• Title/Summary/Keyword: Audio Contents

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Similar Movie Contents Retrieval Using Peak Features from Audio (오디오의 Peak 특징을 이용한 동일 영화 콘텐츠 검색)

  • Chung, Myoung-Bum;Sung, Bo-Kyung;Ko, Il-Ju
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1572-1580
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    • 2009
  • Combing through entire video files for the purpose of recognizing and retrieving matching movies requires much time and memory space. Instead, most current similar movie-matching methods choose to analyze only a part of each movie's video-image information. Yet, these methods still share a critical problem of erroneously recognizing as being different matching videos that have been altered only in resolution or converted merely with a different codecs. This paper proposes an audio-information-based search algorithm by which similar movies can be identified. The proposed method prepares and searches through a database of movie's spectral peak information that remains relatively steady even with changes in the bit-rate, codecs, or sample-rate. The method showed a 92.1% search success rate, given a set of 1,000 video files whose audio-bit-rate had been altered or were purposefully written in a different codec.

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Auto Frame Extraction Method for Video Cartooning System (동영상 카투닝 시스템을 위한 자동 프레임 추출 기법)

  • Kim, Dae-Jin;Koo, Ddeo-Ol-Ra
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.28-39
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    • 2011
  • While the broadband multimedia technologies have been developing, the commercial market of digital contents has also been widely spreading. Most of all, digital cartoon market like internet cartoon has been rapidly large so video cartooning continuously has been researched because of lack and variety of cartoon. Until now, video cartooning system has been focused in non-photorealistic rendering and word balloon. But the meaningful frame extraction must take priority for cartooning system when applying in service. In this paper, we propose new automatic frame extraction method for video cartooning system. At frist, we separate video and audio from movie and extract features parameter like MFCC and ZCR from audio data. Audio signal is classified to speech, music and speech+music comparing with already trained audio data using GMM distributor. So we can set speech area. In the video case, we extract frame using general scene change detection method like histogram method and extract meaningful frames in the cartoon using face detection among the already extracted frames. After that, first of all existent face within speech area image transition frame extract automatically. Suitable frame about movie cartooning automatically extract that extraction image transition frame at continuable period of time domain.

Audio Contents Adaptation Technology According to User′s Preference on Sound Fields (사용자의 음장선호도에 따른 오디오 콘텐츠 적응 기술)

  • 강경옥;홍재근;서정일
    • The Journal of the Acoustical Society of Korea
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    • v.23 no.6
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    • pp.437-445
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    • 2004
  • In this paper. we describe a novel method for transforming audio contents according to user's preference on sound field. Sound field effect technologies. which transform or simulate acoustic environments as user's preference, are very important for enlarging the reality of acoustic scene. However huge amount of computational power is required to process sound field effect in real time. so it is hard to implement this functionality at the portable audio devices such as MP3 player. In this paper, we propose an efficient method for providing sound field effect to audio contents independent of terminal's computational power through processing this functionality at the server using user's sound field preference, which is transfered from terminal side. To describe sound field preference, user can use perceptual acoustic parameters as well as the URI address of room impulse response signal. In addition, a novel fast convolution method is presented to implement a sound field effect engine as a result of convoluting with a room impulse response signal at the realtime application. and verified to be applicable to real-time applications through experiments. To verify the evidence of benefit of proposed method we performed two subjective listening tests about sound field descrimitive ability and preference on sound field processed sounds. The results showed that the proposed sound field preference can be applicable to the public.

Analysis of Pre-Processing Methods for Music Information Retrieval in Noisy Environments using Mobile Devices

  • Kim, Dae-Jin;Koo, Ddeo-Ol-Ra
    • International Journal of Contents
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    • v.8 no.2
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    • pp.1-6
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    • 2012
  • Recently, content-based music information retrieval (MIR) systems for mobile devices have attracted great interest. However, music retrieval systems are greatly affected by background noise when music is recorded in noisy environments. Therefore, we evaluated various pre-processing methods using the Philips method to determine the one that performs most robust music retrieval in such environments. We found that dynamic noise reduction (DNR) is the best pre-processing method for a music retrieval system in noisy environments.

Method of Motion Graphic Design Approach from Postmodern Point of View (포스트모던적 관점에서 본 모션그래픽 디자인 접근 방안)

  • Kim Gyo-Wan;Hong Su-Jung
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.124-131
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    • 2006
  • Motion graphic is also developing into its own genre in graphic design by establishing individual industrial fields. images and graphics but also recognize even motions and sounds as communication elements delivering a message. Nevertheless, web communication designers have yet to experimentally test the visual motion priniciples or the audio sound expressions in terms of technology. If the dance are used, they may be new communication approaches in the age of multi-media, which allows for communication of visual and audio information or images. With such conceptions in mind, this study was aimed at reviewing the structural relationship between visual motion principles of the kinetic and the sound images to combine the audio and video effects. To this end, the basic structure of dance and music were substituted into the dance to determine their relevancy, and thereupon, examine the effective sound expression methods and techniques depending on movements of the objects in the monitor. Thus, this study, by inquiring into the uniqueness of choreography in motion graphic, presents the possibility of limitless expression of designer creation and inner world, and the ultimate goal lies in assuring the artistic value of motion graphic and its position as a synthetic art.

