found that 1) the fast music group's mean of travel time was the shortest and also, 2) their mean of driving speed was the fastest. The effect of music tempo on driving speed can be explained as a biological mechanism, same as the effect on our heart-beat rate or intensity of physical exercising. This result shows us that listening musics while driving can affect the driving speed instead of the driver's physical condition.

Study of Relationship Between Two Opposite Emotions and Musical Elements (상반된 두 감성과 음악적 요소의 상관관계 연구)

  • Kim, Saet Byeol;Lee, Se-Ny
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2014.11a
    • /
    • pp.91-92
    • /
    • 2014
  • 대중가요에서 경쾌한 감성과 슬픈 감성의 곡의 음악적 요소를 비교하였다. 분석한 음악적인 요소로는 장르, 조성, 곡의 형식, 화성진행, 빠르기가 있다. 이 가운데 두드러진 차이를 나타낸 요소로는 빠르기와 조성변화, 화성 진행을 발견하였다.

  • PDF

The Effect of Background Music on Impulsive Decision Making: When People are Exposed to Luxury Items (명품과 배경음악이 충동적 의사결정에 미치는 영향)

  • Jang, Seongjin;Han, Kwanghee
    • Science of Emotion and Sensibility
    • /
    • v.20 no.1
    • /
    • pp.83-94
    • /
    • 2017
  • In this study, we figured out that music modes and item types could affect people's urged decision making through a k-value which results from a delay discounting's hyperbolic function. Generally, high k-value is related to impulsive decision making. Concretely, there was a significant interaction between items and music. For the luxury item, the k-value was higher while listening to major music than minor. However, for the non-luxury item condition the k-value difference was not significant between two pieces of music. Moreover, we expected mood could be manipulated after listening to the music and mediate a difference of tendency. We used first movement as an allegro and second as an andante of Mozart piano concerto No.5 D-major and No.20 D-minor for stimuli. As a result, mode and tempo's main effects were not significant. Nevertheless, there was a significant two-way interaction. To put it concretely, the k-value of major condition was marginally higher than minor condition on allegro. However, the k-value of major condition was significantly lower than minor condition on andante. Also, depressed degree difference was significant but it was not significant as a mediator. Set depressed degree as a predict variable and future time span as a mediator, further research found future time perception partially mediated the effect that depressed degree affects impulsivity.

Cover Song Search Algorithm Using Inflection Points of The Melody Lines (멜로디 라인의 변곡점을 활용한 커버곡 검색 알고리즘)

  • Lee, Bo-Hyun;Kim, Myung
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2020.11a
    • /
    • pp.1084-1086
    • /
    • 2020
  • 동영상 공유 플랫폼의 발전으로 다양한 영상들이 업로드 되고 있는데, 영상에 사용된 음악의 저작권 행사를 위해서는 음악 검색 알고리즘의 역할이 매우 중요하다. 그러나, 커버곡과 같이 원곡을 변형하여 사용한 경우에는 단순한 음악 검색 알고리즘으로는 이러한 상황을 탐지하기가 쉽지 않다. 음악의 높낮이나 빠르기 등이 바뀌어도 검색 성능이 유지되어야 하지만, 현재까지 연구된 알고리즘들은 이러한 변화에 취약하기 때문이다. 이에 본 연구에서는 멜로디 라인의 변곡점을 활용한 커버곡 검색 알고리즘을 제안한다. 본 알고리즘은 멜로디 라인을 중심으로 하여 높낮이 변화에도 높은 성능을 유지하고, 변곡점을 이용하기 때문에 빠르기 변화에 강하고 사용되는 메모리 양은 적다는 장점이 있다.

