• Title/Summary/Keyword: 장르분류

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Improvement of Speech/Music Classification Based on RNN in EVS Codec for Hearing Aids (EVS 코덱에서 보청기를 위한 RNN 기반의 음성/음악 분류 성능 향상)

  • Kang, Sang-Ick;Lee, Sang Min
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.2
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    • pp.143-146
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    • 2017
  • In this paper, a novel approach is proposed to improve the performance of speech/music classification using the recurrent neural network (RNN) in the enhanced voice services (EVS) of 3GPP for hearing aids. Feature vectors applied to the RNN are selected from the relevant parameters of the EVS for efficient speech/music classification. The performance of the proposed algorithm is evaluated under various conditions and large speech/music data. The proposed algorithm yields better results compared with the conventional scheme implemented in the EVS.

A Study of Personal Inclimation Based Electrocardigram Reactions Using Sound Stimulation (음원자극에 따른 개인 성향 기반 심전도의 반응 연구)

  • Jang, Gye-Sun;Park, Sun-Hee;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2008.06a
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    • pp.343-350
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    • 2008
  • 사람들은 다양한 매체를 통하여 음악을 청취하고 있으며, 느낌별, 장르별, 연령별, 날씨별, 시간별, 장소별, 상황별, 직업별, 악기별, 템포별 등으로 다양한 분류 방법으로 음악을 제공받고 있다. 이는 음악을 분류하는 방법들이 음악 자체에 대한 분석이나 음악을 듣는 환경에 대한 분류로만 제공되고 있기 때문이다. 같은 상황, 환경이라도 개인에 따라서 같은 음악을 듣더라도 다른 감정의 상태를 나타내기 때문에, 개인을 고려한 분류 방법이 요구된다. 본 논문에서는 인간의 성격을 통해 감정의 표현 방식에 차이가 있다는 면을 초점으로 접근하였다. 감정이 미치는 심전도에 미치는 영향과 음악이 신체와 감정에 미치는 영향들을 통해 심전도를 이용하여 개인의 성향에 따른 음원자극에 대한 반응 차이를 통해 개인의 성향이 반영된 분류 방법을 제시하고자 했다.

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A Faceted Classification Analysis of TV content: Using News and Current Affairs Programs (패싯분석 기법을 적용한 방송자료의 내용 구조화에 관한 연구: 시사보도 뉴스 프로그램을 대상으로)

  • Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.313-329
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    • 2014
  • This study aims to provide intellectual access to TV content using faceted classification. In order to describe the content of news and current affairs programs, a faceted approach was explored. Based on the Ranganathan's PMEST formula, the basic facets - 'who', 'what', 'how', 'where', 'when' - and their sub-facets were created, specifically for describing the news genre. Additionally, the formal structure and the contextual features of the news genre were mainly considered for creating sub-facets. These created facets were applied to a news genre program. The result shows that these suggested facets are useful for representing well the contextual components of the news genre. The application of faceted classification is expected to improve the identification of the specific TV content.

Multimodal Media Content Classification using Keyword Weighting for Recommendation (추천을 위한 키워드 가중치를 이용한 멀티모달 미디어 콘텐츠 분류)

  • Kang, Ji-Soo;Baek, Ji-Won;Chung, Kyungyong
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.1-6
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    • 2019
  • As the mobile market expands, a variety of platforms are available to provide multimodal media content. Multimodal media content contains heterogeneous data, accordingly, user requires much time and effort to select preferred content. Therefore, in this paper we propose multimodal media content classification using keyword weighting for recommendation. The proposed method extracts keyword that best represent contents through keyword weighting in text data of multimodal media contents. Based on the extracted data, genre class with subclass are generated and classify appropriate multimodal media contents. In addition, the user's preference evaluation is performed for personalized recommendation, and multimodal content is recommended based on the result of the user's content preference analysis. The performance evaluation verifies that it is superiority of recommendation results through the accuracy and satisfaction. The recommendation accuracy is 74.62% and the satisfaction rate is 69.1%, because it is recommended considering the user's favorite the keyword as well as the genre.

Building an RST-tagged Corpus and its Classification Scheme for Korean News Texts (한국어 수사구조 분류체계 수립 및 주석 코퍼스 구축)

  • Noh, Eunchung;Lee, Yeonsoo;Kim, YeonWoo;Lee, Do-Gil
    • 한국어정보학회:학술대회논문집
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    • 2016.10a
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    • pp.33-38
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    • 2016
  • 수사구조는 텍스트의 각 구성 성분이 맺고 있는 관계를 의미하며, 필자의 의도는 논리적인 구조를 통해서 독자에게 더 잘 전달될 수 있다. 따라서 독자의 인지적 효과를 극대화할 수 있도록 수사구조를 고려하여 단락과 문장 구조를 구성하는 것이 필요하다. 그럼에도 불구하고 지금까지 수사구조에 기초한 한국어 분류체계를 만들거나 주석 코퍼스를 설계하려는 시도가 없었다. 본 연구에서는 기존 수사구조 이론을 기반으로, 한국어 보도문 형식에 적합한 30개 유형의 분류체계를 정제하고 최소 담화 단위별로 태깅한 코퍼스를 구축하였다. 또한 구축한 코퍼스를 토대로 중심문장을 비롯한 문장 구조의 특징과 분포 비율, 신문기사의 장르적 특성 등을 살펴봄으로써 텍스트에서 응집성의 실현 양상과 구문상의 특징을 확인하였다. 본 연구는 한국어 담화 구문에 적합한 수사구조 분류체계를 설계하고 이를 이용한 주석 코퍼스를 최초로 구축하였다는 점에서 의의를 갖는다.

