• Title/Summary/Keyword: 3-D MUSIC

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A digital Audio Watermarking Algorithm using 2D Barcode (2차원 바코드를 이용한 오디오 워터마킹 알고리즘)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.97-107
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    • 2011
  • Nowadays there are a lot of issues about copyright infringement in the Internet world because the digital content on the network can be copied and delivered easily. Indeed the copied version has same quality with the original one. So, copyright owners and content provider want a powerful solution to protect their content. The popular one of the solutions was DRM (digital rights management) that is based on encryption technology and rights control. However, DRM-free service was launched after Steve Jobs who is CEO of Apple proposed a new music service paradigm without DRM, and the DRM is disappeared at the online music market. Even though the online music service decided to not equip the DRM solution, copyright owners and content providers are still searching a solution to protect their content. A solution to replace the DRM technology is digital audio watermarking technology which can embed copyright information into the music. In this paper, the author proposed a new audio watermarking algorithm with two approaches. First, the watermark information is generated by two dimensional barcode which has error correction code. So, the information can be recovered by itself if the errors fall into the range of the error tolerance. The other one is to use chirp sequence of CDMA (code division multiple access). These make the algorithm robust to the several malicious attacks. There are many 2D barcodes. Especially, QR code which is one of the matrix barcodes can express the information and the expression is freer than that of the other matrix barcodes. QR code has the square patterns with double at the three corners and these indicate the boundary of the symbol. This feature of the QR code is proper to express the watermark information. That is, because the QR code is 2D barcodes, nonlinear code and matrix code, it can be modulated to the spread spectrum and can be used for the watermarking algorithm. The proposed algorithm assigns the different spread spectrum sequences to the individual users respectively. In the case that the assigned code sequences are orthogonal, we can identify the watermark information of the individual user from an audio content. The algorithm used the Walsh code as an orthogonal code. The watermark information is rearranged to the 1D sequence from 2D barcode and modulated by the Walsh code. The modulated watermark information is embedded into the DCT (discrete cosine transform) domain of the original audio content. For the performance evaluation, I used 3 audio samples, "Amazing Grace", "Oh! Carol" and "Take me home country roads", The attacks for the robustness test were MP3 compression, echo attack, and sub woofer boost. The MP3 compression was performed by a tool of Cool Edit Pro 2.0. The specification of MP3 was CBR(Constant Bit Rate) 128kbps, 44,100Hz, and stereo. The echo attack had the echo with initial volume 70%, decay 75%, and delay 100msec. The sub woofer boost attack was a modification attack of low frequency part in the Fourier coefficients. The test results showed the proposed algorithm is robust to the attacks. In the MP3 attack, the strength of the watermark information is not affected, and then the watermark can be detected from all of the sample audios. In the sub woofer boost attack, the watermark was detected when the strength is 0.3. Also, in the case of echo attack, the watermark can be identified if the strength is greater and equal than 0.5.

97부천국제판사스틱영화제(PiFan97)용 공식 리더필름(ID Film)의 제작 사례

  • Lee, Yong-Bae
    • Cartoon and Animation Studies
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    • s.5
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    • pp.535-539
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    • 2001
  • 이 글은 제 1 회 부천국제판타스틱영화제(1997년 8월 29일부터 9월 5일까지 경기도 부천시에서 개최)조직위원회로부터 1997년 6월경에 의뢰를 받아 35mm 필름으로 작업한 20초 분량의 영화제 공식 리더필름에 대한 작업 결과를 요약한 것이다. 작업 내용에 있어서는 3D 컴퓨터그래픽의 무리한 적용보다는 최소한의 절제하고 주로 드로잉 냄새가 강한 2D 캐릭터를 부각시켜, 국내 최초로 도입되는 ‘판타스틱’ 장르 영화제의 취지를 반영해보고자 고심했다. 배경은 3D로 처리하고 캐릭터는 직접 페이퍼에 그려 스캐닝 한 후 2D 공정을 거쳐 이 둘을 합성하였다. 이 작업방식은 당시의 컴퓨터 환경에서는 꽤 거친 공정을 필요로 하였다. 역사적인 조르주 멜리에스의 <달세계 여행> 스틸 컷을 활용한 도입부와 돌비스테레오 녹음방식을 채택한 이 작품의 개요를 정리하면 다음과 같다. ${\circ}$화면형식 : 35mm 스텐다드 사이즈 필름(상영용은 Beta버전) ${\circ}$작품길이 : 20초 ${\circ}$음향 : 돌비스테레오 방식(Only music) ${\circ}$제작기간 : 1997년 6월 - 8월 ${\circ}$사용S/W : 포토샵, 툰즈, 소프트이미지

