• Title/Summary/Keyword: Interactive Music Service

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File Format Design for Interactive Music Service

  • Jang, In-Seon;Seo, Jeong-Il;Kang, Kyeong-Ok
    • ETRI Journal
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    • v.33 no.1
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    • pp.128-131
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    • 2011
  • This letter describes a file format designed for interactive music service where users are able to recompose music based on their own preferences. The proposed design utilizes the flexible features of the ISO base media file format (ISO/IEC 14496-12, ISO-BMFF). The techniques offered in the proposed file format enable compact storage and efficient preset management, allowing users to recompose music with ease and convenience. Additionally, an implementation scheme for an interactive music player is shown along with its results.

Overview of MPEG-A Interactive Music Application Format (MPEG-A Interactive Music Application Format 표준화 현황 및 기술 분석)

  • Jang, In-Seon;Seo, Jeong-Il;Kang, Kyeong-Ok
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.8
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    • pp.706-713
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    • 2009
  • Standardization of technology for formatting multiple audio tracks and relevant information for interactive music service is in progress owing to the increasing need of consumers for participating in music production to their own taste. In this paper, we introduce the status of MPEG-A Interactive Music Application Format (IM AF) standardization and analyze techniques adopted in the current IM AF.

Analysis of Genie Music's Strategy for Strengthening Customer Interactive : Focus on SWOT and TOWS Analysis (고객 인터렉티브 강화를 위한 지니뮤직의 전략 도입과 현황분석 : SWOT과 TOWS 분석을 중심으로)

  • Kwon, Boa;Park, Sang-hyeon
    • Journal of Venture Innovation
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    • v.4 no.1
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    • pp.87-99
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    • 2021
  • The importance of "personalization technology" has recently been highlighted due to the Covid-19 and the development of IT technology such as AI and big data, which is soon coming beyond personalization into the "super-personalization era." Therefore, in terms of the music streaming service market, it has formed a service supply trend in which individual tastes are respected and companies are seeking to establish a realistic analysis and development direction considering the external market environment. From this perspective, this paper sought to analyze the strengths and weaknesses of the Genie Music's and provide a direction for development based on Genie Music's customer interactive strategy. In particular, it was intended to analyze the advantages and disadvantages of customer interactive strategies with the 'live music service platform' that moves with customers and to provide directions for future corporate development. As an analysis method, we looked at strengths and weaknesses, opportunities and threat requirements based on SWOT analysis. Afterwards, the company attempted to present specific corporate development strategies through TOWS analysis.

A Study on Vocal Removal Scheme of SAOC Using Harmonic Information (하모닉 정보를 이용한 SAOC의 보컬 신호 제거 방법에 관한 연구)

  • Park, Ji-Hoon;Jang, Dae-Geun;Hahn, Min-Soo
    • Journal of Korea Multimedia Society
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    • v.16 no.10
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    • pp.1171-1179
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    • 2013
  • Interactive audio service provide with audio generating and editing functionality according to user's preference. A spatial audio object coding (SAOC) scheme is audio coding technology that can support the interactive audio service with relatively low bit-rate. However, when the SAOC scheme remove the specific one object such as vocal object signal for Karaoke mode, the scheme support poor quality because the removed vocal object remain in the SAOC-decoded background music. Thus, we propose a new SAOC vocal harmonic extranction and elimination technique to improve the background music quality in the Karaoke service. Namely, utilizing the harmonic information of the vocal object, we removed the harmonics of the vocal object remaining in the background music. As harmonic parameters, we utilize the pitch, MVF(maximum voiced frequency), and harmonic amplitude. To evaluate the performance of the proposed scheme, we perform the objective and subjective evaluation. As our experimental results, we can confirm that the background music quality is improved by the proposed scheme comparing with the SAOC scheme.