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Constructive music creation: the process and effectiveness of sampling in computer-based electronic music production (구성적 음악 창작: 컴퓨터 기반 전자적 음악 프로덕션 상에서 샘플링의 과정과 효과)

  • Han, Jinseung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.127-134
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    • 2009
  • In spite of controversial debates on aesthetic issues of computer-generated electronic music, rapid advancement of music technologies in the past decade have resulted proliferation of using virtual software synthesizers and samplers in music composition. Computer-based music production platform has become not only a norm among some of contemporary music composers but also vital apparatus for their compositional process. There are two imperative parts of this compositional process involving sampling in computer-based music production, which are commercially available sample libraries that include pre-recorded audio samples, and music production software that processes them. The purpose of this study is to investigate the process and effectiveness of reconstructive compositional process utilizing distinctive features of sampling on computer music production software. This study addresses issues such as: the definition of audio sampling, how sampling is incorporated in compositional process, and what features of music production software are particularly effective in various musical expressions. The result of this study will hopefully accommodate and fulfill the needs of electronic and acoustic musicians' creativeness.

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Classification of Phornographic Videos Using Audio Information (오디오 신호를 이용한 음란 동영상 판별)

  • Kim, Bong-Wan;Choi, Dae-Lim;Bang, Man-Won;Lee, Yong-Ju
    • Proceedings of the KSPS conference
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    • 2007.05a
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    • pp.207-210
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    • 2007
  • As the Internet is prevalent in our life, harmful contents have been increasing on the Internet, which has become a very serious problem. Among them, pornographic video is harmful as poison to our children. To prevent such an event, there are many filtering systems which are based on the keyword based methods or image based methods. The main purpose of this paper is to devise a system that classifies the pornographic videos based on the audio information. We use Mel-Cepstrum Modulation Energy (MCME) which is modulation energy calculated on the time trajectory of the Mel-Frequency cepstral coefficients (MFCC) and MFCC as the feature vector and Gaussian Mixture Model (GMM) as the classifier. With the experiments, the proposed system classified the 97.5% of pornographic data and 99.5% of non-pornographic data. We expect the proposed method can be used as a component of the more accurate classification system which uses video information and audio information simultaneously.

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An Analysis on Appropriateness of Environmental Education Materials (환경교육 교재의 적합성 분석)

  • Yang, Jae-Sik;Nam, Sang-Joon
    • Hwankyungkyoyuk
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    • v.16 no.2
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    • pp.65-73
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    • 2003
  • This study has an aim to construct a reference frame to analyze the appropriateness of environmental education(EE) materials of elementary schools, and to search the basic direction of the scheme for analysis. In addition, this study has an aim to induce what the results of this analysis suggests for the development and reconstruction of EE materials. It was analyzed how truly EE materials reflected contents selected as an analysis scheme, after grasping practical use and features of textbooks, audio-visual materials, and a web-site that are typical materials in EE of elementary schools. The results in textbook analysis were that there were a human-centered environmentalism in the EE unit ("Environmentally Sound National Development", 5th Grade) of Social Studies. The result in analysis of audio-visual materials "Environmental Warrior, Zentaforce" of EBS, were that there are unhealthy environmentalism in that material. In other words, technology itself is considered as a almighty means to solve environmental problems. Finally, the result in web-site analysis were that the "Environmental Class" of Ministry of Environment did not have sound environmentalism. The above result of study shows us that the most important thing in developing and using the environmental education materials is to have sound environmental values and EE perspective, to evaluate EE material with various point of view, to judge its result, and to use it.

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Designing Education Contents for Chinese Character Utilizing Internet of Things (IoT)

  • Jung, Sugkyu
    • Smart Media Journal
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    • v.5 no.2
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    • pp.24-32
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    • 2016
  • Recently, the development of electronic teaching materials and the demand of digital learners have led the needs on the education contents that replace learning from character information and the change of an information design method for this. Chinese character education in the traditional schooling mainly focuses on writing and memorization (semantic memory). This way that the stories do not exist has brought the learners' recognition that Chinese character is difficult to learn. Meanwhile, for a language study such as English, cross-media development between printed materials and audio-visual materials has been actively introduced. The method that extends episode memories along with memorization through a story is widely used. Therefore, this content suggests a prototype, which is broken away from an existing way of learning Chinese character that mainly focuses on writing, one sided instruction and information cramming. This makes learners learn through a story from printed materials and animation. Furthermore, it suggests a method that extends episode memories through Chinese education contents based on IoT explaining the principle of Chinese character by combining IT technology (information and communications, IoT) and education contents on block toys.