• Title/Summary/Keyword: Music Recognition

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Music Score Recognition System Using Line Tracking and Template Matching (선 추적과 템플릿 매칭을 이용한 악보 인식 시스템)

  • Lee, I-Saac;Choi, Na-Young;Kim, In-Jung
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.417-421
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    • 2007
  • 본 논문에서는 악보 영상을 인식하고 이를 연주할 수 있는 시스템을 제안한다. 이 시스템은 스캐너 또는 카메라로 악보 영상을 입력 받는다. 먼저 입력 영상을 전처리하여 영상 분석에 알맞은 형태로 변환시키고 선 추적으로 오선을 추출한 후, 템플릿 매칭을 이용해 음표, 쉼표, 보표, 조표 등을 추출하여 인식한다. 그리고 인식한 결과를 MIDI로 출력한다. 이 악보 인식 시스템을 통해 여러 실험 데이터를 검토해 본 바, 본 시스템이 실용적임을 보였다.

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Study of the interaction of emotion dimensions according to music recognition by the creators and listeners (창작자 및 청취자간 음악 인지에 따른 감성차원의 상호작용 연구)

  • Kim, Jin Woong;Lee, Seungyon-Seny
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.101-102
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    • 2014
  • 현재 인간의 감성표현을 위한 수단중의 하나인 음악이 인간의 감성반응을 자극하는데 어떠한 역할과 기능을 하는가에 대한 연구가 활발히 진행되고 있다. 본 연구는 창작자 입장에서 감성 표현 시 음악의 요소들이 어떻게 활용되는지를 분석하고 각 의도된 정서 및 요소가 청취자의 감성반응으로 나타나는지를 연구하였다. 대표적인 음원 사이트인 네이버, 멜론, 엠넷에서 두 달 이상 5위안에 랭크된 곡들을 선정하였다. 선전된 각 곡들을 음악 전문가집단 대상에게 설문 조사하여 각 곡에 사용된 음악적 특징과 분석하고 각 요소 별 감성을 수집하여 연구 분석하였다. 이러한 연구를 토대로 창작자가 의도하는 감성과 청취자의 감성 반응에 대한 상관관계를 밝히는데 유용한 자료가 될 것이다.

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A Music player providing a musical score recognition and performance function (악보 인식과 연주 기능을 제공하는 음악 플레이어)

  • Lee, Seung-Hwan;HwangBo, In;Hong, Kee-Chan;Choi, Wo-Suk;Koh, Jeong-Gook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.949-951
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    • 2015
  • 컴퓨터의 활용 범위가 다양화되면서 음악 분야에도 컴퓨터의 역할이 점점 커지고 있다. 기존의 악보 인식 방법들은 대부분 특정 프로그램에서 작성된 악보만 편집과 재생이 가능하고 다른 프로그램에서 작성된 악보는 수정과 재생이 어려운 문제가 있었다. 본 논문에서는 이러한 단점을 보완하여 이미 작성된 악보를 자동으로 인식하고 재생할 수 있는 스마트폰 애플리케이션을 설계하고 구현한다. 스마트폰 소지자는 언제 어디서나 원하는 악보를 획득할 수 있으며, 폰에 내장된 카메라를 이용하여 악보를 인식시킨 후 연주 기능을 이용하여 음악을 즐길 수 있다.

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Design of a Stress Measurement System for State Recognition of Game Addicts

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.87-93
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    • 2017
  • In this paper, we design a small low power single channel ECG(Electrocardiogram) system of Chest Belt type with fiber-type electrodes to measure emotional state change of game addict. HRV(Heart Rate Variability) is analyzed through heart rate signal measurement and the psychological stress state is judged by using it. And it verifies its effectiveness through prototype. First, we design HR measurement module through low power MCU(Micro Controller Unit) and implement prototype level measurement system. The results showed that the difference between the addiction group and the general group was confirmed and that the system was effective. The result of this study can be used for health management such as reduction of stress of the user through music and breathing that lowers the stress by detecting the stress state of the general person or the chronic ill person.

Song Player by Distance Measurement from Face (얼굴에서 거리 측정에 의한 노래 플레이어)

  • Shin, Seong-Yoon;Lee, Min-Hye;Shin, Kwang-Seong;Lee, Hyun-Chang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.667-669
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    • 2022
  • In this paper, Face Song Player, which is a system that recognizes the facial expression of an individual and plays music that is appropriate for such person, is presented. It studies information on the facial contour lines and extracts an average, and acquires the facial shape information. MUCT DB was used as the DB for learning. For the recognition of facial expression, an algorithm was designed by using the differences in the characteristics of each of the expressions on the basis of expressionless images.

