• Title/Summary/Keyword: Audio-Visual Information

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Music summarization using visual information of music and clustering method

  • Kim, Sang-Ho;Ji, Mi-Kyong;Kim, Hoi-Rin
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.400-405
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    • 2006
  • In this paper, we present effective methods for music summarization which summarize music automatically. It could be used for sample music of on-line digital music provider or some music retrieval technology. When summarizing music, we use different two methods according to music length. First method is for finding sabi or chorus part of music which can be regarded as the most important part of music and the second method is for extracting several parts which are in different structure or have different mood in the music. Our proposed music summarization system is better than conventional system when structure of target music is explicit. The proposed method could generate just one important segment of music or several segments which have different mood in the music. Thus, this scheme will be effective for summarizing music in several applications such as online music streaming service and sample music for Tcommerce.

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A Study on Visualization of Musical Rhythm Based on Music Information Retrieval (Music Information Retrieval(MIR)을 활용한 음악적 리듬의 시각화 연구 -Onset 검출(Onset Detection) 알고리즘에 의한 시각화 어플리케이션)

  • Che, Swann
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1075-1080
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    • 2009
  • 이 글은 Music Information Retrieval(MIR) 기법을 사용하여 오디오 콘텐츠의 리듬 정보를 자동으로 분석하고 이를 시각화하는 방법에 대해 다룬다. 특히 MIR을 활용한 간단한 시각화(sound visualization) 어플리케이션을 소개함으로써 음악 정보 분석이 디자인, 시각 예술에서 다양하게 활용될 수 있음을 보이고자 한다. 음악적 정보를 시각 예술로 담아내려는 시도는 20세기 초 아방가르드 화가들에 의해 본격적으로 시작되었다. 80년대 이후에는 컴퓨터 기술의 급속한 발전으로 사운드와 이미지를 디지털 영역에서 쉽게 하나로 다룰 수 있게 되었고, 이에 따라 다양한 오디오 비주얼 예술작품들이 등장하였다. MIR은 오디오 콘텐츠로부터 음악적 정보를 분석하는 DSP(Digital Signal Processing) 기술로 최근 디지털 콘텐츠 시장의 확장과 더불어 연구가 활발히 진행되고 있다. 특히 웹이나 모바일에서는 이미 다양한 상용 어플리케이션이 적용되고 있는데 query-by-humming과 같은 음악 인식 어플리케이션이 대표적인 경우이다. 이 글에서는 onset 검출(onset detection)을 중심으로 음악적 리듬을 분석하는 알고리즘을 살펴보고 기본적인 조형원리에 따라 이를 시각화하는 어플리케이션의 예를 소개한다.

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BER DEGRADATION DUE TO THE PHASE NOISE SPECTRAL SHAPE IN LMDS SYSTEMS

  • Kim, Youngsun;Song, Jong-In;Kim, Kiseon
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.113-116
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    • 2000
  • Phase noise of oscillator gives the performance degradation significantly when a high carrier frequency and low transmission rate are used. The BER(Bit Error Rates) degradation of QPSK(Quadrature Phase Shift Keying) transmission is analyzed with the oscillator phase noise level specified in downstream physical interface of LMDS(Local Multipoint Distribution Services) which is described in DAVIC(Digital Audio Visual Council). The model used for the phase noise is a power-law model. We also investigated the effects of the various transmission rates on system performance. For the transmission rate below 0.5 Mbps, the BER performance is severely degraded and we verified that the transmission rate, 20 Mbps, is adequate for the downstream of LMDS systems.

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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.

A survey on the nonpharmacologic nursing intervention for children in pain (통증 환아를 위한 비약물적 간호 중재 방법 조사)

  • Yoon Hea Bong;Cho Kyoul Ja
    • Child Health Nursing Research
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    • v.6 no.2
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    • pp.144-157
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    • 2000
  • This study was done to understand nonpharmacologic pain management for pediateric patients and nurses' knowledge and attitudes toward it. The aim of this study was that which method did the patient's use according to the nurses' age, and how did they effectively use these methods in their field. The subjects of this study were 77 nurses working in the Pediatric unit in the Kyung Medical Center from September 2 to 15, 1999 using questionnaire form. The results of this study were as follows : 1. We divided the subjects into four groups : Younger than one year old, 1-6 years, 6-12 years, 12-18 years group. In the group younger one year old, most of the nurses participating in this study used speaking in soft quiet tones, supportive touch, toys, pacifiers. In the group of 1-6 years, they used speaking in soft quiet tones, toys, distracting attention, story talking, and visual stimulus. In the group of 6-12 years. they used pop-up books, providing information, cold therapy, speaking in soft quiet tones, supportive touch. In the group of 12-19 years, most of them used providing information, controling respiration and supportive touch. 2. The effective nursing intervention used in their field are speaking in soft quiet tones, pacifiers and nesting with blanket in the group of younger than one year old. Un the group of 1-6 years old, speaking in soft quiet tones, toys, and supportive touch were effective method in the control of nonp-harmacologic pain management. In the group of 6-12 years old, story talking, supportive touch, and speaking in soft quiet tones were effective method and in the group of 12-18 years old, providing information, cold therapy and supportive touch were effectively used to control nonpharmacologic pain management. 3. To compare the general characteristics and non-pharmacologic pain nursing intervention, in the group of younger than one year, touching stimuli is widely used. In the groups of 1-6, and 6-12 years old, visual and audio method were widely used. In the group of 12-18 years old, sensitive intervention were used as well as education, information and guided imagery. In conclusion, there was no significant difference in nurses' demographic characteristics, child's age and nonpharmacologic pain management. There was significant difference only in the nurses working area, that is nurses working in the surgical department used more audio-visual-tactile pain management methods than medical department.

