• Title/Summary/Keyword: computer music

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Adolescents' Clothing Culture in the Ubiquitous Era - Focused on Receptiveness about UFC(Ubiquitous Fashionable Computer) Fashion Products - (유비쿼터스 시대의 청소년 의복문화 - UFC(Ubiquitous Fashionable Computer) 패션 상품에 대한 수용 가능성을 중심으로 -)

  • Chun, Jae-Hoon;Ha, Ji-Soo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.2 s.161
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    • pp.319-330
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    • 2007
  • The purpose of this study is to improve ubiquitous fashion design which adolescents can be satisfied with. The methods of this study are documentary research of previous studies, survey research and deep interviews. For this study 371 students are selected as samples of survey. As a result of this study, we could know that the adolescents of the 21st century are enjoying actively the culture of consumers and the culture of information era. Domestic adolescents have much knowledge and interest in information and in UFC fashion products. So we can predict that domestic adolescents' interest and desire of UFC fashion products will increase gradually. As for using occasions, adolescents will use UFC fashion products for 'mobile', 'exercise', 'social followship', and as for using purposes, they will use UFC fashion products for 'listening to music', 'playing games', 'communication', 'search for information', etc. So when we develop UFC fashion products for adolescents, we'd rather develop the products for entertainment than for studying. To satisfy the various tastes of adolescents, UFC fashion products must also consider the design factors like styles, colors, materials, etc. In conclusion all UFC fashion products for adolescents must have not only the basic qualities like functions and conveniences, but also the qualities of designs.

Development of Educational Program in Home Economics for Child Development and Parenting in High School (고등학교 가정과 "아동발달.부모교육"영역 학습모형 개발)

  • 이경희
    • Journal of Korean Home Economics Education Association
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    • v.11 no.2
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    • pp.51-63
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    • 1999
  • For Korean education to be able to handle increasing knowledge and new values in the 21st century, it needs to change. Korean education needs various teaching methods. At the present, CAI, multimedia, interact video system and computer communication are being used. Compared to the traditional teaching methods, computer-assisted instructions were reported to be more effective. The students’demands for these kind of lessons are adamant and increasing. In this study, an attempt was made to develop “child-development and parent education”using CAI program. This chapter is in high demand for high school students. This study model was developed help the students’understanding and make their learning easier. A lesson plan was proposed using CAI program which was developed by authors with assistance of professional computer programmers. The CAI program includes following curriculum contents:1. Child development, 2. the meaning of parenthood, 3. pregnancy, 4. delivery, 5. abortion. The CAI program was designed to allow students to participated activity in several current issue related with parenthood and aborting problems. This study ultimately aimed to show students moving pictures, animation, vivid photos, and music to motivate them. Another goal was to help the Home Economics teachers give lessons using CAI and to show an example of the teaching model.

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A Study on the Development of Fabric Electronics' Customized Smart Bag Using Computer Embroidery (컴퓨터 자수기를 활용한 일렉트로닉스 커스터마이즈 스마트 가방 개발 연구)

  • Lee, Eun-Kyoo;Kim, Youn-Hee
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.105-112
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    • 2020
  • This paper presents an investigation into the development of a fabric electronics based smart bag for festival users of the 2029 generation with customizable tech flaps (music media control/ LED animated graphic functions) based on the application of traditional Korean patterns and goblin patterns in an electric circuit. The investigator took into consideration functional and design strategies to enable custom service according to users' tastes and situations. Based on these considerations, a customizable smart bag platform was proposed in a detachable module based on a computer embroidery machine. The study is significant in that it developed a product that is different from the old PCB smart products in hard form and proposed a new business model.

