• Title/Summary/Keyword: Digital music

Search Result 421, Processing Time 0.029 seconds

Development of a Page Turner Application based on Eye Tracking Algorithm for the Performing Artists (연주자를 위한 시선 추적 기반 페이지 터너 애플리케이션 개발)

  • Kim, Tae-Yu;Kim, Seokhoon
    • Journal of Digital Contents Society
    • /
    • v.19 no.4
    • /
    • pp.829-836
    • /
    • 2018
  • Sheet music is one of the inevitable elements for successful melody interpretation, playing or rendering, and performance, most of performing artists usually utilize a paper sheet music in the cases. However, the paper sheet music can be a one of the reason to degrade the concentration of audiences and artists or entire performing flows. In addition, it might be a weakness to use a paper sheet music in an outside performing place. We propose an electronic sheet music page tuner application, which can overcome these problems, based on a Tablet PC. The proposed page tuner application, which uses the OpenCV to adapt an eye tracking and behavior recognition, can provide an automatical page pass function to the performing artists. We will expect that the proposed application can highly decrease the weakness of paper sheet music.

Trend of the Convergence Stud in Arts & Culture Education - Focused on Music Technology (문화예술교육에서의 융복합 학문의 시대적 흐름- 음악테크놀로지를 중심으로)

  • Kim, Eun-Jin;Lim, Byung-Ro
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.3
    • /
    • pp.102-113
    • /
    • 2012
  • The effort to generate new values in this age of digital technology characterized by rapid changes in information and knowledge demands transformations not only in the sociocultural and educational spheres but also specifically in the field of arts and culture education. One of the greatest transformations is emphasis on integration and consilience among different fields which has impacted the field of arts and culture, giving birth to the practice of arts and culture education. Digital technology actively utilizes in lots of subjects, which, also becomes a challenging factor for the field of arts and culture education. In this context, this study theoretically considered to approach music technology to use for the field of arts and culture education. Utilization of music technology takes interdisciplinary approaches combining various subjects in the field of arts and culture education. Considering the current circumstances in which there is a lack of teaching and learning methodologies which reflect the unique, specialized nature and the intrinsic originality of the field of arts and culture education. It is deemed that by accumulating more case studies applying music technology in practice to a wider variety of targets and situations. Music technology will serve the role of an important a learning tool for the arts and culture education field.

Meaning of improving early childhood music classes by teaching in small group mentoring - Early childhood music teaching activities based on musical concepts; using microteaching analysis - (소그룹-멘토링을 활용한 유아음악 수업개선의 의미 탐색 - 음악적 개념에 기초한 유아음악 수업활동에 대한 마이크로티칭 분석을 중심으로 -)

  • Chang, Eun-Ju;Jo, Hye-Seon
    • Journal of Digital Convergence
    • /
    • v.14 no.8
    • /
    • pp.503-513
    • /
    • 2016
  • The purpose of this study is to explore the meaning(significance) of improving early childhood music teaching classes while analyzing microteaching in small group mentoring process. Improvement on teaching was carried out in the form of fellow teacher mentoring made up of small groups of 4 members through microteaching analysis, and the research findings are as follows. First, it was discovered that a clear understanding of musical concepts and theories must take precedence for desirable teaching of early childhood music. Second, it could be confirmed whether musical concepts are well integrated with actual early childhood music teaching activities through small group mentoring. Third, in the process of small group mentoring using microteaching analysis, sympathy was found to be highly important in the improvement on early childhood music teaching by research participants.

An Effect of the Prefrontal Lobe Influenced by Game Music Mixed with White Noise (백색잡음을 혼합한 게임음악이 전전두엽에 미치는 영향)

  • Choi, Jong-Yun;Rhee, Dae-Woong
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.3-11
    • /
    • 2011
  • The sound of digital media would be able to perform communication by stimulating body's senses. Because the sound stimuli could arouse a person into the physiological excitement and sensitivity, which appear as the changes of heartbeat, blood pressure, brain waves(EEG) signals. In this paper, we would like to examine whether the game music mixed with relaxing white noises has an effect to relax game player or not through the EEG changes of game players. For the experiment, we divided game players into group A that plays game while hearing game music mixed with white noises, and group B that plays game while hearing game music not mixed. And we measured the EEG changes of the prefrontal lobe between two groups. The result shows that the game music mixed with white noises has an relaxing effect for the left brain, but fall short of the expectations for the right brain. It would be a basic research which will contribute to the development of serious games for psychotherapy using relaxing white noises.

