• Title/Summary/Keyword: MusicSearch

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Optimization of State-Based Real-Time Speech Endpoint Detection Algorithm (상태변수 기반의 실시간 음성검출 알고리즘의 최적화)

  • Kim, Su-Hwan;Lee, Young-Jae;Kim, Young-Il;Jeong, Sang-Bae
    • Phonetics and Speech Sciences
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    • v.2 no.4
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    • pp.137-143
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    • 2010
  • In this paper, a speech endpoint detection algorithm is proposed. The proposed algorithm is a kind of state transition-based ones for speech detection. To reject short-duration acoustic pulses which can be considered noises, it utilizes duration information of all detected pulses. For the optimization of parameters related with pulse lengths and energy threshold to detect speech intervals, an exhaustive search scheme is adopted while speech recognition rates are used as its performance index. Experimental results show that the proposed algorithm outperforms the baseline state-based endpoint detection algorithm. At 5 dB input SNR for the beamforming input, the word recognition accuracies of its outputs were 78.5% for human voice noises and 81.1% for music noises.

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An Exploration of Factor's of Service Quality influencing at User's Satisfaction and Distribution Channel of the Digital Contents (디지털 콘텐츠 사용자의 만족에 영향을 주는 서비스 품질 요인 및 유통 채널 탐색에 관한 연구)

  • Suh, Jung Han;Bae, Soonh Han;Kim, Young Gook;Choi, Jae Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.183-198
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    • 2011
  • With the recent development of IT technology, the existing contents have been digitalized through various distribution channels. Accordingly, a lot of studies have been done in order to figure out the distribution and features of digital contents, In these studies, however, categorical characteristics of digital contents were not considered ; most of the previous researchers saw digital contents as only a single item or focused on some contents within particular part such as movie, music, etc. So, this study divides digital contents into movies, music and texts. I was going to study which factors affect Customer Satisfaction in relation with the kind of contents. With SERVQUAL as independent variables, which affect the Customer satisfaction, I used five factors :Design Quality, Information Quality, Security Quality, Communication Quality and Transaction Quality. As for the detailed items, I corrected them with Open-End Question and Pre Survey Research, which are more fit into the features of digital contents. This research conducted Principle Component Analysis, Reliability Test, Correlation Analysis and Regression Analysis. I verified that each factor of Service Qualities has a positive effect on Customer Satisfaction. Moreover, the factors of the effect are different according to the kind of digital contents. This paper was added Exploratory Study to find the best distribute channel. For the study, I search the possible distribute channel in each digital contents and their characteristic.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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Characteristics of Smartphone User in Application Usage and Implications for Applications Business Model (스마트폰 사용자들의 앱 이용 특성과 앱 비즈니스 모델에의 시사)

  • Yun, Hyung Bo;Wang, Boram;Park, Jiyun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.32-42
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    • 2013
  • As the smartphone market grows, the needs for its new business model are also increased. However, most previous researches on smartphone applications focused on Technology Acceptance Model(TAM) and Rogers' Diffusion of Innovation Theory so that there was lack of researches on characteristics for actual smartphone users. In this research, we divided the smartphone applications into five category functions (Call & Text/Music & Video/Information Search/Game/Social Network Service (SNS)). We analyzed characteristic differences of users who used the each application category and found that the differences were statistically significant in both demographic and smartphone usage characteristics (frequency of downloading applications, and download experience of paid applications). Additionally, the smartphone usage characteristic is closely related to the usage duration. The representative result is that the characteristics of people used Music & Video function actively were women in their 20s who downloaded applications more than three times per week, and had a download experience of paid applications. It is positive result for players in the application markets, because it means the users are willing to pay for downloading the paid applications. However, large companies already occupied most of the market share in music applications so that small and medium-sized players should develop an innovative and distinguishable business model in order to success. We believe this research result would provide significant implications for the players in planning the successful business model and developing an user-specific application product.

Reusable Multi-story 3D Animation (재구성이 가능한 멀티스토리 3D 애니메이션)

  • Kim, Sungrae;Kim, Ho Sung;Tak, Ji-young;Park, Ji-en;Lim, Sun-hyuk;Kim, Soosanna;Lee, Kyu-seon;Lee, Ji-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.238-242
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    • 2007
  • The existent UCC sites display only finalized contents by publisher. It dose not provide any platform for resources of UCC that public users could reorganize. This paper has developed a platform to be able to produce reusable content using the scenes of the contents and produced a 3D animation with multiple story. It is necessary for user to search the provided contents for easy reorganization of the contents. The scene is classified by the description and information of the scene for handy search. It is obscure for a movie clip to be represent with only one word. Therefore, the proposed platform provides the search technique with a overlapping choice for the specific categories that include most of elements for the scene. Then the user can choose a specific range of the selected movie clip, make a new story with reorganizing the order, and put a caption or BGM on the movie clip. The complete movie clip has the search preferences as a category, new clips, and top favorites. With the Multi-Story line concept, we made a 3D animation about episodes of thermal dolls in the Doll World. This attempt will come to the new marketing way for a field of the visual media like as Music Video, Drama, Feature Film, Commercial Film.

