• Title/Summary/Keyword: Music Player

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Effect of Listening to Music on Speech Anxiety among Middle-school Female Students (음악청취가 중학생의 발표불안에 미치는 영향)

  • Oh Yoo-Suk;Sohn Jin-Hun;Jang Eun-Hye;Suk Ji-A;Lee Ok-Hyun
    • Science of Emotion and Sensibility
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    • v.7 no.4
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    • pp.43-49
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    • 2004
  • This study investigated the effect of listening to music on the reduction of public speech anxiety among middle-school female students. The subjects were 66 female first graders, 33 of the experimental and another 33 of the control group selected from two classes of C middle school in Chonan city. The level of anxiety (SAS) was rated by the subjects through self-report and the speech behavior (SBES) of the subjects were evaluated by a teacher before, a week after and two weeks after the speech trials. 64 pieces of music were selected based on the music therapy-related references. After 23 out of 64 pieces were selected for the preliminary experiment and 7 pieces as having positive effects through evaluating those 23 pieces in the other class in the same gaders were finally selected. Subjects listened to music for 40 min two times a day for two weeks with a cassette player in the classroom. The result yielded the followings: 1) Self-reported public speech anxiety decreased both in the experimental and control groups. However, there found more decrease in the music-listening group than in the non-listening music group. 2) The public speech behavior improved both in the experimental and control groups with on difference between the two groups. This suggests a possibility that SBES may not be a accurate measure to evaluate the speech anxiety. We conclude that two-week listening to music has the effect reduction on speech anxiety.

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A Kinematic Analysis of Harai-Goshi(Hip Throw) in Judo (여자 유도 허리후리기 기술의 운동학적 특성분석)

  • Kim, Kab-Sun;Park, Chuel-Hong;Lee, El-Koo;Chung, Nam-Ju;Kim, Dong-Hyeon
    • Korean Journal of Applied Biomechanics
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    • v.21 no.1
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    • pp.47-55
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    • 2011
  • The purpose of this study was to perform a kinematic analysis of Harai-goshi(hip throw) in superior female judo players. From our analysis, it appeared desirable for the player to shorten the duration of the technique for maximum results. It was also desirable for the player to draw the opponent backward while simultaneously maneuvering her close to her own body. A turning movement of the body toward the left side was found to be required for the technique, during which the player must lower the position of the center of gravity. During the subsequent angular change of the elbow, the player winds the elbow and, by moving the left shoulder, pulls the opponent toward her. The player lowers the body center by bending the left knee and letting the right knee extend, while turning the upper body and bending the hip joint. The player then draws the opponent in, contacts the opponent closely, turns, and stretches the right knee and hip joint rapidly and concisely, completing the move; it was also found to be desirable for the angular velocity to be increased for maximum efficacy.

A Study on Implementation of Sound Recording and Player of Smartphone for Mobile Learning (모바일 학습을 위한 스마트폰의 사운드 레코딩과 플레이어 구현에 관한 연구)

  • Seo, Jung-Hee;Park, Hung-Bog
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.6
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    • pp.847-854
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    • 2013
  • This paper implements a smartphone application for sound recording and player of mobile learning. Due to its ubiquitous nature, smartphones could be used anytime anywhere, and because they combine an audio and a microphone, the application for sound recording and player that this paper suggests can be easily and cost effectively developed without additional infrastructure. This paper also explains a technique which processes data of music lyrics. The technique is built on a database technology by using SQLite, a DBMS combined in a platform of android. Thus, as long as the smartphone application for sound recording and player is developed and the mobile phone has sound source files, learners could record their own voices to the sound. Therefore, we expect the learners without additional infrastructure to enable mobile learning.

The Implementation of a Media Player on Q+ Real-time Operating System (Q+ 실시간 운영체제에서 동작하는 미디어 재생기의 구현)

  • Cho, Chang-Sik;Mah, Pyeong-Soo
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3509-3518
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    • 2000
  • Due to a recent advance on the internet access technologies such as ADSL and ISDN, ti becomes possible to watch movies or listen to music at home through the internet. In this paper, we propose Implementation technique and expenence we lcarnet in the development of media plavers operating on Q+ reall-time operating system. The media player can manipulate MPS, MPEG-1, and MPEG-4 streams, and the decofing routime is implemented by software. Ths medial player is operated on the digital TV set-top-box and is implomented by using Q+ librares. In this paper, we focus on programming technique on q+ real-time operating system and performance enhancement technique.

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Development of a music player that provides fanwork-design system and professional player functions easily for users (2차 창작기능과 사용자 자유도개선을 제공하는 음악 플레이어의 개발)

  • Lee, Heejun;Kim, Jinkwan
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.71-74
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    • 2017
  • 본 연구에서 제작한 음악 플레이어인 Symphony(이하 심포니)는 사용자의 음악적인 공감을 돕고, 그에 따른 음악을 기반으로 한 2차 창작의 접근성과 자유도를 높여주는 기능을 포함하는 복합적인 프로그램이다. 기존 플레이어는 음원의 유통과 선별적 재생에만 초점을 두는 경향이 있는데, 심포니는 음악 플레이어의 개념을 사용자 입장에서 확장하여 가사 시스템, 춤 시스템, 플레이어 스킨, 사운드 비주얼라이저, DSP 설정 및 실시간 DSP 스크립팅 등을 추가하거나 개선하였다.