Automated Recognition of Printed Music using Fuzzy ART Algorithm and Performance (퍼지 ART 알고리즘을 이용한 인쇄 악보의 자동 인식과 연주)

  • Kim, Mi-Jeong;Kim, Kwang-Baek;Park, Choong-Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.410-414
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    • 2008
  • 음악 연구에 따른 컴퓨터의 역할이 점차 중요한 비중을 차지함에 따라 보다 효과적인 악보 인식 방법이 요구된다. 기존의 악보 인식 방법에서는 특정 수정 프로그램에서 만든 악보만 그 프로그램에서 재수정과 재생이 가능하다는 단점이 있다. 본 논문에서는 이러한 단점을 보완하기 위하여 이미 작성 되어있는 악보들을 자동으로 인식하고 재생을 할 수 있는 방법을 제안한다. 제안된 악보 인식 방법은 수평 히스토그램을 이용하여 악보 이미지의 오선을 제거한 후, Grassfire 알고리즘을 적용하여 잡음을 제거하고 악보 구성 기호들을 추출한다. 추출된 악보 구성 기호들은 악보 구성 기호의 특징을 이용하여 음표와 쉼표, 그 외의 기호들로 분리한다. 분리된 음표 기호들은 박자마다 다른 음표 형태의 특징을 이용하여 다시 세밀하게 분리하고 쉼표와 그 외의 기호들은 퍼지 ART 알고리즘을 적용하여 인식한다. 인식된 악보 구성 기호들을 이용하여 각각 정보를 저장하고 향후에 악보 구성 기호에 해당하는 음의 재생을 용이하게 한다. 제안된 악보 인식 방법의 성능을 평가하기 위해 50장의 악보 영상을 대상으로 실험한 결과, 본 논문에서 제시한 악보 영상의 인식 방법이 실험을 통해서 효율적인 것을 확인하였다.

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A Method of Color KANSEI Information Extraction in Video Data (비디오 데이터에서의 컬러 감성 정보 추출 방법)

  • Choi, Jun-Ho;Hwangi, Myung-Gwon;Choi, Chang;Kim, Pan-Koo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.532-535
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    • 2008
  • The requirement of Digital Culture Content(Movie, Music, Animation, Digital TV, Exhibition and etc.) is increasing so variety and quantity of content is also increasing. The Movie what majority of the digital Content is developing of technology and data. In the result, the efficient retrieval service has required and user want to use a recommendation engine and semantic retrieval methods through the recommendation system. Therefore, this paper will suggest analysing trait element of digital content data, building of retrieval technology, analysing and retrieval technology base on KANSEI vocabulary and etc. For the these, we made a extraction technology of trait element based on semantics and KANSEI processing algorithm based on color information.

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Personalized Book Curation System based on Integrated Mining of Book Details and Body Texts (도서 정보 및 본문 텍스트 통합 마이닝 기반 사용자 맞춤형 도서 큐레이션 시스템)

  • Ahn, Hee-Jeong;Kim, Kee-Won;Kim, Seung-Hoon
    • Journal of Information Technology Applications and Management
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    • v.24 no.1
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    • pp.33-43
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    • 2017
  • The content curation service through big data analysis is receiving great attention in various content fields, such as film, game, music, and book. This service recommends personalized contents to the corresponding user based on user's preferences. The existing book curation systems recommended books to users by using bibliographic citation, user profile or user log data. However, these systems are difficult to recommend books related to character names or spatio-temporal information in text contents. Therefore, in this paper, we suggest a personalized book curation system based on integrated mining of a book. The proposed system consists of mining system, recommendation system, and visualization system. The mining system analyzes book text, user information or profile, and SNS data. The recommendation system recommends personalized books for users based on the analysed data in the mining system. This system can recommend related books using based on book keywords even if there is no user information like new customer. The visualization system visualizes book bibliographic information, mining data such as keyword, characters, character relations, and book recommendation results. In addition, this paper also includes the design and implementation of the proposed mining and recommendation module in the system. The proposed system is expected to broaden users' selection of books and encourage balanced consumption of book contents.

A Study on Cognition about Copyright of Digital Works

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.5
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    • pp.41-49
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    • 2017
  • Digital works such as computer programs, music, photographs, movies and dramas are copyrighted. Even if there were more than 1,000 violations per year for digital works, the punishment was very weak. Especially copyright infringement by teenager is increasing. This study aims to present the direction of future development through questionnaires on the perception and direction of college students about copyright. 157 college students were surveyed about copyright awareness, perception of detailed legal provisions, cost of monthly expenses, copyright violation, and direction of copyright protection. As a result of the questionnaire survey, awareness was high at 69%, but in detailed law was low at 17.2% and 22.3%. In the future direction of copyright policy, 72.6% of them answered that they should be "strengthened" and "more and more strengthened". In order to protect copyrights, enforcement of crackdowns, public relations activities, expansion of the legal market, and technical protection should be done. In order to do this, copyright-related education for elementary, middle, high school and college students are needed more and it is necessary to expand the legal market where high quality contents are traded. More research is needed on copyright protection technological methods.