Smart Platform Design for Location based Drama Contents Services (위치기반의 드라마 콘텐츠서비스용 스마트 플랫폼 설계)

  • Choi, Youngho
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.37-41
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    • 2017
  • In this paper, a platform was proposed that can service the streaming of location based real-time video-clip for smart-travel-services to work with PPL(Product Placement). The location information of drama like as LTE GPS and Beacon were used to provide the drama video with the PUSH service. And PPL DB with the attributes like as picture, video, music and URI(Uniform resource Identifier) was designed. As a result, this platform could provide the location based video streaming service that could replace the original PPL properties, color or shape, with the other properties by the interactive tagging the PPL DB in drama scenes. The proposed platform could provide the location based real-time video streaming service that can alter the PPL properties with the request of service provider.

Analysis of DMB Adoption Intentions According to Preferred Contents and Other Media Usage Characteristics (디지털 멀티미디어 방송의 선호 콘텐츠 및 타 매체 이용특성에 따른 의용의향 요인 분석)

  • Kim, Dong-Ju;Shin, Seung-Do
    • Korean Management Science Review
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    • v.25 no.1
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    • pp.123-138
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    • 2008
  • Recently, DMB service markets experience a rapid change with terrestrial DMB test-broadcasting for the nation-wide coverage and paid interactive data broadcasting being offered utilizing TPEG and BIFS technologies. This warrants a reexamination of a consumers' adoption intentions for DMB service. This paper uses a survey data set to analyze DMB adoption intentions and the choice between terrestrial DMB and satellite DMB services according to preferred contents and other media usage characteristics. Empirical results show that consumer who prefer TV, music, and movie contents are more likely to adopt DMB service, whereas consumers with high intentions for HSDPA subscription are less likely to adopt DMB service. This implies that continuing development of killer application and the analysis of substitutes or complements of other media are crucial for the increase of DMB adoption intentions. It is found that the more consumers prefer sports, movies and entertainment/game and put higher values in the quality of the contents, the more likely they adopt satellite DMB service. Meanwhile, the more consumers prefer TV, drama and news contents, and are sensitive to the subscription fees, they are more likely to adopt terrestrial DMB service. Therefore, it seem that consumers' DMB adoption between terrestrial and satellite services is crucially related with types and characteristics of contents offered.

Convergence Study on Usability of Music Streaming App UX Design (음악 스트리밍 앱 UX디자인의 사용성에 대한 연구 -멜론, 유튜브 뮤직, 지니, FLO앱을 중심으로)

  • Chun, Seung-Jae;Park, Jin-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.135-146
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    • 2021
  • In this study, in order to provide an app with improved usability to users in the trend of gradually increasing the number of users of music streaming services, usability tests were conducted by conducting interviews before and after the execution of the screen test technique and the performance measurement method and contextual. Usability test was conducted using the Inquiry method. Usability tests were conducted by one user each from their teens to their 50s, and were conducted on Melon, YouTube Music, Genie, and FLO apps with many service users. As a result of the usability test, the icon does not sufficiently represent the function and is not recognized as an interactive button, which is overlooked by the user, the problem that the user does not recognize due to lack of visual effect when the function is activated, The problem was derived. In this regard, suggestions for improving the user screen, such as intuitively changing the icon for each app, adding a visual effect of the screen when the function is activated, and adjusting the position so that the function has continuity, were presented along with the visual data.

The Implementation of the multi-channel real sound player for User Interactive Music Service (사용자 Interactive 음원 재생을 위한 다채널 실감 Audio 재생기 구현)

