• Title/Summary/Keyword: 3-D MUSIC

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Integrating Math and Music: Teaching Ideas

  • NOH, Jihwa;HUH, Nan
    • Research in Mathematical Education
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    • v.19 no.3
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    • pp.177-193
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    • 2015
  • Mathematical creativity, an important goal in mathematics education, can be promoted through an integrated learning environment where students explore mathematics with other subject areas such as science, technology, engineering and art. Establishing such learning environments is not a trivial task. Therefore, this creates a need for the development of instructional resources promoting meaningful integration. This paper focuses on integration of the fields of mathematics and music. Beginning with some of the historical discoveries and views of the connections between mathematics and music, this paper attends to several musical concepts correlating to middle school mathematical content and then provides ideas for teaching.

The Effect of Stress Reduction of Human Body by the Vibroacoustic Equipment (음향진동장치에 의한 인체의 스트레스 저감 효과)

  • Moon, D.H.;Kim, Y.W.
    • Journal of Power System Engineering
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    • v.11 no.2
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    • pp.32-37
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    • 2007
  • The present study describes the effects of music and vibroacoustic stimuli to the relaxation of human body. We have carried out the experiment on 6 human subjects of which are composed 3 men and 3 women. We have investigated the electroencephalogram(EEG) of all subjects before and after the stimuli of which are made a strong noise or the meditatiom music and the acoustic vibration. The vibroacoustic device has transmitted meditation music as vibration between 20Hz and 250Hz to the body. From the experimental results, we made sure the effects that the meditation music and vibroacoustic stimuli influenced the stress reduction of human body for good as alpha wave was increased continuously during the good stimuli and after that.

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A Study on Combined DoA Estimation Algorithm using LCMV and Maximum Posterior on Uniform Linear Array Antenna (균일 선형 배열 안테나에서 선형구속최소분산 방법과 사후 추정 확률을 결합한 도래 방향 추정 알고리즘 연구)

  • Lee, Kwan-Hyeong;Park, Sung-Kon;Jeong, Youn-Seo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.3
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    • pp.291-297
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    • 2016
  • In this paper, we are comparative analysis of exit algorithm and proposal algorithm for desired target direction of arrival estimation in correlation signal system. Proposed algorithm in this paper is to decrease target direction of arrival an estimation error probability using bayesian, maximum posterior, and MUSIC algorithm in order to decrease direction of arrival error probability as optimize and use linear constrained minimum variance to update weight value. Through simulation, we were comparative analysis proposed algorithm and exit MUSIC algorithm. In case SNR is 10dB and antenna element arrays are 9 and 12, We show the superior performance of the proposed method relative to the class method to decrease of signal estimation error probability about 11% and 13%, respectively.

Extraction and Indexing Representative Melodies Considering Musical Composition Forms for Content-based Music Information Retrievals (내용 기반 음악 정보 검색을 위한 음악 구성 형식을 고려한 대표 선율의 추출 및 색인)

  • Ku, Kyong-I;Lim, Sang-Hyuk;Lee, Jae-Heon;Kim, Yoo-Sung
    • The KIPS Transactions:PartD
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    • v.11D no.3
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    • pp.495-508
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    • 2004
  • Recently, in content-based music information retrieval systems, to enhance the response time of retrieving music data from large music database, some researches have adopted the indexing mechanism that extracts and indexes the representative melodies. The representative melody of music data must stand for the music itself and have strong possibility to use as users' input queries. However, since the previous researches have not considered the musical composition forms, they are not able to correctly catch the contrast, repetition and variation of motif in musical forms. In this paper, we use an index automatically constructed from representative melodies such like first melody, climax melodies and similarly repeated theme melodies. At first, we expand the clustering algorithm in order to extract similarly repeated theme melodies based on the musical composition forms. If the first melody and climax melodies are not included into the representative melodies of music by the clustering algorithm, we add them into representative melodies. We implemented a prototype system and did experiments on comparison the representative melody index with other melody indexes. Since, we are able to construct the representative melody index with the lower storage by 34% than whole melody index, the response time can be decreased. Also, since we include first melody and climax melody which have the strong possibility to use as users' input query into representative melodies, we are able to get the more correct results against the various users' input queries than theme melody index with the cost of storage overhead of 20%.

Analysis of Music and Photo for User Creative Movie (동영상 콘텐츠 생성을 위한 음악과 사진 분석)

  • Chung, Myoung-Bum;Ko, Il-Ju
    • The KIPS Transactions:PartD
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    • v.14D no.4 s.114
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    • pp.381-388
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    • 2007
  • Consumers changed to the subject to produce a digital contents as data transmission technique is advanced and a digital machine is diffused variously. Users are interested greatly in a user creative movie (UCM) production among various online contents. The UCM production method which uses the music and picture is the method that users make the UCM more easily. However, the UCM production service has the problem that any association does not exist in the music and picture and that the picture changes according to fixed time interval without the relation at a music rhythm. To solve this problem, we propose the UCM production method which uses a music analysis and picture analysis in the paper. A music analysis finds a picture change time according to the rhythm and a picture analysis finds the association of the picture. A music analysis finds strong parts of the sound which uses Root-Mean-Square (RMS). And a picture analysis classifies the picture as a scenery picture and people picture which uses structure simplicity of the picture(SSP) and face region detection. A picture analysis got correct result of 86.4% in the experiment and we can finds the association at each picture and arranges the sequence which the picture appears. Therefore, if we use a music and picture analysis at the UCM production, users may make natural and efficient movie.

