• Title/Summary/Keyword: Music Engineering

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Analysis on the Power Efficiency of Smartphone According to Parameters (스마트폰의 구성 변수에 따른 전력 효율성 분석)

  • Son, Dong-Oh;Kim, Jong-Myon;Kim, Cheol-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.5
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    • pp.1-8
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    • 2013
  • Smartphone enables diverse applications to be used in mobile environments. In spite of the high performance of smartphones, battery life has become one of the major constraints in mobility. Therefore, power efficiency of the smartphone is one of the most important factors in determining the efficiency of the smartphone. In this paper, in order to analyze the power efficiency of the smartphone, we have various experiments according to several configuration parameters such as processor, display and OS. We also use diverse applications. As a result, power consumption is dependent on the processor complexity and display size. However, power consumption shows the unpredictable pattern according to the OS. Smartphone using android OS consumes high power when internet and image processing applications are executed, but It consumes low power when music and camera applications are executed. In contrary, smartphone based on iOS consumes high power when game and internet applications are executed but it consumes low power when camera and processing applications are executed. In general, smartphone using iOS is more power efficient than smartphone based on android OS, because smartphone using iOS is optimized in the perspective of the hardware and OS.

Indoor Environment Control System based EEG Signal and Internet of Things (EEG 신호 및 사물인터넷 기반 실내 환경 제어 시스템)

  • Jeong, Haesung;Lee, Sangmin;Kwon, Jangwoo
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.1
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    • pp.45-52
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    • 2017
  • EEG signals that are the same as those that have the same disabled people. So, the EEG signals are becoming the next generation. In this paper, we propose an internet of things system that controls the indoor environment using EEG signal. The proposed system consists EEG measurement device, EEG simulation software and indoor environment control device. We use data as EEG signal data on emotional imagination condition in a comfortable state and logical imagination condition in concentrated state. The noise of measured signal is removed by the ICA algorithm and beta waves are extracted from it. then, it goes through learning and test process using SVM. The subjects were trained to improve the EEG signal accuracy through the EEG simulation software and the average accuracy were 87.69%. The EEG signal from the EEG measurement device is transmitted to the EEG simulation software through the serial communication. then the control command is generated by classifying emotional imagination condition and logical imagination condition. The generated control command is transmitted to the indoor environment control device through the Zigbee communication. In case of the emotional imagination condition, the soft lighting and classical music are outputted. In the logical imagination condition, the learning white noise and bright lighting are outputted. The proposed system can be applied to software and device control based BCI.

Optimized Mix Proportioning of Steel and Hybrid Reinforced Concrete Using Harmony Search Algorithm (화음탐색법을 이용한 강섬유 및 하이브리드 섬유보강 콘크리트의 최적배합 설계)

  • Lee, Chi-Hoon;Lee, Joo-Ha;Yoon, Young-Soo
    • Journal of the Korea Concrete Institute
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    • v.18 no.2 s.92
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    • pp.151-159
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    • 2006
  • The guide line of the SFRC mix design was not established, and the convenience of the practical application on the spot is not so good. In this paper, hence, the program which is optimized to result the mix proportion by the flexural strength and toughness, was developed to apply to SFRC on the practical spot. This program could minimize the number of trial mixes and get an economical and appropriate mixture. In addition, the theoretical background on which the program is based, will be the basis of the embodied method to mixing SFRC. Additionally, new algorithm, in this paper, was used to develop the mix proportioning program of SFRC. The new algorithm is the Harmony Search which is the heuristic method mimicking the improvisation of music players, Musical performances seek a best state determined by aesthetic estimation, as the optimization algorithms seek a best state determined by objected function value. And, it was developed the program about single fiber reinforced concrete, beside to the hybrid fiber reinforced concrete that two kinds of steel fibers, which have the different geometry, was reinforced. This will be able to keep the world trend to study, hence, offers the basis of the next research about hybrid fiber reinforced concrete.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

A Study of the noise level in hospital and the Count-Measure against the noise (병실내 소음도와 환자와의 관계)