  • Jung, Jong-Jin;Lim, Tae-Beom;Lee, Seok-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.266-269
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    • 2010
  • 급속한 정보 통신 기술의 발달로 인해 멀티미디어 재생 개발 기술들은 단순히 수동적으로 보고 듣는 재생 기술에서 벗어나 청취자 감성, 취향 등에 따라 보다 실감 있고 사용자가 능동적으로 재생할 수 있는 기술로 진화 하고 있다. 지금까지의 오디오 서비스는 음원 개발자 중심의 오디오 서비스, 즉 보컬 및 모든 악기가 믹스된 단일음원이기 때문에 사용자는 단순히 오디오 음원 개발자나 음반 제작사가 발매한 단일 음원을 일방적으로 수동적 청취할 수밖에 없다. 하지만 사용자 능동형 오디오 서비스에서는 사용자가 능동적으로 자신이 원하는 음악적 취향에 따라 능동적으로 각각의 객체 기반의 독립 음원을 선택, 감성에 따른 음원 효과 추가, 최적의 음원 청취 위치(Sweet Spot) 변경, 음원 및 스피커 재생 공간 및 위치 변경 재생 등을 할 수가 있다. 본 논문에서는 디지털 음원들을 입력받아 임의의 필터링을 실행하고, 사용자 음원 보정 정보, 출력 유닛의 공간적, 음향적 특성을 상위제어기로부터 입력받아 전신호경로 상에 디지털 신호처리 하여 출력신호를 생성하는 DSP 시스템 플랫폼 및 알고리즘에 관하여 소개한다.

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A Study on the e-Business Marketing Strategy of Digital Age (디지털 시대의 효율적인 e비지니스 마케팅 전략에 관한 연구)

  • 조원길
    • The Journal of Information Technology
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    • v.3 no.4
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    • pp.89-105
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    • 2000
  • Electronic commerce includes the tasks that support the buying and selling of goods and services, and interactions among those tasks. Electronic commerce enables companies to close stores, reduce inventory requirements, and distribute products over the internet. Electronic commerce can simplify communication and change relationships The expanding global e-marketplace has triggered an evolution with powerful implications. The introduction of interactive media and the online environment has made real-time, customized one-to-one advertising, marketing and commerce possible. I-marketing is the most rapidly growing channel being explored today. Users of this expanding medium include a range of service providers, publishers, marketers of music, s/w, other products that cross an increasing number of industry lines. Thus, the opportunities for e-business marketing strategy, and new businesses based on interactivity and sophisticated database technology are vast. This study explores the e-business marketing strategy of digital age. Strategic e-marketing can harness the power of today's technology to propel a company of any size farther into the worldwide market than ay any other time in history, increasing potential profits and productivity.

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A Study on Infra-Technology of RCP Interaction System

  • Kim, Seung-Woo;Choe, Jae-Il
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1121-1125
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    • 2004
  • The RT(Robot Technology) has been developed as the next generation of a future technology. According to the 2002 technical report from Mitsubishi R&D center, IT(Information Technology) and RT(Robotic Technology) fusion system will grow five times larger than the current IT market at the year 2015. Moreover, a recent IEEE report predicts that most people will have a robot in the next ten years. RCP(Robotic Cellular Phone), CP(Cellular Phone) having personal robot services, will be an intermediate hi-tech personal machine between one CP a person and one robot a person generations. RCP infra consists of $RCP^{Mobility}$, $RCP^{Interaction}$, $RCP^{Integration}$ technologies. For $RCP^{Mobility}$, human-friendly motion automation and personal service with walking and arming ability are developed. $RCP^{Interaction}$ ability is achieved by modeling an emotion-generating engine and $RCP^{Integration}$ that recognizes environmental and self conditions is developed. By joining intelligent algorithms and CP communication network with the three base modules, a RCP system is constructed. Especially, the RCP interaction system is really focused in this paper. The $RCP^{interaction}$(Robotic Cellular Phone for Interaction) is to be developed as an emotional model CP as shown in figure 1. $RCP^{interaction}$ refers to the sensitivity expression and the link technology of communication of the CP. It is interface technology between human and CP through various emotional models. The interactive emotion functions are designed through differing patterns of vibrator beat frequencies and a feeling system created by a smell injection switching control. As the music influences a person, one can feel a variety of emotion from the vibrator's beats, by converting musical chord frequencies into vibrator beat frequencies. So, this paper presents the definition, the basic theory and experiment results of the RCP interaction system. We confirm a good performance of the RCP interaction system through the experiment results.

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