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The Implementation of the Digital watermarking for 3D Polygonal Model (3차원 형상 모델의 디지털 워터마킹 구현)

  • Kim, Sun-Hyung;Lee, Sun-Heum;Kim, Gee-Seog;Ahn, Deog-Sang
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.925-930
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    • 2002
  • This paper discusses techniques for embedding data into 3D polygonal models of geometry. Much researches of Watermarking had been gone as element technology of DRM (digital rights management). But, few research had gone to 3D polygonal model. Most research is limited at text document, 2D image, animation, music etc. RP system is suitable a few production in various goods species, and it is used much in industry to possible reason that produce prototype and find error or incongruent factor at early stage on design in product development childhood. This paper is research about method that insert watermark in STL ( stereolithography) file that have 3D shape model. Proposed algorithm inserts watermark in normal vector region and facet's interior region of 3D shape data. For this reason, 3D shape does not produce some flexure and fulfill invisibility of watermark. Experiment results that insert and extract watermark in normal netter region and facet's Interior region of 3D shape data by proposed algorithm do not influence entirely in 3D shape and show that insertion and extraction of watermark are possible.

Development of Music Psychotherapy Program Applying the Inner Family System(IFS) to Reduce Adult Depression and Improve Self-Esteem (성인의 우울 감소와 자아존중감 향상을 위한 내면가족체계(IFS)적용 음악심리치료 프로그램 개발)

  • Jeon, Soon-ae
    • Industry Promotion Research
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    • v.7 no.3
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    • pp.125-130
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    • 2022
  • The purpose of this study is to develop music psychotherapy program applying the Inner Family System(IFS) to reduce adult depression and improve self-esteem and to verify its effectiveness. For this, literature search and theoretical basis were prepared, and validity was secured through a demand survey and evaluation by experts. After going through the preliminary program, the final program consisting of 10 sessions was developed after revision and supplementation. To verify the effectiveness of the program, 25 people who met the selection criteria with a score of 20 or higher on the Depression Scale(CES-D) were selected. Of the 25 subjects, 10 subjects in the experimental group, 10 subjects in the control group, and 5 subjects in the preliminary group were randomly assigned and analyzed as final study subjects. The experimental group performed 10 sessions of music psychotherapy applying IFS twice a week for 90 minutes, and the control group did not receive any treatment. As a result of data analysis, first, it was confirmed that there was a difference between the experimental group and the control group in the change patterns according to the measurement period of overall depression and the sub-factors, depressive emotion, interpersonal emotion, and physical depression score. Second, the effects were statistically significant on overall self-esteem and sub-factors such as self-deprecation, relationship with others, leadership and popularity, assertion and anxiety. Third, it was confirmed that the pattern of change according to the measurement period of the IFS score differed between the experimental and control groups.

Effect of Listening Biographies on Frequency Following Response Responses of Vocalists, Violinists, and Non-Musicians to Indian Carnatic Music Stimuli

  • J, Prajna Bhat;Krishna, Rajalakshmi
    • Korean Journal of Audiology
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    • v.25 no.3
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    • pp.131-137
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    • 2021
  • Background and Objectives: The current study investigates pitch coding using frequency following response (FFR) among vocalists, violinists, and non-musicians for Indian Carnatic transition music stimuli and assesses whether their listening biographies strengthen their F0 neural encoding for these stimuli. Subjects and Methods: Three participant groups in the age range of 18-45 years were included in the study. The first group of participants consisted of 20 trained Carnatic vocalists, the second group consisted of 13 trained violinists, and the third group consisted of 22 non-musicians. The stimuli consisted of three Indian Carnatic raga notes (/S-R2-G3/), which was sung by a trained vocalist and played by a trained violinist. For the purposes of this study, the two transitions between the notes T1=/S-R2/ and T2=/R2-G3/ were analyzed, and FFRs were recorded binaurally at 80 dB SPL using neuroscan equipment. Results: Overall average responses of the participants were generated. To assess the participants' pitch tracking to the Carnatic music stimuli, stimulus to response correlation (CC), pitch strength (PS), and pitch error (PE) were measured. Results revealed that both the vocalists and violinists had better CC and PS values with lower PE values, as compared to non-musicians, for both vocal and violin T1 and T2 transition stimuli. Between the musician groups, the vocalists were found to perform superiorly to the violinists for both vocal and violin T1 and T2 transition stimuli. Conclusions: Listening biographies strengthened F0 neural coding, with respect to the vocalists for vocal stimulus at the brainstem level. The violinists, on the other hand, did not show such preference.