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Classification of Korean Traditional Musical Instruments Using Feature Functions and k-nearest Neighbor Algorithm (특성함수 및 k-최근접이웃 알고리즘을 이용한 국악기 분류)

  • Kim Seok-Ho;Kwak Kyung-Sup;Kim Jae-Chun
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.279-286
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    • 2006
  • Classification method used in this paper is applied for the first time to Korean traditional music. Among the frequency distribution vectors, average peak value is suggested and proved effective comparing to previous classification success rate. Mean, variance, spectral centroid, average peak value and ZCR are used to classify Korean traditional musical instruments. To achieve Korean traditional instruments automatic classification, Spectral analysis is used. For the spectral domain, Various functions are introduced to extract features from the data files. k-NN classification algorithm is applied to experiments. Taegum, gayagum and violin are classified in accuracy of 94.44% which is higher than previous success rate 87%.

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Analysis of Fun Elements and User Preferences in Environment Adaptive Survival Games (환경 적응적 생존 게임의 재미 요소와 사용자 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.305-310
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    • 2019
  • Survival horror games aim to seek cathartic psychological escapism from the framed fear or hostile environment. However, if the goal of the game playing is only "survival" against hostile environment, the motivation of such environment adaptive games may not be based on the framed fear. We may call such games as "environment adaptive survival games". In this paper, we analyze the contents of six such survival games that have large user groups in Steam platform based on the pilot survey. We extract 13 almost common fun elements that induce the fun of such games. An online user survey was conducted through multiple survival game cafe to investigate who play such games. There was no gender differences in playing time but females prefer constructing tools as a fun element and play puzzle and simulation games more than males. We found that survival games could be welcomed by female users under 30 years old if 'horror' element was minimized.

A Study on the Improvement of Classification Schemes of Motion Picture Materials in KDC (KDC 영화자료 분류체계의 개선 방안에 관한 연구 - DDC 및 LCC와 비교하여 -)

  • Lee, Myeong-Hee;Lee, In-Soon
    • Journal of Korean Library and Information Science Society
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    • v.41 no.3
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    • pp.351-372
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    • 2010
  • This study was conducted to improve the classification schemes of KDC in the fields of motion picture materials. Classification schemes of the KDC, DDC and LCC for motion picture materials were analyzed and compared. From the results, KDC was found to be the least suitable classification system to handle motion picture materials because it had very poorly detailed subdivisions of items and incomplete subsidiary tables to develop some subject items to represent various aspects of motion picture fields. Some suggestions to cover the deficiencies of KDC for motion picture fields were made in terms of 9 subdivisions and 53 sub-items. Particularly, new subdivisions of ‘types of genre', ’motion picture festival', 'worldwide motion pictures' and ’people related to motion pictures' were added.

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Feature-Vector Normalization for SVM-based Music Genre Classification (SVM에 기반한 음악 장르 분류를 위한 특징벡터 정규화 방법)

  • Lim, Shin-Cheol;Jang, Sei-Jin;Lee, Seok-Pil;Kim, Moo-Young
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.5
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    • pp.31-36
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    • 2011
  • In this paper, Mel-Frequency Cepstral Coefficient (MFCC), Decorrelated Filter Bank (DFB), Octave-based Spectral Contrast (OSC), Zero-Crossing Rate (ZCR), and Spectral Contract/Roll-Off are combined as a set of multiple feature-vectors for the music genre classification system based on the Support Vector Machine (SVM) classifier. In the conventional system, feature vectors for the entire genre classes are normalized for the SVM model training and classification. However, in this paper, selected feature vectors that are compared based on the One-Against-One (OAO) SVM classifier are only used for normalization. Using OSC as a single feature-vector and the multiple feature-vectors, we obtain the genre classification rates of 60.8% and 77.4%, respectively, with the conventional normalization method. Using the proposed normalization method, we obtain the increased classification rates by 8.2% and 3.3% for OSC and the multiple feature-vectors, respectively.

A study on game novel (게임소설 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.111-134
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    • 2019
  • Since This study is about game novel. I'm going to discuss the flow and features of game novels. Game novels developed in Korea, the game industry developed and made it possible. Fantasy novels, Muhyeop novels, and the generation of games met, so game novels could develop. By looking at the trends of game novels, I want to lay the foundation for the study of popular literature genre. The reason behind the emergence of game novels is the meeting of the game generation and the novel. The types of game novels can be distinguished according to the 'location of the main characters' and 'the narrative style'. It is not the best, but it is the minimum work to identify the genre. The biggest characteristic of game novels is their connection to games. It also uses the system of the real game. Another characteristic is that a variety of variations are possible with other genres. Game novels were influenced by fantasy novels and Muhyeop novels. Game novels now hold a solid place in the realm of popular literature. But the limits are also clear. It is the repeated use of game novel progression. Here are the limitations that game have to overcome. In addition, active research should be carried out. This study is intended to promote research on these game novel genres.