• Title/Summary/Keyword: Electronic Music

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Implementation of Auto Composition by using Neural Network (신경망을 이용한 자동 작곡 시스템 구현)

  • Kim, Yoon-Ho;Lee, Ju-Shin
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.3
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    • pp.189-194
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    • 2013
  • In this paper, chord progress pattern of popular music is analyzed, and based on this optimal chord pattern, bit matrix of melody information is used for the input vector of neural network. Experimental result showed that possibility of computer composition based on neural network is verified. With regard to some given melody, by making use of proposed method, it is also possible to reconstruct the various melody.

A study on Angle Spectrum of Arrival using RMS Model Errors Effects (RMS 모델 오차 효과를 이용한 도래각 스펙트럼에 관한 연구)

  • Ga, Gwan-U;Ham, Sung-Min;Lee, Kwan-Hyeong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.3
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    • pp.148-151
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    • 2013
  • A new direction of arrival estimation method using effects of model errors and sensitivity analysis is proposed. Since a desired signal is obtained after interference rejection through correction effects of model error, the effect of channel interference on the estimation is significantly reduced. Through simulation, we show that the proposed method offers significantly improved estimation resolution and accuracy relative to existing method.

Study on Electronic Music Production Techniques 'Focused on Sampling Techniques' (전자음악 제작 기법에 관한 고찰 '샘플링 기법을 중심으로')

  • Kwon, Hyun-woo;Lee, Seny
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.97-98
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    • 2015
  • 기술의 발전과 함께 한 전자음악 제작 기법은 디지털 시대가 본격화 되면서 컴퓨터와 소프트웨어로 확대되고 있다. 샘플링 기법 또한 컴퓨터와 소프트웨어의 발달로 새로운 음악 창작 기법 영역으로 인정받고 있다. 저작권과 윤리적인 문제가 남아 있지만 변형의 음악으로서 새로운 음악 기법과 창조적인 음색 창조가 가능한 샘플링은 현재까지 많은 뮤지션들에의해 사용되고 있다. 본 연구는 샘플링의 발전 양상과 실제 전자음악에서 사용된 샘플링을 분석해 전자음악 제작에서의 샘플링의 과정과 음색 제작을 분석해 보고자 케미컬 브라더스(Chemicl Brothers)의 <스타 기타(Star Guitar)>의 샘플링 방법을 분석해 보았다.

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Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

A 3D Virtual Pavilion of Korean Traditional Music with Personal Navigation Functionality (개인화 내비게이션 기능을 제공하는 3D 가상 국악 전시관 제작)

  • Choi, Ji-Ae;Shim, Jae-Sun;Kim, Yoon-Sang
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1907-1908
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    • 2008
  • 본 논문에서는 개인화 내비게이션 기능을 제공하는 3D 가상 국악 전시관을 제안하였다. 제안된 가상 국악 전시관은 키보드와 조이스틱, 마우스 등 입력장치를 이용하여 사용자의 조작으로 이동 가능하며, 해당 국악기의 설명을 한국어와 영어로 들을 수 있다. 또한, 모든 국악기에 대한 소리를 들을 수 있고, 형태와 연주 기법을 3D로 볼 수 있으며, 해당 악기의 연주 동영상을 시청할 수 있다. 가상 국악 콘텐츠는 7개의 악기와 상세설명, 그리고 한 개의 시청각 실을 포함한다. 또한, Virtools와 자바스크립트를 이용하여 사용자 개인이 원하는 정보만을 가상으로 체험할 수 있는 개인화 내비게이션 기능을 구현하여 제공한다.

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HS Optimization Implementation Based on Tuning without Maximum Number of Iterations (최대 반복 횟수 없이 튜닝에 기반을 둔 HS 최적화 구현)

  • Lee, Tae-bong
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.67 no.3
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    • pp.131-136
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    • 2018
  • Harmony search (HS) is a relatively recently developed meta-heuristic optimization method imitating the music improvisation process where musicians improvise their instruments' pitches searching for a perfect state of harmony. In the conventional HS algorithm, it is necessary to determine the maximum number of iterations with some algorithm parameters. However, there is no criterion for determining the number of iterations, which is a very difficult problem. To solve this problem, a new method is proposed to perform the algorithm without setting the maximum number of iterations in this paper. The new method allows the algorithm to be performed until the desired tuning is achieved. To do this, a new variable bandwidth is introduced. In addition, the types and probability of harmonies composed of variables is analyzed to help to decide the value of HMCR. The performance of the proposed method is investigated and compared with classical HS. The experiments conducted show that the new method generally outperformed conventional HS when applied to seven benchmark problems.