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An Effect of the Prefrontal Lobe Influenced by Game Music Mixed with White Noise (백색잡음을 혼합한 게임음악이 전전두엽에 미치는 영향)

  • Choi, Jong-Yun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.3-11
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    • 2011
  • The sound of digital media would be able to perform communication by stimulating body's senses. Because the sound stimuli could arouse a person into the physiological excitement and sensitivity, which appear as the changes of heartbeat, blood pressure, brain waves(EEG) signals. In this paper, we would like to examine whether the game music mixed with relaxing white noises has an effect to relax game player or not through the EEG changes of game players. For the experiment, we divided game players into group A that plays game while hearing game music mixed with white noises, and group B that plays game while hearing game music not mixed. And we measured the EEG changes of the prefrontal lobe between two groups. The result shows that the game music mixed with white noises has an relaxing effect for the left brain, but fall short of the expectations for the right brain. It would be a basic research which will contribute to the development of serious games for psychotherapy using relaxing white noises.

Ergonomic Evaluation and Safety Countermeasures of Personal Cassette Player Noise (휴대용 카세트 소음의 인간공학적 평가 및 안전대책)

  • Park, Min-Yong;Hong, Seong-Wan
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.2
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    • pp.47-55
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    • 1999
  • Recently, noise from personal cassette players (PCP) poses growing concerns together with occupational noise-induced hearing loss. Eighteen male and female volunteer subjects participated to determine preferred noise levels for PCP usage before, during, and after 2-hour subway riding according to sources (types) of PCP listening (language/news, soft music, and hard music). Audiometric tests were conducted before and after the 2-hour exposure of PCP noise under subway riding. Statistical analyses showed some significant hearing losses with the greatest loss of more than 6 dB at 4000 Hz for both ears, indicating that serious noise-induced hearing loss would potentially occurred due to prolonged use of PCPs. Practical safety countermeasures against PCP noise are further discussed.

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A case study on the effect of musical experience through Korean music, Samulnori with abdominal breathing on liver cirrhosis

  • Ko, Kyung-Ja
    • CELLMED
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    • v.5 no.3
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    • pp.21.1-21.7
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    • 2015
  • The purpose of this article is to argue that the joy of musical experience through Samulnori with abdominal breathing plays significant role in improving liver cirrhosis. Samulnori is one of the most popular programs in music education in Korea. It helps fully express the player's emotions. The data are based on interview and observation drawn from field experience. Interviewee has continued to practice in charity performances of Samulnori in nursing homes once a month since 2011. Through learning and practicing, musical experience of Samulnori produces a large measure of physical health and psychological satisfaction. This article concludes in-depth interview, a patient with liver cirrhosis that has shown gradual improvement through Samulnori with abdominal breathing from 2011 to 2014.

Robust speech recognition in car environment with echo canceller (반향제거기를 갖는 자동차 실내 환경에서의 음성인식)

  • Park, Chul-Ho;Heo, Won-Chul;Bae, Keun-Sung
    • Proceedings of the KSPS conference
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    • 2005.11a
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    • pp.147-150
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    • 2005
  • The performance of speech recognition in car environment is severely degraded when there is music or news coming from a radio or a CD player. Since reference signals are available from the audio unit in the car, it is possible to remove them with an adaptive filter. In this paper, we present experimental results of speech recognition in car environment using the echo canceller. For this, we generate test speech signals by adding music or news to the car noisy speech from Aurora2 DB. The HTK-based continuous HMT system is constructed for a recognition system. In addition, the MMSE-STSA method is used to the output of the echo canceller to remove the residual noise more.

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Design and Implementation of the MPEG4 player on the J2ME (J2ME기반 모바일 단말기에서의 MPEG4 동영상 재생 설계 및 구현)

  • 이봉하;김영만
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10e
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    • pp.487-489
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    • 2002
  • 본 논문에서는 MPEG4 표준에 의거한 멀리미디어 파일을 동영상 디코더가 장착되지 않은 모바일 단말기에서 재생이 가능하도록 설계 구현 하였다. 모바일 단말기는 제한된리소스의 환경이므로 단말기 내에서 동영상을 처리하는 것에는 많은 한계가 있다. 본 논문에서는 MPEG4파일의 음성부와 영상부로 구분하여 모바일 단말기에 알맞은 파일로 변화시켜 실시간으로 데이터를 가져 와 모바일 단말기 상에서 플레이를 해준다. 비디오부는 PNG로 음성부는 SMAF(Synthetic Music Mobile Application Format)로 변화를 시켜 설계 구현하였다. 동영상 디코더가 장착되지 않은 단말기에서도 다양한 멀티미디어 서비스를 제공하는데 그 목적이 있다.

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