• Title/Summary/Keyword: computer music

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The Effects of Computer Game Use on Spatial-temporal Capability (컴퓨터게임과 공간인지능력의 상관관계에 대한 연구)

  • Ryu, Seoung-Ho;Kim, Bo-Young
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.73-82
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    • 2007
  • This study deals with how computer game affects spatial-temporal capability of game users. Focusing on college students, this study shows almost the same results as 'Mozart effect' by Gordon Shaw's previously famous study for music on spatial-temporal capability. Additionally, in comparison to music and animation, on-line racing game has more positive influence on a specific spatial-temporal capability.

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A Study on the Influence of Originality and Usefulness of Artificial Intelligence Music Products on Consumer Perceived Attractiveness and Purchase intention

  • Meilin, Jin
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.45-52
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    • 2020
  • In this paper, we propose an intention to study the purchase of smart music by Chinese consumers. To study the influence of the originality and usefulness of intelligent music products on the purchase intention of Chinese consumers, and to explore how the originality and usefulness of intelligent music products affect the purchase intention. To achieve this goal, 372 questionnaires were collected through the Internet for frequency analysis, factor analysis, confidence analysis and structural equation analysis of data collection, and were carried out by SPSSV22.0 and AMOSV22.0 methods. Research the validation of assumptions in the model to reveal the psychological and behavioral responses of consumers to smart music products. The results show that the originality and usefulness of new products not only directly affect the purchase intention of Chinese consumers, but also indirectly affect their purchase intention by enhancing their attractiveness. The conclusion of this study is of guiding significance for the development of intelligent music product development and marketing strategy.

The effect of music therapy for 119 emergency medical technicians with high post-traumatic stress

  • Ahn, Hee-Jeong;Shim, Gyu-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.221-226
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    • 2021
  • This study was examined the effect and the continuity of music therapy for reduce on post-traumatic stress (PTS) in 119 emergency medical technicians (EMTs). The subjects of the study were 42 EMTs in the C area, and the study was conducted from November 25, 2019 to March 1, 2020. The experimental group conducted a total of ten music therapy programs twice a day for five days. The session-specific program was conducted by two music therapists, including the early, mid, late, and closed stages. Each step applied intervention techniques necessary for goals such as improvisation, rhythm making, Nanta, and couple physical activities. The control group was required to take a free break (TV viewing, cell phone games, sleep, exercise, etc.) at the same time as the experimental group's program. The study found that the control group had no difference in PTS before and after the application of music therapy, but the experimental group had a significant decrease in PTS immediately after the application of music therapy and a gradual increase in PTS after 4 and 12 weeks (p<.05). Repetitive music therapy is judged to be an effective way to mitigate the PTS leve for EMTs.

An Embedding /Extracting Method of Audio Watermark Information for High Quality Stereo Music (고품질 스테레오 음악을 위한 오디오 워터마크 정보 삽입/추출 기술)

