• Title/Summary/Keyword: Music Generation

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Automatic Generation of Music Accompaniment Using Reinforcement Learning (강화 학습을 통한 자동 반주 생성)

  • Kim, Na-Ri;Kwon, Ji-Yong;Yoo, Min-Joon;Lee, In-Kwon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.739-743
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    • 2008
  • In this paper, we introduce a method for automatically generating accompaniment music, according to user's input melody. The initial accompaniment chord is generated by analyzing user's input melody. Then next chords are generated continuously based on markov chain probability table in which transition probabilities of each chord are defined. The probability table is learned according to reinforcement learning mechanism using sample data of existing music. Also during playing accompaniment, the probability table is learned and refined using reward values obtained in each status to improve the behavior of playing the chord in real-time. The similarity between user's input melody and each chord is calculated using pitch class histogram. Using our method, accompaniment chords harmonized with user's melody can be generated automatically in real-time.

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A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

An Auto Playlist Generation System with One Seed Song

  • Bang, Sung-Woo;Jung, Hye-Wuk;Kim, Jae-Kwang;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.1
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    • pp.19-24
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    • 2010
  • The rise of music resources has led to a parallel rise in the need to manage thousands of songs on user devices. So users have a tendency to build playlist for manage songs. However the manual selection of songs for creating playlist is a troublesome work. This paper proposes an auto playlist generation system considering user context of use and preferences. This system has two separated systems; 1) the mood and emotion classification system and 2) the music recommendation system. Firstly, users need to choose just one seed song for reflecting their context of use. Then system recommends candidate song list before the current song ends in order to fill up user playlist. User also can remove unsatisfied songs from the recommended song list to adapt the user preference model on the system for the next song list. The generated playlists show well defined mood and emotion of music and provide songs that the preference of the current user is reflected.

A Guideline of Music Festival Experience Through Mobile Application (대형 음악 페스티벌 경험 향상을 위한 모바일 애플리케이션 디자인 가이드라인)

  • Chu, Eun Sun;Choe, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.26-36
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    • 2015
  • Recently, demands for leisure and performing arts are increasing. In perspective of enjoying culture away from every day life, interests for music festival are also growing. Music festival industry has been grown rapidly since the mid 2000s and it has become popular culture especially for younger generation. As music festival culture becomes popular, music festival becomes bigger and a number of participants are rising continuously. However, some services which music festivals provide are not interactive. So, it makes difficult users to feel festival experience and to satisfy. Although some festivals are trying to deal with things through mobile applications, those in the market showed weaknesses. Therefore, this study aims to suggest some improvements for music festival application through user research. As the result of user study, improvements and functions of music festival application were deducted.

Music Generation using Generative Adversarial Network (GAN 알고리즘을 이용한 음악 생성)

  • Im, Hong-Gab;Lee, Sung-Yoen;Shim, Jae-Heon;Lee, Se-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.397-398
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    • 2018
  • 본 논문에서는 음악 전공자가 아니어도 원하는 악기를 선택하여 손쉽게 자신의 음악을 만들 수 있는 GAN(Generative Adversarial Network) 알고리즘 기반 음악생성 프로그램을 개발하였다. 음악분야는 진입장벽이 높아 음악 전공자가 아니면 자신만의 음악을 제작하기 힘들다. 행사나 소소한 이벤트에서도 쓸 수 있는 자신만의 음악, 방송이나 1인 미디어 등에서도 저작권 걱정 없이 쓸 수 있는 자신만의 음악을 이 GAN 알고리즘 기반 음악생성 프로그램을 이용하여 비전공자라도 손쉽게 음악을 만들 수 있다.

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Exploring the Cultural Identity of Korean Community Abroad Focusing on the Activities of Korean Farmer's Bands in Hawaii (해외 한인공동체의 문화적 정체성 읽기 - 하와이 한인농악단 활동을 중심으로)

  • KIM, Myosin
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.321-359
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    • 2021
  • This paper examines the unique features of Korean farmer's music-or nongak-in Hawaii by exploring three nongak groups from different decades beginning in the 1970s. The first community-based nongak group began in the 1970s, with the establishment of the Wahiawa Korean Seniors Club. In the 1980s, there was another group supported by the Kalihi-Palama Immigrant Service Center. And in the 1990s, the Hawaii Korean Farmer's Music Assoiation, which is still active, was founded. I ullustrate the overall changes made by the three nongak groups as follows. First, they show a shift from social groups playing music to a music group doing social activities. Second, from a group of people negotiating their music, through a group led by musical leadership, to a group with a leader who created his own musical leadership. Third, from a music group began out of a pseudo-shaman ritual, through a group purely playing music, to a group adding samulnori and further creating a new rhythmic pattern. These changes occurred because, while the members are all first-generation immigrants, their experience of nongak in the motherland was different because of their age differences. In addition, they emerged because the level of awareness and acceptance of samulnori-which has gained huge popularity in Korea-were different.