  • Kim, Myung-Ho;Cha, Il-Whan
    • Journal of Preventive Medicine and Public Health
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    • v.6 no.1
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    • pp.43-49
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    • 1973
  • In this study noise source in a ward at four general hospitals in Seoul area has been investigated and analysed. The degree of reaction against noise by 171 randomly has also been examined. The results of the study have shown that the source of noise is the speakers of wired broadcasting or from visiting guests in two hospitals located in residential area. The patients at the two other hospitals located at commercial site have been suffered more from traffic noise. However, because of their separated living at hospital from their ordinary houselife, sixty one percent of the inpatients have wished a music sound of around 60 dB (A). After having considered the results of the investigation and wishes of the inpatients, following suggestions have been made: 1. Reduce the number of guests or their length of stay. 2. Wired broadcasting system should be substitued by wireless one, or if it's unavoidable, it should be used in office rooms only. 3. Since the stops and starts of vehicles induce much noise, Seoul City Government be requested to prepare an appropriate administrative measure for the vehicles around hospital area and it should prevent the establishment of new hospitals along high way site. 4. By using earphone, inpatients can choose a wireless channel according to each individual's taste. This through the masking effect, would cover up the noise source. 5. Rooms along the streets should be utilized as offices, otherwise double windows should be set up for inpatient's wards.

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A Movie Recommendation System based on Fuzzy-AHP and Word2vec (Fuzzy-AHP와 Word2Vec 학습 기법을 이용한 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.301-307
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    • 2020
  • In recent years, a recommendation system is introduced in many different fields with the beginning of the 5G era and making a considerably prominent appearance mainly in books, movies, and music. In such a recommendation system, however, the preference degrees of users are subjective and uncertain, which means that it is difficult to provide accurate recommendation service. There should be huge amounts of learning data and more accurate estimation technologies in order to improve the performance of a recommendation system. Trying to solve this problem, this study proposed a movie recommendation system based on Fuzzy-AHP and Word2vec. The proposed system used Fuzzy-AHP to make objective predictions about user preference and Word2vec to classify scraped data. The performance of the system was assessed by measuring the accuracy of Word2vec outcomes based on grid search and comparing movie ratings predicted by the system with those by the audience. The results show that the optimal accuracy of cross validation was 91.4%, which means excellent performance. The differences in move ratings between the system and the audience were compared with the Fuzzy-AHP system, and it was superior at approximately 10%.

Efficient Implementation of SVM-Based Speech/Music Classifier by Utilizing Temporal Locality (시간적 근접성 향상을 통한 효율적인 SVM 기반 음성/음악 분류기의 구현 방법)

  • Lim, Chung-Soo;Chang, Joon-Hyuk
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.2
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    • pp.149-156
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    • 2012
  • Support vector machines (SVMs) are well known for their pattern recognition capability, but proper care should be taken to alleviate their inherent implementation cost resulting from high computational intensity and memory requirement, especially in embedded systems where only limited resources are available. Since the memory requirement determined by the dimensionality and the number of support vectors is generally too high for a cache in embedded systems to accomodate, frequent accesses to the main memory occur inevitably whenever the cache is not able to provide requested data to the processor. These frequent accesses to the main memory result in overall performance degradation and increased energy consumption because a memory access typically takes longer and consumes more energy than a cache access or a register access. In this paper, we propose a technique that reduces the number of main memory accesses by optimizing the data access pattern of the SVM-based classifier in such a way that the temporal locality of the accesses increases, fully utilizing data loaded into the processor chip. With experiments, we confirm the enhancement made by the proposed technique in terms of the number of memory accesses, overall execution time, and energy consumption.

Major Class Recommendation System based on Deep learning using Network Analysis (네트워크 분석을 활용한 딥러닝 기반 전공과목 추천 시스템)