  • Bae, Kyungyul
    • Journal of Intelligence and Information Systems
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    • v.24 no.2
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    • pp.21-35
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    • 2018
  • Since the introduction of MP3 players, CD recordings have gradually been vanishing, and the music consuming environment of music users is shifting to mobile devices. The introduction of smart devices has increased the utilization of music through music playback, mass storage, and search functions that are integrated into smartphones and tablets. At the time of initial MP3 player supply, the bitrate of the compressed music contents generally was 128 Kbps. However, as increasing of the demand for high quality music, sound quality of 384 Kbps appeared. Recently, music content of FLAC (Free License Audio Codec) format using lossless compression method is becoming popular. The download service of many music sites in Korea has classified by unlimited download with technical protection and limited download without technical protection. Digital Rights Management (DRM) technology is used as a technical protection measure for unlimited download, but it can only be used with authenticated devices that have DRM installed. Even if music purchased by the user, it cannot be used by other devices. On the contrary, in the case of music that is limited in quantity but not technically protected, there is no way to enforce anyone who distributes it, and in the case of high quality music such as FLAC, the loss is greater. In this paper, the author proposes an audio watermarking technology for copyright protection of high quality stereo music. Two kinds of information, "Copyright" and "Copy_free", are generated by using the turbo code. The two watermarks are composed of 9 bytes (72 bits). If turbo code is applied for error correction, the amount of information to be inserted as 222 bits increases. The 222-bit watermark was expanded to 1024 bits to be robust against additional errors and finally used as a watermark to insert into stereo music. Turbo code is a way to recover raw data if the damaged amount is less than 15% even if part of the code is damaged due to attack of watermarked content. It can be extended to 1024 bits or it can find 222 bits from some damaged contents by increasing the probability, the watermark itself has made it more resistant to attack. The proposed algorithm uses quantization in DCT so that watermark can be detected efficiently and SNR can be improved when stereo music is converted into mono. As a result, on average SNR exceeded 40dB, resulting in sound quality improvements of over 10dB over traditional quantization methods. This is a very significant result because it means relatively 10 times improvement in sound quality. In addition, the sample length required for extracting the watermark can be extracted sufficiently if the length is shorter than 1 second, and the watermark can be completely extracted from music samples of less than one second in all of the MP3 compression having a bit rate of 128 Kbps. The conventional quantization method can extract the watermark with a length of only 1/10 compared to the case where the sampling of the 10-second length largely fails to extract the watermark. In this study, since the length of the watermark embedded into music is 72 bits, it provides sufficient capacity to embed necessary information for music. It is enough bits to identify the music distributed all over the world. 272 can identify $4*10^{21}$, so it can be used as an identifier and it can be used for copyright protection of high quality music service. The proposed algorithm can be used not only for high quality audio but also for development of watermarking algorithm in multimedia such as UHD (Ultra High Definition) TV and high-resolution image. In addition, with the development of digital devices, users are demanding high quality music in the music industry, and artificial intelligence assistant is coming along with high quality music and streaming service. The results of this study can be used to protect the rights of copyright holders in these industries.

Chord-based stepwise Korean Trot music generation technique using RNN-GAN (RNN-GAN을 이용한 코드 기반의 단계적 트로트 음악 생성 기법)

  • Hwang, Seo-Rim;Park, Young-Cheol
    • The Journal of the Acoustical Society of Korea
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    • v.39 no.6
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    • pp.622-628
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    • 2020
  • This paper proposes a music generation technique that automatically generates trot music using a Generative Adversarial Network (GAN) model composed of a Recurrent Neural Network (RNN). The proposed method uses a method of creating a chord as a skeleton of the music, creating a melody and bass in stages based on the chord progression made, and attaching it to the corresponding chord to complete the structured piece. Also, a new chorus chord progression is created from the verse chord progression by applying the characteristics of a trot song that repeats the structure divided into an individual section, such as intro, verse, and chorus. And it extends the length of the created trot. The quality of the generated music was specified using subjective evaluation and objective evaluation methods. It was confirmed that the generated music has similar characteristics to the existing trot.

Suggestions on the Concept and Usage of Effects Needed for Vocal Recording -With focus on reverb- (보컬 녹음에 필요한 이펙트의 개념과 사용법에 관한 제언 - Reverb를 중심으로 -)

  • Cho, Tae-Seon;Choi, Won-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.380-386
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    • 2018
  • One of the most difficult technical aspects of music is vocals (the voice). Unlike ordinary musical instruments, it is difficult to apply common values because the tone (that is, the color) varies greatly depending on the singer, and therefore, it is necessary to properly mix in various effects. Therefore, this study is intended to suggest concepts, the current state, and effective usage of reverberation (or reverb), which is the most typical of vocal effects, using wave renaissance reverb, which is one of the effects that are the most commonly used by students. The most important part of the mixing process in popular music is how to enhance the voice. Since the spatial impression of sound makes music more beautiful, the role of reverb as a vocal effect is absolute. Computer technology has made it easier to create music, but it has produced a side effect in which individual technique falls short, such as using predetermined presets only. Studies on the use of reverb by musicians through more detailed efforts are expected to contribute to creating good music.