Design of a Smart Music Learning Device that can interact with each other using a transparent touch panel (투명 터치패널을 이용한 상호작용이 가능한 스마트 음악학습기의 설계)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Journal of Digital Convergence
    • /
    • v.18 no.12
    • /
    • pp.127-132
    • /
    • 2020
  • The Smart Music Learning Device(SMLD) presented in this paper constructs the display part by attaching the touch panel to both sides of the transparent panel. The main processing unit uses raspberry pie, and the operating system uses Android. On the transparent panel, music education contents are displayed, and on the touch panels 1 and 2, the inputs of learners and instructors are accepted. The signal input from the touch panels 1 and 2 controls the progress of the music education contents through a process in the main processing unit. This control process design and implement a two - sided panel - based interactive training algorithm. This device aims at musical education based on mutual understanding. Therefore, it conducts face-to-face education using music education contents presented through transparent panel. This allows the instructor to know in real time the response to the learner, thus improving the understanding of the learning and the quality of the education. Also, the learner's concentration can be improved.

A study on the regulation of the similar transmission service of digital music (디지털 음원 유사전송 서비스의 규제 방안 연구)

  • Yu, Seung-Jun;Lee, Hwan-soo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.4
    • /
    • pp.151-160
    • /
    • 2018
  • The development of digital technology and the Internet has brought about a great change in the content industry. In order to keep pace with these changes, the copyright law has undergone several revisions, and the concept of "digital sound transmission" was introduced in the 2006 revision. However, in the current law, digital audio transmission is problematic in that the criteria for distinguishing between broadcasting and transmission is abstract and unclear. This ambiguity makes it difficult to judge the legal status of new music webcasting service such as "Free Litsen". Although these services are positioned as digital audion transmission, they have created a new concept of pseudo transmission because of its similarity to the audio transmission in its convenience and utility. These problems stem from the imbalance of between the development of technology and the legal system, so the change of the legal system is inevitable. Thus, this study discusses US copyright law and related cases, and then suggests solutions for pseudo transmission problems. This study suggests legislative criteria for pseudo transmission problems and legislative measures that can reduce the actual damage to the music market.

Development of User Music Recognition System For Online Music Management Service (온라인 음악 관리 서비스를 위한 사용자 음원 인식 시스템 개발)

  • Sung, Bo-Kyung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.11
    • /
    • pp.91-99
    • /
    • 2010
  • Recently, recognizing user resource for personalized service has been needed in digital content service fields. Especially, to analyze user taste, recommend music and service music related information need recognition of user music file in case of online music service. Music related information service is offered through recognizing user music based on tag information. Recognition error has grown by weak points like changing and removing of tag information. Techniques of content based user music recognition with music signal itself are researched for solving upper problems. In this paper, we propose user music recognition on the internet by extracted feature from music signal. Features are extracted after suitable preprocessing for structure of content based user music recognition. Recognizing on music server consist of feature form are progressed with extracted feature. Through this, user music can be recognized independently of tag data. 600 music was collected and converted to each 5 music qualities for proving of proposed recognition. Converted 3000 experiment music on this method is used for recognition experiment on music server including 300,000 music. Average of recognition ratio was 85%. Weak points of tag based music recognition were overcome through proposed content based music recognition. Recognition performance of proposed method show a possibility that can be adapt to online music service in practice.

Music Recommendation Technique Using Metadata (메타데이터를 이용한 음악 추천 기법)

  • Lee, Hye-in;Youn, Sung-dae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.05a
    • /
    • pp.75-78
    • /
    • 2018
  • Recently, the amount of music that can be heard is increasing exponentially due to the growth of the digital music market. Because of this, online music service users have had difficulty choosing their favorite music and have wasted a lot of time. In this paper, we propose a recommendation technique to minimize the difficulty of selection and to reduce wasted time. The proposed technique uses an item - based collaborative filtering algorithm that can recommend items without using personal information. For more accurate recommendation, the user's preference is predicted by using the metadata of the music source and the top-N music with high preference is finally recommended. Experimental results show that the proposed method improves the performance of the proposed method better than it does when the metadata is not used.