Effect of Listening Biographies on Frequency Following Response Responses of Vocalists, Violinists, and Non-Musicians to Indian Carnatic Music Stimuli

  • Prajna, Bhat J;Rajalakshmi, Krishna
    • Journal of Audiology & Otology
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    • v.25 no.3
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    • pp.131-137
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    • 2021
  • Background and Objectives: The current study investigates pitch coding using frequency following response (FFR) among vocalists, violinists, and non-musicians for Indian Carnatic transition music stimuli and assesses whether their listening biographies strengthen their F0 neural encoding for these stimuli. Subjects and Methods: Three participant groups in the age range of 18-45 years were included in the study. The first group of participants consisted of 20 trained Carnatic vocalists, the second group consisted of 13 trained violinists, and the third group consisted of 22 non-musicians. The stimuli consisted of three Indian Carnatic raga notes (/S-R2-G3/), which was sung by a trained vocalist and played by a trained violinist. For the purposes of this study, the two transitions between the notes T1=/S-R2/ and T2=/R2-G3/ were analyzed, and FFRs were recorded binaurally at 80 dB SPL using neuroscan equipment. Results: Overall average responses of the participants were generated. To assess the participants' pitch tracking to the Carnatic music stimuli, stimulus to response correlation (CC), pitch strength (PS), and pitch error (PE) were measured. Results revealed that both the vocalists and violinists had better CC and PS values with lower PE values, as compared to non-musicians, for both vocal and violin T1 and T2 transition stimuli. Between the musician groups, the vocalists were found to perform superiorly to the violinists for both vocal and violin T1 and T2 transition stimuli. Conclusions: Listening biographies strengthened F0 neural coding, with respect to the vocalists for vocal stimulus at the brainstem level. The violinists, on the other hand, did not show such preference.

A study on the effect of background music on computer word-processing tasks (주변음악이 컴퓨터 문서편집작업에 주는 영향에 관한 연구)

  • 박민용
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.162-164
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    • 1996
  • 다른 배경음악의 종류와 수준이 어떻게 컴퓨터 문서편집작업의 수행능력에 영향을 주는지를 알아보기위해 18명의 대학생을 대상으로 2인자 혼합인자 실험계획법을 이용하여 실험을 실시하였다. 실험에 사용된 독립변수로는 "클래식, 록, 그리고 한국민속음악"의 3종류를 갖는 음악형태와 "Low (60~65dB), High(80~85dB)"의 2수준을 갖는 음악크기이며, 분석을 위해 수집된 종족변수치는 문서편집작업의 완료시간 및 작업에러수이다. 분산분석을 이용한 통계분석 결과, 높은 (80~85 dB) 배경음악수준하에서는 낮은 (60~65 dB) 수준에 비해 통계적으로 문서편집작업의 완료시간이 많이 걸렸으며, 특히 록음악이 높은 수준으로 연주될때는 낮은 수준에 비해 유의하게 많은 문서편집작업에러가 발생하였다. 많은 문서편집작업에러가 발생하였다.

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A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation (음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.57-65
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    • 2014
  • The role of sound in producing 3D animation clip is one of the important factor to maximize the immersive effects of the scene. Especially interaction between video and sound makes the scene expressions more apparent, which is diversely applied in video production. One of these interaction techniques, the out-focussing technique is frequently used in both real video and 3D animation field. But in 3D animation, out-focussing is not easily implemented as in music videos or explosion scenes in real video shots. This paper analyzes the sound data to synchronize the depth of field with it. The novel out-focussing technique is proposed, where the object's field of depth is controlled by beat rhythm in the sound data.

Near-field Source Localization Method using Matrix Pencil (Matrix Pencil 기법을 이용한 근거리 음원 위치 추정 기법)

  • Jung, Tae-Jin;Lee, Su-Hyoung;Yoon, Kyung Sik;Lee, KyunKyung
    • The Journal of the Acoustical Society of Korea
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    • v.32 no.3
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    • pp.247-251
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    • 2013
  • In this paper, near-field source localization algorithm is presented using Matrix Pencil in Uniform Linear Array(ULA). Based on the centrosymmetry of the ULA, the proposed algorithm decouples the steering vectors which allow for the bearing estimation using Matrix pencil. With estimated bearing, the range estimation of each source is consequently obtained by defining 1D MUSIC spectrum. Simulation results are presented to validate the performance of the proposed algorithm.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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