• Title/Summary/Keyword: Maximum number of music

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Study on the Maximum Number of Lyrics, Pictures, Music, and Movies that Human Can Make due to the Characteristics of Digital Contents (디지털 콘텐츠의 본질로 인해 인류가 만들 수 있는 노래가사, 사진, 음악, 영화의 최대 개수에 관한 고찰)

  • Kim, Sung-Man
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.7
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    • pp.801-806
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    • 2015
  • Recently, retro music is popular in the domestic music industry. Even in the movie industry, remake or retro movies are made continuously. In this paper, we consider the reason of remake in the viewpoint of mathematics and show that there is a maximum number of lyrics, pictures, music, and movies that human can make due to the characteristics of digital contents. The time that human cannot make new lyrics, new pictures, new music, and new movies any more will be estimated. Therefore, artists will have difficulties to make new contents in the future, and human have to listen and see the previous lyrics, movies, music, or pictures in the future. This study will give a deep philosophical insight for contents industry.

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.

The Analysis of Nursing Research on Music Therapy in Korea (음악요법에 관한 국내 간호학 연구 분석)

  • Hong, Myung-Sun
    • Journal of Korean Public Health Nursing
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    • v.19 no.2
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    • pp.294-304
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    • 2005
  • Purpose: The purpose of this study was to review and analyze the trend and issues of nursing research on music therapy. This study was aimed to help direct developing better music therapy programs in the future. Method: We reviewed 57 dissertations and published articles from 1983 to Feb. 2005 that were related to music therapy in nursing. Result: Among the 57 published researches on music therapy, 47 (82.5%) were dissertations and 10 (17.5%) were published articles. Among the 57 researches, 55 (96.5%) were experiential researches and 2 (3.5%) were non-experimental researches. Surgical patients were the most popular subject for researches. The number of subject was a minimum of 7 people and maximum of 143 people. Listening to music 41 (74.5%) was the most popular program for music therapy. Among 55 researches, 33 (60.0%) had a music therapy session of 25-60 minutes and this was the most popular time duration of therapy. Among all the 108 dependent variables, 57 (52.8%) were psychological variables, 40 (37.0%) were physical variables and 11 (10.2%) were social-cognitive variables. Conclusion: There is an urgent need to develop systematic music therapy programs with different nursing interventions, as based on theories and principles while considering the physical, psychological, and social characteristic of the subjects.

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YOLO based Optical Music Recognition and Virtual Reality Content Creation Method (YOLO 기반의 광학 음악 인식 기술 및 가상현실 콘텐츠 제작 방법)

  • Oh, Kyeongmin;Hong, Yoseop;Baek, Geonyeong;Chun, Chanjun
    • Smart Media Journal
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    • v.10 no.4
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    • pp.80-90
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    • 2021
  • Using optical music recognition technology based on deep learning, we propose to apply the results derived to VR games. To detect the music objects in the music sheet, the deep learning model used YOLO v5, and Hough transform was employed to detect undetected objects, modifying the size of the staff. It analyzes and uses BPM, maximum number of combos, and musical notes in VR games using output result files, and prevents the backlog of notes through Object Pooling technology for resource management. In this paper, VR games can be produced with music elements derived from optical music recognition technology to expand the utilization of optical music recognition along with providing VR contents.

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.

A Study on the Music Therapy Management Model Based on Text Mining (텍스트 마이닝 기반의 음악치료 관리 모델에 관한 연구)

  • Park, Seong-Hyun;Kim, Jae-Woong;Kim, Dong-Hyun;Cho, Han-Jin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.15-20
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    • 2019
  • Music therapy has shown many benefits in the treatment of disabled children and the mind. Today's music therapy system is a situation where no specific treatment system has been built. In order for the music therapist to make an accurate treatment, various music therapy cases and treatment history data must be analyzed. Although the most appropriate treatment is given to the client or patient, in reality a number of difficulties are followed due to several factors. In this paper, we propose a music therapy knowledge management model which convergence the existing therapy data and text mining technology. By using the proposed model, similar cases can be searched and accurate and effective treatment can be made for the patient or the client based on specific and reliable data related to the patient. This can be expected to bring out the original purpose of the music therapy and its effect to the maximum, and is expected to be useful for treating more patients.