Multi-channel EEG classification method according to music tempo stimuli using 3D convolutional bidirectional gated recurrent neural network (3차원 합성곱 양방향 게이트 순환 신경망을 이용한 음악 템포 자극에 따른 다채널 뇌파 분류 방식)

  • Kim, Min-Soo;Lee, Gi Yong;Kim, Hyoung-Gook
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.3
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    • pp.228-233
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    • 2021
  • In this paper, we propose a method to extract and classify features of multi-channel ElectroEncephalo Graphy (EEG) that change according to various musical tempo stimuli. In the proposed method, a 3D convolutional bidirectional gated recurrent neural network extracts spatio-temporal and long time-dependent features from the 3D EEG input representation transformed through the preprocessing. The experimental results show that the proposed tempo stimuli classification method is superior to the existing method and the possibility of constructing a music-based brain-computer interface.

Effect of Vibroacoustic Stimulation to Electroencephalogram (음향진동자극이 뇌파에 미치는 영향)

  • Moon, D.H.;Choi, M.S.
    • Journal of Power System Engineering
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    • v.14 no.4
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    • pp.29-36
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    • 2010
  • This study was performed with 5 subjects and used three kinds of music and vibroacoustic stimuli wave based upon each kinds of music. Executing music stimulation, vibro tactile and acoustic wave stimulation to human body were performed. Then measured brain waves were analyzed under each condition including before stimulation, stimulation 1, and stimulation 2. Effects by stimulation results could be studied with experiments and summarized results are followings. 1. It may be concluded that effects on brain waves by music and vibroacoustic stimulation might differ under different situations such as stimulation types with vibroacoustic equipment, human body and mental conditions when measuring, etc.. 2. During stimuli by using music A, B, and C, the effect of $\alpha$ wave, $\beta$ wave, and SMR wave power values show same tendency to the subject c but music C had very different tendency during vibroacoustic stimuli. 3. During vibroacoustic stimuli by applying the signals of music C, because SMR wave power value was continually increased with consistency comparing to Bst, this can be estimated that an application of inducing mind concentration condition would be possible under relaxed body and mind conditions. 4. To secure data significance, all measured data need to be tested statistically whether data would be interrelated or not.

Tonal Characteristics Based on Intonation Pattern of the Korean Emotion Words (감정단어 발화 시 억양 패턴을 반영한 멜로디 특성)

  • Yi, Soo Yon;Oh, Jeahyuk;Chong, Hyun Ju
    • Journal of Music and Human Behavior
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    • v.13 no.2
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    • pp.67-83
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    • 2016
  • This study investigated the tonal characteristics in Korean emotion words by analyzing the pitch patterns transformed from word utterance. Participants were 30 women, ages 19-23. Each participant was instructed to talk about their emotional experiences using 4-syllable target words. A total of 180 utterances were analyzed in terms of the frequency of each syllable using the Praat. The data were transformed into meantones based on the semi-tone scale. When emotion words were used in the middle of a sentence, the pitch pattern was transformed to A3-A3-G3-G3 for '즐거워서(joyful)', C4-D4-B3-A3 for '행복해서(happy)', G3-A3-G3-G3 for '억울해서(resentful)', A3-A3-G3-A3 for '불안해서(anxious)', and C4-C4-A3-G3 for '침울해서(frustrated)'. When the emotion words were used at the end of a sentence, the pitch pattern was transformed to G4-G4-F4-F4 for '즐거워요(joyful)', D4-D4-A3-G3 for '행복해요(happy)', G3-G3-G3-A3 and F3-G3-E3-D3 for '억울해요(resentful)', A3-G3-F3-F3 for '불안해요(anxious)', and A3-A3-F3-F3 for '침울해요(frustrated)'. These results indicate the differences in pitch patterns depending on the conveyed emotions and the position of words in a sentence. This study presents the baseline data on the tonal characteristics of emotion words, thereby suggesting how pitch patterns could be utilized when creating a melody during songwriting for emotional expression.

An Analysis of Preference for Korean Pop Music By Applying Acoustic Signal Analysis Techniques (음향신호분석 기술을 적용한 한국가요의 시대별 선호도 분석)

  • Cho, Dong-Uk;Kim, Bong-Hyun
    • The KIPS Transactions:PartD
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    • v.19D no.3
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    • pp.211-220
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    • 2012
  • Recently K-Pop gained worldwide sensational popularity, no longer limited to the domestic pop music scene. One of the main causes can be that K-Pop mostly are "Hook Song" which has the "hook effect": a certain melody or/and rhythm is repeated up to 70 times in one song so that it hooks the ear of the listener. Also, visual effects by K-Pop dance group are supposed to contribute to gaining the popularity. In this paper, we propose a method which traces the changes of preference for Korean pop music according to the passing of time and investigates the causes using acoustic signal analysis. For this, experiments in acoustic signal analysis are performed on Korean pop music of from popular female singers in 1960s to those as of this date. Experimental results by applying acoustic signal processing techniques show that the periods discrimination is possible based on scientific evidences. Also, quantitative, objective and numerical data based on acoustic signal processing techniques are extracted compared with the pre-existing methods such as subjective and statistical data.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.