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A Study of Developing a Musician Retrieval System Using Topic Maps (토픽맵기반의 뮤지션 검색시스템 구축)

  • Kwon, Jin-Man;Chung, Myung-Bum;Sung, Bo-Kyung;Kim, Jung-Soo;Ko, Il-Ju
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.760-765
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    • 2008
  • The purpose of this paper is to propose a powerful alternative in designing knowledge portals using Topic Maps(TM). All information is processing for one topic, about each topics define to association and composite flow of information. and all topics about add occurrence to use in the OpenAPI. Also represent to UI of graphic for intuitional representation, and using JavaScript for Cross-Browsing. so that not using XTM of a standard Topic Maps(TM) and using JSON for a simple represent to data. The results made for intuitional process UI and extensive limits to display for new information before until now musician search system. In future positive to musician search for music.

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Personalization Recommendation Service using OWL Modeling (OWL 모델링을 이용한 개인 추천 서비스)

  • Ahn, Hyo-Sik;Jeong, Hoon;Chang, Hyo-Kyung;Choi, Eui-In
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.309-315
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    • 2012
  • The dissemination of smartphones is being spread and supplementary services using smartphones are increasing and various as the Mobile network and device are developing rapidly, so smartphones that enables to provide a wide range of services is expected to receive the most attention. It makes users listen to music anytime, anywhere in real-time, use useful applications, and access to Internet to search for information. The service environment is changing on PC into Mobile due to the change of the circumstance mentioned above. these services are done by using just location information rather than other context, and users have to search services and use them. It is essential to have Context-aware technology for personalization recommendation services and the appropriate representation and definition of Context information for context-aware. Ontology is possible to represent knowledge freely and knowledge can be extended by inferring. In addition, design of the ontology model is needed according to the purposes of utilization. This paper used context-aware technologies to implement a user personalization recommendation service. It also defined the context through OWL modeling for user personalization recommendation service and used inference rules and inference engine for context reasoning.

Smart Phone Copyright Violation and Forensic Apply Method (Smart Phone 저작권 위반과 포렌식 적용 방안)

  • Yi, Jeong-Hoon;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.11
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    • pp.2491-2496
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    • 2010
  • Smart Phone with domestic demand increasing rapidly, the utilization of multimedia services have become diverse. Smart Phone users use the copyrighted multimedia contents illegally from hacking their Smart Phone with Jail Breaking and Rooting. Legal issues according to the Korea-U.S. FTA. and high relevance with crime as mobile communication terminal, the utilization of created and saved digital evidence is high, the mobile forensic evidence study is required. This paper studied method and notice of legal seizure and search assuming the Smart Phone copyright violation. Research the status of Smart Phone copyright violation and related violation by category as broadcasting, movies, music, e-book etc. Research the method of submit a report to the court by applying techniques to forensic. The results of this research will contribute to the provide of Smart Phone crime evidence and mobile forensic technology.

An Automated Technique for Illegal Site Detection using the Sequence of HTML Tags (HTML 태그 순서를 이용한 불법 사이트 탐지 자동화 기술)

  • Lee, Kiryong;Lee, Heejo
    • Journal of KIISE
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    • v.43 no.10
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    • pp.1173-1178
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    • 2016
  • Since the introduction of BitTorrent protocol in 2001, everything can be downloaded through file sharing, including music, movies and software. As a result, the copyright holder suffers from illegal sharing of copyright content. In order to solve this problem, countries have enacted illegal share related law; and internet service providers block pirate sites. However, illegal sites such as pirate bay easily reopen the site by changing the domain name. Thus, we propose a technique to easily detect pirate sites that are reopened. This automated technique collects the domain names using the google search engine, and measures similarity using Longest Common Subsequence (LCS) algorithm by comparing the tag structure of the source web page and reopened web page. For evaluation, we colledted 2,383 domains from google search. Experimental results indicated detection of a total of 44 pirate sites for collected domains when applying LCS algorithm. In addition, this technique detected 23 pirate sites for 805 domains when applied to foreign pirate sites. This experiment facilitated easy detection of the reopened pirate sites using an automated detection system.

Systematic Review of Occupational Therapy Programs for Upper Extremity Functions in Subacute Stroke Patients (아급성기 뇌졸중 환자의 팔 기능을 위한 작업치료프로그램에 대한 체계적 고찰)

  • Yo-Soon Bang;Eun-Sol Ju
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.105-114
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    • 2023
  • Purpose : This study systematically reviewed occupational therapy programs for upper extremity functions in subacute patients implemented over the last decade at home and abroad to utilize the findings as the basis for intervention protocols. Methods : This study was conducted with domestic and foreign randomized controlled experimental studies published from January 2013 to May 2023. Acute or subacute, CVA or stroke, upper extremity function, and program or therapy were used as search keywords in the search databases Scopus, PubMed, Riss, and DBpia. A total of 3,723 documents were retrieved, and 1,007 duplicate papers were excluded. In addition, 2,640 papers that did not meet the inclusion and exclusion criteria were excluded by the researcher examining the titles and abstracts. Thereafter, the full texts were checked. Consequently, 67 documents were excluded, and nine documents were finally used for analysis. Results : Due to the evaluation of the quality of the documents of nine studies, five items were rated "low," and two items were rated "unclear" in many studies. Males predominated the genders, and infarction predominated the types. The average age was over 50 but under 60 years, and the number of days after onset was predominantly fewer than one month. Occupational therapy programs were classified into mental programs, mirror therapy, music programs, and virtual reality programs, and virtual reality programs were frequently used. The intervention periods were predominantly 15-30 sessions for less than 30 minutes, and the Fugl-Meyer assessment-upper extremity was predominantly applied as an evaluation tool. Conclusion : This study is significant because it attempted to present the direction of intervention protocols for upper extremity functions in subacute stroke patients in clinical settings. Studies should be conducted with an expanded scope for a literature review.