Implementation of Musical Note Generation System using Rhythm Information (리듬정보를 이용한 악보생성 시스템 구현)

  • 소두석;최재원;이종혁
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.6
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    • pp.1210-1216
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    • 2003
  • Traditional indexing mechanism are based on the song's metadata such as the title and the composer and so on. However, these system have a major limitation that users have to know the metadata of the songs they want to retrieve. In order to solve these limitation, we proposed a rhythm extraction system that allows users to retrieve music information efficiently from a large music database using the rhythm that is defined as the parts of the music.

The effect of Yukjabaegi (six bit song) on overcoming grief through empathy sung by Hyang-ryun An pepped us up on YouTube (https://youtu.be/04RRMyOGW90)

  • Ko, Kyung Ja;Hwang, Sung Yeoun
    • CELLMED
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    • v.6 no.4
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    • pp.26.1-26.3
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    • 2016
  • The purpose of this article is to argue that Korean music, Yukjabaegi (six-bit songs), helps us overcome grief. It is not untrue to say that Yukjabaegi is among the greatest types of music in Korea. This is a testament to the prominence of this statue among Han Ak (Korean music, 韓樂). Empathy is an inherent human quality involving all parts of the brain which is also linked to feelings of love. Empathy is created the moment we imagine ourselves in someone else's situation. Moreover, if empathy is good for us, the generation of empathy may actually mobilize our strength. Koreans have superior strength in overcoming grief and difficult situations by singing together. Often Koreans feel that their lives and labors are difficult, they start singing Yukjabaegi because they consider grief and anxiety wear on a person more than hard work. Listening to and singing Yukjabaegi can cheer up people who feel as limp as a rag after hard labor. Tackling reality and venting the experience via creative expression is bound to be healthy. Under a change of the rhythm pattern, Yukjabaegi thus becomes a major form of amusement for those suffering from difficult situations and comes as a true friend to share in our grief with us. Singing together via Yukjabaegi is a time to share grief. Thus, this, author believes that it is related to empathy. It helps us overcome grief by means of music therapy.

Enhancement of Processing Capabilities of Hippocampus Lobe: A P300 Based Event Related Potential Study

  • Benet, Neelesh;Krishna, Rajalakshmi;Kumar, Vijay
    • Korean Journal of Audiology
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    • v.25 no.3
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    • pp.119-123
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    • 2021
  • Background and Objectives: The influence of music training on different areas of the brain has been extensively researched, but the underlying neurobehavioral mechanisms remain unknown. In the present study, the effects of training for more than three years in Carnatic music (an Indian form of music) on the discrimination ability of different areas of the brain were tested using P300 analysis at three electrode placement sites. Subjects and Methods: A total of 27 individuals, including 13 singers aged 16-30 years (mean±standard deviation, 23±3.2 years) and 14 non-singers aged 16-30 years (mean age, 24±2.9 years), participated in this study. The singers had 3-5 years of formal training experience in Carnatic music. Cortical activities in areas corresponding to attention, discrimination, and memory were tested using P300 analysis, and the tests were performed using the Intelligent Hearing System. Results: The mean P300 amplitude of the singers at the Fz electrode placement site (5.64±1.81) was significantly higher than that of the non-singers (3.85±1.60; t(25)=3.3, p<0.05). The amplitude at the Cz electrode placement site in singers (5.90±2.18) was significantly higher than that in non-singers (3.46±1.40; t(25)=3.3, p<0.05). The amplitude at the Pz electrode placement site in singers (4.94±1.89) was significantly higher than that in non-singers (3.57±1.50; t(25)=3.3, p<0.05). Among singers, the mean P300 amplitude was significantly higher in the Cz site than the other placement sites, and among non-singers, the mean P300 amplitude was significantly higher in the Fz site than the other placement sites, i.e., music training facilitated enhancement of the P300 amplitude at the Cz site. Conclusions: The findings of this study suggest that more than three years of training in Carnatic singing can enhance neural coding to discriminate subtle differences, leading to enhanced discrimination abilities of the brain, mainly in the generation site corresponding to Cz electrode placement.