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Design for Mood-Matched Music Based on Deep Learning Emotion Recognition (딥러닝 감정 인식 기반 배경음악 매칭 설계)

  • Chung, Moonsik;Moon, Nammee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.834-836
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    • 2021
  • 멀티모달 감정인식을 통해 사람의 감정을 정확하게 분류하고, 사람의 감정에 어울리는 음악을 매칭하는 시스템을 설계한다. 멀티모달 감정 인식 방법으로는 IEMOCAP(Interactive Emotional Dyadic Motion Capture) 데이터셋을 활용해 감정을 분류하고, 분류된 감정의 분위기에 맞는 음악을 매칭시키는 시스템을 구축하고자 한다. 유니모달 대비 멀티모달 감정인식의 정확도를 개선한 시스템을 통해 텍스트, 음성, 표정을 포함하고 있는 동영상의 감성 분위기에 적합한 음악 매칭 시스템을 연구한다.

A Study on Classification of Waveforms Using Manifold Embedding Based on Commute Time (컴뮤트 타임 기반의 다양체 임베딩을 이용한 파형 신호 인식에 관한 연구)

  • Hahn, Hee-Il
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.2
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    • pp.148-155
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    • 2014
  • In this paper a commute time embedding is implemented by organizing patches according to the graph-based metric, and its properties are investigated via changing the number of nodes on the graph.. It is shown that manifold embedding methods generate the intrinsic geometric structures when waveforms such as speech or music instrumental sound signals are embedded on the low dimensional Euclidean space. Basically manifold embedding algorithms only project the training samples on the graph into an embedding subspace but can not generalize the learning results to test samples. They are very effective for data clustering but are not appropriate for classification or recognition. In this paper a commute time guided transform is adopted to enhance the generalization ability and its performance is analyzed by applying it to the classification of 6 kinds of music instrumental sounds.

A Comparative Study on the Performance Stage and Performing Style between Peking Opera and Kabuki. (경극과 가부키의 공연공간과 연출양식의 비교 연구)

  • Oh, Kyung-Hee
    • Cross-Cultural Studies
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    • v.31
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    • pp.35-64
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    • 2013
  • This thesis seeks to compare China's Jing-ju and Japan's Kabuki for their common aspects and differences and examine how they are performed on the stage. Jing-ju is often called as Beijing Opera to refer to a musical play completed during the mid-Ching era and developed around Beijing. Jing-ju is composite arts of music, dance and play which are remarkable in its strict patterns in move along with luxurious costume and heavy make-up. Kabuki which was developed during the Edo-period, is expressional arts also structured with music, dance and play coupled with extravagant costume as well as even more strictly controlled move and emphasis on the beauty of form. The two plays seem very similar to each other in their time setting to gain popularity or features of play. It may look obvious that Jing-ju which had developed earlier than Kabuki, affected the latter's formation. However, general social practices or cultural trends in China and Japan at the time of their development also influenced literature and arts thus affecting play contents and performance expressions. Although the two plays have similar stage structure, they developed in different ways with detailed differences and actors' performance on the stage, way of using a stage and other ways of directing play are largely distinctive from each other. If a play's primary goal is to gain recognition of audience and draw their positive response, the relationship between play and stage becomes essential. With this understanding, this thesis aims to identify where such similarities and differences between the two plays are from by comparing historical background, stage structural development and directing manner development at a basic level.

Customer Attitude to Artificial Intelligence Features: Exploratory Study on Customer Reviews of AI Speakers (인공지능 속성에 대한 고객 태도 변화: AI 스피커 고객 리뷰 분석을 통한 탐색적 연구)

  • Lee, Hong Joo
    • Knowledge Management Research
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    • v.20 no.2
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    • pp.25-42
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    • 2019
  • AI speakers which are wireless speakers with smart features have released from many manufacturers and adopted by many customers. Though smart features including voice recognition, controlling connected devices and providing information are embedded in many mobile phones, AI speakers are sitting in home and has a role of the central en-tertainment and information provider. Many surveys have investigated the important factors to adopt AI speakers and influ-encing factors on satisfaction. Though most surveys on AI speakers are cross sectional, we can track customer attitude toward AI speakers longitudinally by analyzing customer reviews on AI speakers. However, there is not much research on the change of customer attitude toward AI speaker. Therefore, in this study, we try to grasp how the attitude of AI speaker changes with time by applying text mining-based analysis. We collected the customer reviews on Amazon Echo which has the highest share of AI speakers in the global market from Amazon.com. Since Amazon Echo already have two generations, we can analyze the characteristics of reviews and compare the attitude ac-cording to the adoption time. We identified all sub topics of customer reviews and specified the topics for smart features. And we analyzed how the share of topics varied with time and analyzed diverse meta data for comparisons. The proportions of the topics for general satisfaction and satisfaction on music were increasing while the proportions of the topics for music quality, speakers and wireless speakers were decreasing over time. Though the proportions of topics for smart fea-tures were similar according to time, the share of the topics in positive reviews and importance metrics were reduced in the 2nd generation of Amazon Echo. Even though smart features were mentioned similarly in the reviews, the influential effect on satisfac-tion were reduced over time and especially in the 2nd generation of Amazon Echo.

Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.