  • PDF

Musical Identity Online: A "Netnographic" Perspective of Online Communities

  • Strubel, Jessica;Pookulangara, Sanjukta;Murray, Amber
    • International Journal of Costume and Fashion
    • /
    • v.13 no.2
    • /
    • pp.15-29
    • /
    • 2013
  • Today's technology enables consumers to trade millions of dollars, conduct online banking, access entertainment, and do countless other activities at the click of a button. Online social networks (OSN) have become a cultural phenomenon that allows for individualistic consumerism. Consumers are increasingly utilizing OSN to share ideas, build communities, and contact fellow consumers who are similar to themselves. The relevance of online communities to the music is immense especially because musicians are now using social media to build global audiences. Not only is information about music and performance disseminated online, but musical commodities are sold and traded online. Online music communities allow consumers to elect and create new identities online through the purchase of subcultural commodities. Given the growing economic importance of online music communities it is important to get a holistic view of subcultural communities online. This study utilized content analysis of online music community websites using the Netnography methodology as developed by Kozinet for data collection to analyze consumers' purchasing and consumption behavior of subcultural commodities online as related to the formation of subcultural identities. Findings showed that subcultural items are predominantly purchased online, especially digital music, and there is a need for more custom craft items. The authors presented a new conceptual taxonomy of online subcultural consumer classifications based on online behavior patterns.

An Embedding /Extracting Method of Audio Watermark Information for High Quality Stereo Music (고품질 스테레오 음악을 위한 오디오 워터마크 정보 삽입/추출 기술)

  • Bae, Kyungyul
    • Journal of Intelligence and Information Systems
    • /
    • v.24 no.2
    • /
    • pp.21-35
    • /
    • 2018
  • Since the introduction of MP3 players, CD recordings have gradually been vanishing, and the music consuming environment of music users is shifting to mobile devices. The introduction of smart devices has increased the utilization of music through music playback, mass storage, and search functions that are integrated into smartphones and tablets. At the time of initial MP3 player supply, the bitrate of the compressed music contents generally was 128 Kbps. However, as increasing of the demand for high quality music, sound quality of 384 Kbps appeared. Recently, music content of FLAC (Free License Audio Codec) format using lossless compression method is becoming popular. The download service of many music sites in Korea has classified by unlimited download with technical protection and limited download without technical protection. Digital Rights Management (DRM) technology is used as a technical protection measure for unlimited download, but it can only be used with authenticated devices that have DRM installed. Even if music purchased by the user, it cannot be used by other devices. On the contrary, in the case of music that is limited in quantity but not technically protected, there is no way to enforce anyone who distributes it, and in the case of high quality music such as FLAC, the loss is greater. In this paper, the author proposes an audio watermarking technology for copyright protection of high quality stereo music. Two kinds of information, "Copyright" and "Copy_free", are generated by using the turbo code. The two watermarks are composed of 9 bytes (72 bits). If turbo code is applied for error correction, the amount of information to be inserted as 222 bits increases. The 222-bit watermark was expanded to 1024 bits to be robust against additional errors and finally used as a watermark to insert into stereo music. Turbo code is a way to recover raw data if the damaged amount is less than 15% even if part of the code is damaged due to attack of watermarked content. It can be extended to 1024 bits or it can find 222 bits from some damaged contents by increasing the probability, the watermark itself has made it more resistant to attack. The proposed algorithm uses quantization in DCT so that watermark can be detected efficiently and SNR can be improved when stereo music is converted into mono. As a result, on average SNR exceeded 40dB, resulting in sound quality improvements of over 10dB over traditional quantization methods. This is a very significant result because it means relatively 10 times improvement in sound quality. In addition, the sample length required for extracting the watermark can be extracted sufficiently if the length is shorter than 1 second, and the watermark can be completely extracted from music samples of less than one second in all of the MP3 compression having a bit rate of 128 Kbps. The conventional quantization method can extract the watermark with a length of only 1/10 compared to the case where the sampling of the 10-second length largely fails to extract the watermark. In this study, since the length of the watermark embedded into music is 72 bits, it provides sufficient capacity to embed necessary information for music. It is enough bits to identify the music distributed all over the world. 272 can identify $4*10^{21}$, so it can be used as an identifier and it can be used for copyright protection of high quality music service. The proposed algorithm can be used not only for high quality audio but also for development of watermarking algorithm in multimedia such as UHD (Ultra High Definition) TV and high-resolution image. In addition, with the development of digital devices, users are demanding high quality music in the music industry, and artificial intelligence assistant is coming along with high quality music and streaming service. The results of this study can be used to protect the rights of copyright holders in these industries.