A Study on the variation of music according to the journey of adventure in the movie "Alice in Wonderland" (영화 <이상한 나라의 앨리스>에 나타난 모험 여정에 따른 음악의 변화)

  • Seo, Yaerin;Lee, Seungyon-seny
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2017.05a
    • /
    • pp.217-218
    • /
    • 2017
  • 서사적 영화에서 음악의 주요 기능은 영화의 이야기를 효과적으로 전달하는 것이다. 본 논문에서는 팀 버튼의 영화 <이상한 나라의 앨리스>에 나타난 모험 여정에 따른 테마 음악의 변화를 살펴보고 내용 전개를 돕기 위해 테마 음악을 어떻게 활용하였는지 연구한다. <이상한 나라의 앨리스>에서는 테마의 선율을 일부 변형하거나 빠르기, 악기 편성, 음악의 크기 등을 변화시켜 이야기 전개를 보조한다.

  • PDF

Tempo Detection of Polyphonic Music Signal (다성 음악 신호의 템포 검출 기술)

  • Lee, Donggyu;Kim, Kijun;Park, Hochong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2012.07a
    • /
    • pp.167-170
    • /
    • 2012
  • 본 논문에서는 박자 분류 방법을 사용하여 다성 음악 신호의 템포 쌍을 검출하는 방법을 제안한다. 템포를 검출하는 방법은 음의 시작점을 추출하여 음악의 주기적인 흐름을 파악한 뒤, 그 주기를 템포로 변환하는 과정으로 구성된다. 제안한 기술은 템포로 추측되는 배수 관계의 템포 후보를 추출한 뒤, 템포 후보를 박자에 따라 분류하고 곡의 빠르기를 고려하여 최종 템포 쌍을 검출한다. 제안한 방법을 사용하여 높은 정확도로 템포 쌍이 검출되는 것을 확인하였다.

  • PDF

Finding Measure Position Using Combination Rules of Musical Notes in Monophonic Song (단일 음원 노래에서 음표의 조합 규칙을 이용한 마디 위치 찾기)

  • Park, En-Jong;Shin, Song-Yi;Lee, Joon-Whoan
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.10
    • /
    • pp.1-12
    • /
    • 2009
  • There exist some regular multiple relations in the intervals of notes when they are combined within one measure. This paper presents a method to find the exact measure positions in monophonic song based on those relations. In the proposed method the individual intervals are segmented at first and the rules that state the multiple relations are used to find the measure position. The measures can be applied as the foundational information for extracting beat and tempo of a song which can be used as background knowledge of automatic music transcription system. The proposed method exactly detected the measure positions of 11 songs out of 12 songs except one song which consist of monophonic voice song of the men and women. Also one can extract the information of beat and tempo of a song using the information about extracted measure positions with music theory.

A Study on Anjoon-gut Music in Daejeon - Focused on Sir Shin Seok-bong's Antaek-gut Music- (대전의 앉은굿 음악 연구 - 신석봉 법사의 안택굿을 중심으로 -)