The Effect of Brain-computer Interface-based Cognitive Training in Patients with Dementia

  • Oh, Se-Jung;Ryu, Jeon-Nam
    • Journal of the Korean Society of Physical Medicine
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    • v.13 no.4
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    • pp.59-65
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    • 2018
  • PURPOSE: The purpose of the present study is to investigate the changes in the cognitive function of elderly dementia patients residing in a residential care facility, following six weeks of brain-computer interface (BCI)-based cognitive training and to determine whether BCI-based cognitive training effectively improves their cognitive functions. METHODS: Thirty subjects diagnosed with dementia were randomly assigned to either the experimental or control group. Pre- and post-test cognitive function assessments were conducted using the mini mental state examination-Korean (MMSE-K) and Korean-dementia rating scale (K-DRS). The experimental group received BCI-based cognitive training, which consisted of games such as flying a ball and exploding a bomb, while the control group participated in music listening activities and National Health Gymnastics. Both groups engaged in a total of 18 sessions (3 times per week for 6 weeks, for 40 minutes per session). RESULTS: After 6 weeks of intervention, the experimental group had significantly increased MMSE-K scores ($19.53{\pm}1.30$ to $22.20{\pm}1.15$; p<.0011) and total K-DRS scores ($87.20{\pm}4.16$ to $99.33{\pm}1.15$; p<.0011). In addition, the experimental group showed greater cognitive improvements than the control group. CONCLUSION: The results of this study suggest that BCI-based cognitive training is a positive intervention tool for improving the cognitive function of dementia patients.

Design of Intelligent Music Chart using Ontology in Social Network Service (소셜 네트워크 서비스에서 온톨로지를 이용한 지능형 음악 챠트의 설계)

  • Kim, Do-Hyung;Sohn, Jong-Soo;Chung, In-Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.333-336
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    • 2011
  • 최근 전 세계적으로 소셜 네트워크 서비스의 사용자가 많이 증가하면서 많은 사람들이 소셜 네트워크 서비스를 이용하고 있다. 그리고 소셜 네트워크 서비스를 사용하는 사용자들은 이를 이용하여 많은 정보를 공유하고 있다. 본 논문에서는 소셜 네트워크 서비스 사용자들이 공유하는 정보 중 음악과 관련된 정보와 개방형 API 를 이용하여 MP3 파일의 메타데이터인 ID3 태그 정보를 검색한다. 검색된 결과와 소셜 네트워크 서비스 사용자 정보를 이용하여 ID3 태그 온톨로지를 생성하고 생성된 온톨로지와 온톨로지 추론기를 사용하여 음악과 관련된 다양한 순위 분석 결과와 음악 및 사용자 추천 서비스를 사용자들에게 제공하기 위한 시스템의 설계를 보인다. 본 논문에서 제안한 시스템은 소셜 네트워크 서비스에 실시간으로 등록되는 글을 이용하기 때문에 최근 음악 트렌드를 쉽게 반영한다. 또한 순위 분석을 위해 수동적으로 자료를 수집하는데 들어가는 시간적 비용을 줄여준다. 그리고 제안한 시스템을 사용하여 제공된 정보는 음악 관련 산업에서 마케팅과 사업 전략자료 등 다양한 형태로 활용이 가능하다.

Integrated Arts Education Program with AI Literacy

  • Jihye Kim;SunKwan Han
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.281-288
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    • 2023
  • This study aimed to develop an integrated arts education program for improving AI literacy among elementary school students. First, we developed two thematic programs that are research on the goals of the art, music, physical curriculum in the 2022 revised elementary school curriculum, and a matrix of goals and elements of integrated art education. The developed program was revised and supplemented through the first expert validity test, and the second revision was made based on the results of students' AI literacy pre/post-test and satisfaction survey with the program. Finally, the final program was developed through the third expert validity test. We hope that the developed program will be used as a convergence education program to cultivate AI literacy in elementary school students.