The Aesthetic Consciousness of Cyberpunk in Fashion -Focused on Simulacres Concept- (사이버펑크 패션의 미의식 -시뮬라크르(Simulacres) 개념을 중심으로-)

  • 김현수;양숙희
    • The Research Journal of the Costume Culture
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    • v.7 no.5
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    • pp.104-121
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    • 1999
  • The purpose of this paper is to make sure of identity as a paradigm of new fsahion to introduce the concept of Sumulacres by J. Baudrillard, For converting to new aesthetic value. To do this, we started observing the general concept of Simulacres, and examined Cyberpunk within thinking of Simulacres and Cyberpunk fashion at virtual space, and then divided aesthetic consciousness appeared at Cyberpunk fashion centering on the concept of Simulacres into inwards sense and outwards sense. Cyberpunk is understood to be one of tendency in the cyber cultures controlled by computer and electronic technology. It is not yet defined clearly and therefore ambiguous and still being elaborated. However, the form started changing our sense sinking into overall cultures in the World, including even movie, literature, music and fashion, and giving complex, deep cultural and artistic possibilities. Also, as a subculture, Cyberpunk is building its own cultural territory in cyber space and is experiencing more real Simulacres than that of it in the ordinary life.

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The Melody Composition by using Neural Network (신경망 기반의 멜로디 작곡법)

  • Jo, JaeYoung;Kim, YoonHo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.1 no.3
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    • pp.77-82
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    • 2008
  • In this paper, in the middle of progressing popular music chord, a method of inserting melody is addressed, which utilized by analyzing chord progress pattern. Firstly, a method for transforming melody into bit pattern which is to be used for neural network input is described. In order to insert the melody, composition pattern is learned from back propagation neural network, and based on these data new melody is to be generated. Experimental results verified the possibility of neural network based computer composition.

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Design and Implementation of Music Education System using MIDI (MIDI 를 활용한 음악교육 시스템 설계 및 구현)

  • Park, Ki-Choel;Son, Jung-Hoon;Hwang, Young-Sup
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.533-535
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    • 2014
  • 본 논문은 교수-학생 음악학습 방식의 단점인 학생의 흥미가 낮아져 참여도가 저하되는 것을 개선하기 위해 멀티미디어를 활용한 교육방법을 제시한다. 제안하는 시스템은 악보를 읽을 수 없는 사람을 위해 악보를 MIDI 로 변환하여 연주해주는 악보인식 기능이 있다 휘파람을 통해 음정 인식하는 기능을 제공하며. 악보의 생성과 편집 기능을 통하여 작곡을 지원하는 기능도 있다. 또한 3D 피아노를 통해 연주법을 시각적으로 학습하는 기능을 제공한다. 이러한 MIDI 를 활용한 소프트웨어 도구를 통하여 기존의 학습 방법인 교수-학생지도 방식을 개선할 수 있다.

Maximum Limit on the Number of Science Papers Man Can Write

  • Kim, Sung-Man
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.116-119
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    • 2019
  • "Science" journal is one of the world's top academic journals. Many researchers are trying to publish their work in Science, and only a few selected novel papers are accepted. However, we think that this kind of process cannot continue forever. In this paper, we show that there is a limit to the number of Science papers that can be written. Therefore, the day will come when Science cannot publish new papers anymore. Using a similar method, we estimate the maximum limit on the number of pop songs that can be composed. By extending our discussion to all kinds of digital contents, we derive a mathematical expression for the maximum number of digital contents of a certain type that can be created. These results imply that someday man will not be able to produce new papers or new digital contents anymore. This conclusion raises deep philosophical questions.