  • Park, Hye-jeong
    • Korean Journal of Heritage: History & Science
    • /
    • v.38
    • /
    • pp.5-42
    • /
    • 2005
  • Based on a field investigation of intangible cultural asset # 2, author Sir Shin Seok-bong of Daejeon Metropolitan Cityinvestigated the music of Antaek-gut, which is the base and core of Anjoon-gut, and found the following musical features: A Jang-gu(drum) and Kkoaengkwari(gong) were used to recitethe Sutra(kyungmoon) of Anjoon-gut. The Jang-gu, located on the right side, played an accompaniment role with regular beats when the Sutra was recited. The Kkoaengkwari, located on the left side, played the role of covering the caesura of the Sutra passages, so it is played with various rhythmic variations in accordance with Kojang(鼓杖). This is one way of playing Korean national classical music that has temporary caesuras, depending on the rector's bre! ath or the contents of a Sutra during the Sutra chanting, with the Jang-gu covering the pause with its variation. In other words, when being played in concert, the instruments that play the main melody are at rest while another instrument takes its turn to play the main melody as a form of prolonged sound. The rhythmic cycles of the sutras of Antaek-gut recited with this instrumental accompaniment consist of five types; a) Woemarch-jangdan (a single beat) of 4 meter by 3 bit, b) Dumarch-jangdan (two beats) of 8 meter by 3 bit, c) Saemarch-jangdan (three beats) of 4 meter by 3 bit with a fast tempo, d) Mak-gojang, uniform beats with a standardized rhythm, and e) incomplete beats deviated from the regular beats. Sir Shin Seok-bong chanted Chang (唱), a traditional native song which he called 'Cheong (淸)' with a cycle of 'Dumarch-jangdan' throughout the places of Antaek-gut. Only 'Toesonggyung' a chant for the gate that was the last location of the Antaek, was chanted with a cycle of 'Woemarch-jan! gdan'. In addition, 'Saemarch-jangdan' and 'Mak-gojang' that had comparatively faster tempos than the former two jangdans, were played without a chant when a female shaman was dancing and catching her spirit-invoking wand. The 'Saemarch-jangdan', particularly, was played while dancing began at a relatively slow tempo, then proceeded at a violent tempo and then back again to the slow tempo. This shows one of the representative tempos of our music with a slow-fast-slow tempo. The organizational tones were 'mi-la-do'-re'', and its key tones of 'mi-la-do'' were performed with perfect fourth and minor third, which was the same as those of Menari-tori. However, it did not show a typical Sigimse, an ornamental tone, of Menari-tory, whose first tone, 'mi', is vibrated and its Sigimse is gliding down from the tone 're' to 'do'. That is because the regional tone-tori of Chungcheong-do have a relatively weaker musical expression than that of Gyeongsang-do. In addition, the rhythmic types in accordance with the words of a song for the Antaek-gut music had a comparatively faster tempo than the other sutras. Also, it was only with 'Toesonggyeong' that the tone 'la' continuously appeared throughout the melody and showed 'a syllabic rhythm', while other places consisted of either a 'syncopation' or 'melismatic' rhythm. Finally, according to a brief investigation of the tone organization in accordance with each sutra, the tone 'la' was given more weight. The tone procedure showed a mainly ascending 'la-do'' and the descending 'la-mi' with minor third and perfect fourth. Also, the overall tempo proceeded with M.M.♩.=116-184, while the tempo for the Gut proceeded with M.M.♩.=120-140, which was suitable for reciting a Sutra.

A Serious Game Design and Prototype Development for Rehabilitation using KINECT Tools (KINECT를 활용한 재활 치료용 기능성 게임 개발)

  • Chae, Young Soog
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.2
    • /
    • pp.248-256
    • /
    • 2014
  • This paper designs a serious game for rehabilitation of patients with body pains because they sit down for a long time in the same position, or less physical movement. Activity-based game induces to player improvements in physical exercise with fun elements of the game through entertainment to help the body function and substantially increases the player's commitment during challenging goal. This research is a game design that combines the treatment of color and movement of body to the rhythm of the music. We constructed with XNA Game Studio and KINECT interface with gesture recognition technology. We need to research of evaluation system and test for the actual effect of the treatment and advanced functions of game playes like adding various musics and variety of motion.

A Study on the Trend of Korean Pop Music Preference Through Digital Music Market (디지털 음악 시장을 통해 본 한국 대중가요 선호경향에 관한 연구)

  • Chung, Ji-Yun;Kim, Myoung-Jun
    • Journal of Digital Contents Society
    • /
    • v.18 no.6
    • /
    • pp.1025-1032
    • /
    • 2017
  • Recently the domestic popular song market has been growing mainly in digital sound sources. As a result of analyzing the top 100 music charts from 2012 to 2016 through digital sound sources and musical scores, the average annual BPM has fallen by 11.26 over five years. Every year, The style of music has diversified every year, and the proportion of Hip-hop has doubled from 8.5% in 2012 to 17.8% in 2015. Dance music and ballads have a high preference rate, but the relationship is inversely proportional. Singer composition was inversely proportional to the ratio of female solo to male group. Especially, the relationship between BPM and the Major/Minor key is that 81.42% for slow tempo songs is Major key and 53.85% for fast tempo songs is minor key. In the case of TV drama OST, the solo singer 's music was preferred, the music style was 80% pop and 20% ballad.