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A Design and Implementation of Mobile Visit Guide System for the Individual Science & Technology Learning in the Museum (비형식적 교육장소에서 개별적 과학기술학습을 위한 모바일 관람 가이드 시스템의 설계 및 구현)

  • Kweon, Hyo-Sun;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.120-132
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    • 2005
  • The major purpose of this study was to provide a basic model of mobile guide system for visitor's individual learning, self-regulated learning in a museum. System model realized by this study was as follows; 1) This system distributed exhibit information to tourists in place of existing audio guides or curators. Using wireless communications, the PDA automatically delivered information about the exhibit. The artistic and visual displays maximized effective and quick transmission of information to the user. 2) It made visiting a museum fun, exciting and entertaining. With the PDA guide the museum visitor can interact with detailed descriptions of exhibits, videos and images. The museum visitor, can also play a quiz game, take photos, record voices and send e-mail.

Beginning of a New Standard: Internet of Media Things

  • Kim, Sang-Kyun;Sahu, Nevadita;Preda, Marius
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.11
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    • pp.5182-5199
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    • 2017
  • Recently, Internet of Things (IoT) drives a large variety of research, development, and new type of markets. All type of devices and sensors will be part of the Internet of Things and will be able to communicate not only plain data, but also audio-visual, olfactory, and haptic media data. In addition, as the devices and sensors getting smarter, it is highly probable that they can process acquired media and metadata to extract higher level of information (e.g., semantics). To support such enhanced functionalities, ISO/IEC SC29 WG11 (MPEG) starts a new standard project, ISO/IEC 23093, called Internet of Media Things (IoMT) to provide standard data formats and APIs for media things. This paper presents the standardization activities of IoMT focusing on explaining terms, standard scopes, and major media things with their use cases. One of the use cases, an IoT system for a blind pedestrian navigation assistance, is evaluated to prove its effectiveness.

Speech Emotion Recognition Using 2D-CNN with Mel-Frequency Cepstrum Coefficients

  • Eom, Youngsik;Bang, Junseong
    • Journal of information and communication convergence engineering
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    • v.19 no.3
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    • pp.148-154
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    • 2021
  • With the advent of context-aware computing, many attempts were made to understand emotions. Among these various attempts, Speech Emotion Recognition (SER) is a method of recognizing the speaker's emotions through speech information. The SER is successful in selecting distinctive 'features' and 'classifying' them in an appropriate way. In this paper, the performances of SER using neural network models (e.g., fully connected network (FCN), convolutional neural network (CNN)) with Mel-Frequency Cepstral Coefficients (MFCC) are examined in terms of the accuracy and distribution of emotion recognition. For Ryerson Audio-Visual Database of Emotional Speech and Song (RAVDESS) dataset, by tuning model parameters, a two-dimensional Convolutional Neural Network (2D-CNN) model with MFCC showed the best performance with an average accuracy of 88.54% for 5 emotions, anger, happiness, calm, fear, and sadness, of men and women. In addition, by examining the distribution of emotion recognition accuracies for neural network models, the 2D-CNN with MFCC can expect an overall accuracy of 75% or more.

Real-time Implementation of the AMR-WB+ Audio Coder using ARM Core(R) (ARM Core(R)를 이용한 AMR-WB+ 오디오 부호화기의 실시간 구현)

  • Won, Yang-Hee;Lee, Hyung-Il;Kang, Sang-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.3
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    • pp.119-124
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    • 2009
  • In this paper, AMR-WB+ audio coder is implemented, in real-time, using Intel 400MHz Xscale PXA250 with 32bit RISC processor ARM9E-J(R)core. The assembly code for ARM9E-J(R)core is developed through the serial process of C code optimization, cross compile, assembly code manual optimization and adjusting the optimized code to Embedded Visual C++ platform. C code is trimmed on Visual C++ platform. Cross compile and assembly code manual optimization are performed on CodeWarrior with ARM compiler. Through these stages the code for both ARM EVM board and PDA is implemented. The average complexities of the code are 160.75MHz on encoder and 33.05MHz on decoder. In case of static link library(SLL), the required memories are 65.21Kbyte, 32.01Kbyte and 279.81Kbyte on encoder, decoder and common sources, respectively. The implemented coder is evaluated using 16 test vectors given by 3GPP to verify the bit-exactness of the coder.

A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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