Efficient Multiplex Audio Monitoring System in Digital Broadcasting (디지털 방송에서 효율적인 다중 오디오 모니터링 시스템)

  • Kim, Yoo-Won;Sohn, Surg-Won;Jo, Geun-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.91-98
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    • 2008
  • In digital broadcasting, it is possible to multiplex maximum one hundred audio or music programs into MPEG-2 transport stream, which is suitable for transmitting through one channel. In order to check if multiplex music programs are transmitted well, we need a multiplex audio monitoring system that monitors the programs in real-time. In analog broadcasting, we have used hardware-based audio monitoring system for a small number music programs. However, the effectiveness of hardware-based audio monitoring system from the cost and function viewpoint is so low that a new system is needed for digital broadcasting. In this paper, we have designed and implemented a software-based audio monitoring system to satisfy these requirements. In this implementation, only one PC is used without other hardware facilities, and the system monitors digital broadcasting music programs effectively. Transmitted digital broadcasting streams are demultiplexed into many music programs and the realtime value of audio level and packet error information for these programs are displayed in the screen. Thus, the system detects and shows the abnormal transmitting programs automatically. Simulation results show that effective realtime multiplex audio monitoring is possible for digital broadcasting music programs.

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Effects of Respiration and Oral Motor Training based on Musical Elements and Singing on Voice of Healthy Elderly (음악요소와 노래 부르기를 활용한 호흡 및 구강훈련이 정상노인의 음성에 미치는 영향)

  • Jun, Hee-Un;Kim, Soo-Ji
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.380-387
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    • 2011
  • This study was to investigate the effects of music-combined respiration and oral motor training on the voice of healthy elderly. 27 women attending a senior center in Seoul participated and were randomly assigned to the experimental (n = 16) and the control group (n = 11). Subjects attended music program(25 minutes per session) once a week for 4 weeks. For both groups, Fundamental Frequency (F0), Maximum Phonation Time (MPT) and Sequential Motion Rates (SMR) were measured using the Praat speech analysis program before and after the training. The results showed statistical significance in scores of intensity, F0, MPT, and SMR in the experimental group while only intensity was statistically significant in the control group. Considering that, the increasing life expectancy and growing number of older adults, their quality of life has been important. So this study suggests that the respiration and oral motor training would be effectively incorporated into training and services for this population.

The Analysis of Consumer Information Posted on Young Casual Brand Web Sites (남녀 영 캐주얼 업체의 웹사이트에 나타난 소비자 정보 분석)

  • Lee Mi-Sook
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.934-945
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    • 2005
  • The purpose of this study was to investigate the content and presentation style of consumer information of Korean young casual apparel brand. To collect the data for this study, the representative 25 casual brand web sites were selected, based on major search engines. In addition, to investigate exact product information, four product categories, knit shirts and casual pants for men and women, were selected and the number of products was limited as maximum 15 products per each category. A coding instrument was developed to capture the consumer information, based on the instrument by Park and Stoel(2002). The Pretest was conducted to gauge inter-coder reliability and the results showed that inter-coder reliability was highly acceptable. The results of this study were as follows. Most casual brand web sites for this study were presented well in brand and customer service information. Especially, many web sites provided various engaging information such as various events(best dresser contest, date with a star, special gift) and useful multimedia file(MP3 music file, screen saver, movie, calender). However, product information was very lack in most web sites. Especially, sizing and fitting information and textile and fabric hand information were rarely provided. Therefore, this result showed that the web sites should provide more specific product information and develop devices to get tactile sensory and experiential information for enhancement of future e-commerce of apparel products.

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Noise Exposure Levels for the Middle and the High School Students using Headsets in the PC Rooms (PC방(게임방)에서 헤드셋을 착용한 중•고등학생의 소음 노출수준)

  • Shin, Jaewoo;Kim, Hyunwook
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.15 no.2
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    • pp.135-143
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    • 2005
  • This study was conducted to measure the exposure levels to noise for the middle and the high school students who worn headsets in the PC rooms. The noise levels from the headsets were measured with noise dosimeters, and the statistical relationships between the utilization pattern, user's views on the PC rooms and it's environment were analyzed for the selected PC rooms in the Ahnshan area. The results were as follows; 1. No significant difference was found in the number of uses and average time spent per day by education level and by sex of the users(p>0.05). 2. No statistical significant difference was found between the contents selected by education level of the users (p>0.05). The male participants overwhelmingly enjoyed the PC games (98.3 %) while females selected for listening music (75.0 %) with significant difference(P<0.05), followed by browsing internet and PC communications (70.0 %), PC game (66.7 %) and chatting (33.3 %). 3. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), while a significant difference was found between genders (p<0.05). 4. For sound pressure level measurements, the weighted average(Lavg) of 84.5 dB(A) on the left headsets exceeded that of 79.8 dB(A) on the right headsets significantly(p<0.01) and the maximum value of 96.9 dB(A) on the left headsets exceeded the maximum value of 93.5 dB(A) on the right headsets(p<0.01). 5. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), however, the contents selected by the users with different educational backgrounds were noted with significant difference(p<0.05) while no difference was found by gender(p>0.05).