Performance analysis of DoA estimation algorithm using a circular array antenna (원형 배열 안테나의 DoA 추정 알고리즘 성능 분석)

  • Lim, Seung-Gag;Kang, Dae-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.2
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    • pp.395-400
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    • 2008
  • This paper relates to the performance analysis of DoA estimation algorithm in 2-dimensional circular array antenna for the receiving of GPS signal which is used for the performance improvement by elimination of jammer signal. By performing the spatial filtering after the DoA estimation in array antenna, the quality of receiving signal can improve by the nulling of jammer signal from the undesired direction and the forming of beam from the desired direction. In this paper, the MUSIC and MinNorm algorithm used for DoA estimation were applied after fixing the angle and power of jammer signal in 4 element and 7 element circular array antenna. In order to performance analysis, the estimation result and estimation error were computed by computer simulation. As a result, the MUSIC and MinNorm were fairly good in azimuth and elevation angle estimation of DoA in case of good signal to noise ratio and the MUSIC has better performance compared to MinNorm in case of poor signal to noise ratio.

Real Time AOA Estimation Using Analog Neural Network Model (아날로그 신경망 모델을 이용한 실시간 도래방향 추정 알고리즘의 개발)

  • Jeong, Jung-Sik
    • Journal of Navigation and Port Research
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    • v.27 no.4
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    • pp.465-469
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    • 2003
  • It has well known that MUSIC and ESPRIT algorithms estimate angle of arrival(AOA) with high resolution by eigenvalue decomposition of the covariance matrix which were obtained from the array antennas, However, the disadvantage of MUSIC and ESPRIT is that they are computationally ineffective, and then they are difficult to implement in real time. the other problem of MUSIC and ESPRIT is to require calibrated antennas with uniform features, and are sensitive ti the manufacturing fault and other physical uncertainties. To overcome these disadvantages, several method using neural model have been study. For multiple signals, those methods require huge training data prior to AOA estimation. This paper proposes the algorithm for AOA estimation by interconnected Hopfield neural model. Computer simulations show the validity of the proposed algorithm. It follows that the proposed method yields better AOA estimates than MUSIC. Moreover, out method does not require huge training procedure and only assigns interconnected coefficients to the neural network prior to AOA estimation.

Deep Learning Music Genre Classification System Model Improvement Using Generative Adversarial Networks (GAN) (생성적 적대 신경망(GAN)을 이용한 딥러닝 음악 장르 분류 시스템 모델 개선)

  • Bae, Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.7
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    • pp.842-848
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    • 2020
  • Music markets have entered the era of streaming. In order to select and propose music that suits the taste of music consumers, there is an active demand and research on an automatic music genre classification system. We propose a method to improve the accuracy of genre unclassified songs, which was a lack of the previous system, by using a generative adversarial network (GAN) to further develop the automatic voting system for deep learning music genre using Softmax proposed in the previous paper. In the previous study, if the spectrogram of the song was ambiguous to grasp the genre of the song, it was forced to leave it as an unclassified song. In this paper, we proposed a system that increases the accuracy of genre classification of unclassified songs by converting the spectrogram of unclassified songs into an easy-to-read spectrogram using GAN. And the result of the experiment was able to derive an excellent result compared to the existing method.

Cascade AOA Estimation Algorithm Based on FMCCA Antenna (FMCCA 안테나 기반 캐스케이드 도래각 추정 알고리즘)

  • Kim, Tae-Yun;Hwang, Suk-Seung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1081-1088
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    • 2021
  • The modern wireless communication system employes the beamforming technique based on a massive array antenna with a number of elements, for supporting the smooth communication services. A reliable beamforming technology requires the Angle-of-Arrival(: AOA) information for the signal incident to the receiving antenna, which is generally estimated by the high-resolution AOA estimation algorithm such as Multiple Signal Classification(: MUSIC). Although the MUSIC algorithm has the excellent estimation performance, it is difficult to estimate AOA in real time for the massive array antenna due to the extremely high computational complexity. In order to enhance this problem, in this paper, we propose the cascade AOA estimation algorithm based on a Flexible Massive Concentric Circular Array(: FMCCA) antenna with the On/Off function for antenna elements. The proposed cascade algorithm consists of the CAPON algorithm using some elements among entire antenna elements and the Beamspace MUSIC algorithm using entire elements. We provide computer simulation results for various scenarios to demonstrate the AOA estimation performance of the proposed approach.