  • Lee, Jae Kyu;Park, Heesung;Kim, Wooju
    • Journal of Intelligence and Information Systems
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    • v.27 no.3
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    • pp.95-112
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    • 2021
  • In university education, the choice of major class plays an important role in students' careers. However, in line with the changes in the industry, the fields of major subjects by department are diversifying and increasing in number in university education. As a result, students have difficulty to choose and take classes according to their career paths. In general, students choose classes based on experiences such as choices of peers or advice from seniors. This has the advantage of being able to take into account the general situation, but it does not reflect individual tendencies and considerations of existing courses, and has a problem that leads to information inequality that is shared only among specific students. In addition, as non-face-to-face classes have recently been conducted and exchanges between students have decreased, even experience-based decisions have not been made as well. Therefore, this study proposes a recommendation system model that can recommend college major classes suitable for individual characteristics based on data rather than experience. The recommendation system recommends information and content (music, movies, books, images, etc.) that a specific user may be interested in. It is already widely used in services where it is important to consider individual tendencies such as YouTube and Facebook, and you can experience it familiarly in providing personalized services in content services such as over-the-top media services (OTT). Classes are also a kind of content consumption in terms of selecting classes suitable for individuals from a set content list. However, unlike other content consumption, it is characterized by a large influence of selection results. For example, in the case of music and movies, it is usually consumed once and the time required to consume content is short. Therefore, the importance of each item is relatively low, and there is no deep concern in selecting. Major classes usually have a long consumption time because they have to be taken for one semester, and each item has a high importance and requires greater caution in choice because it affects many things such as career and graduation requirements depending on the composition of the selected classes. Depending on the unique characteristics of these major classes, the recommendation system in the education field supports decision-making that reflects individual characteristics that are meaningful and cannot be reflected in experience-based decision-making, even though it has a relatively small number of item ranges. This study aims to realize personalized education and enhance students' educational satisfaction by presenting a recommendation model for university major class. In the model study, class history data of undergraduate students at University from 2015 to 2017 were used, and students and their major names were used as metadata. The class history data is implicit feedback data that only indicates whether content is consumed, not reflecting preferences for classes. Therefore, when we derive embedding vectors that characterize students and classes, their expressive power is low. With these issues in mind, this study proposes a Net-NeuMF model that generates vectors of students, classes through network analysis and utilizes them as input values of the model. The model was based on the structure of NeuMF using one-hot vectors, a representative model using data with implicit feedback. The input vectors of the model are generated to represent the characteristic of students and classes through network analysis. To generate a vector representing a student, each student is set to a node and the edge is designed to connect with a weight if the two students take the same class. Similarly, to generate a vector representing the class, each class was set as a node, and the edge connected if any students had taken the classes in common. Thus, we utilize Node2Vec, a representation learning methodology that quantifies the characteristics of each node. For the evaluation of the model, we used four indicators that are mainly utilized by recommendation systems, and experiments were conducted on three different dimensions to analyze the impact of embedding dimensions on the model. The results show better performance on evaluation metrics regardless of dimension than when using one-hot vectors in existing NeuMF structures. Thus, this work contributes to a network of students (users) and classes (items) to increase expressiveness over existing one-hot embeddings, to match the characteristics of each structure that constitutes the model, and to show better performance on various kinds of evaluation metrics compared to existing methodologies.

A Web-based Environmental Education System for Elementary School Students (초등학생을 위한 웹기반 환경교육 시스템)

  • Chae, Yeong-Uk;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.27-36
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    • 2003
  • Environmental problems can be dealt in the diverse areas such as engineering, public administration, and law. However, the education on environmental preservation is conceived as the fundamental solution for environmental problems, because the education can make the person of action. Specifically, building the attitude and habit of environmental preservation through environmental education is the effective and efficient way of environmental preservation. This research was conducted to develop an education system that is designed to build students' attitude and habit of environmental preservation through acquiring knowledge and functions of natural environment. The proposed system supports diverse learning activities such as writing, drawing, listening natural sounds and music, and problem solving. The system is technically designed on the Web to promote students' creativity and autonomy, and also are theoretically based on constructivism to build the will of environmental preservation. Moreover, the proposed Web-based system includes diverse functions such as classes, material resources, environmental quiz pool, environmental work gallery, which motivate students' learning activities. Therefore the proposed Web-based system is expected as an effective tool to achieve the goals of environmental education such as acquiring environmental knowledge and functions, building attitude of environmental preservation, and participating in the environmental preservation activities.

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An Analysis of 2009 Revised Elementary Mathematics 6th Grade Textbooks and Teacher's Manuals Based on STEAM-related Subject Contents (2009 개정 초등 수학 6학년 교과서 및 교사용 지도서의 STEAM 관련 교과 내용 분석)

  • Kim, Hae Gyu
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.1
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    • pp.163-192
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    • 2016
  • In this study, we analyzed what STEAM-related subject contents, except mathematical knowledge, are contained in 2009 revised elementary mathematics 6th grade textbooks and teacher's manuals. The STEAM-related subject contents in the textbooks and the teacher's manuals were examined by unit, by semester, and by strand of the content in the elementary school mathematics curriculum. The results are the following: First, in each unit and in each strand of mathematics, the most frequent STEAM-related subject content is storytelling, followed by the STEAM-related subject contents of technology and engineering, natural science, and social studies in order. On the other hand, the number of culture, physical education, music and fine arts contents is very small. Second, the number of STEAM-related subject contents in the textbook for the second semester(textbook 6-2) of the 6th grade year is 61 more than that in the textbook for the first semester(textbook 6-1). The number of non-storytelling STEAM-related subject contents in textbook 6-2 is 107, 2.7 times more than that in textbook 6-1. Third, the teacher's manual for textbook 6-1 is insufficient in complementing the textbook units which lack in STEAM-related subject contents, while the teacher's manual for textbook 6-2 is comparatively good in its complementing role. Therefore, it is recommended that we develop different STEAM materials for our 6th grade mathematics classes.