• Title/Summary/Keyword: computer music

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Development and Implementation of the XML Parser for integrated XML Webservice (XML웹서비스를 위한 XML Parser개발 및 구현)

  • Kwon, Doo-Wy;Do, Kyeong-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.72-75
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    • 2009
  • XML과 웹서비스의 등장으로 전자문서 관리의 중요성이 대두되었고, 효율적인 관리를 위해 많은 기업들이 기술 개발을 해오고 있다. 그러나 웹언어나 프로토콜에 대한 공개 표준이 제정 되지 않아 기업들은 개별적으로 웹서비스를 구축하고 이는 인터넷 시장과 웹의 분열을 가져왔다. 이에 W3C에서는 웹 상호운용성을 목표로 XML표준안을 공표했다. MusicXML, MathML, CML(Chemistry Markup Language), WML(Wireless Markup Language)등은 모두 특정한 용도를 가지는 XML기반의 마크업 언어들이다. XML은 단지 웹 환경만을 위한 표준이 아니라 인터넷 전반에서 데이터를 생성, 저장, 변환하기 위한 보편적인 표준으로 자리 잡고 있다. 본 논문에서는 모바일환경과 웹 환경에서 동시 서비스가 가능한 XML 웹서비스를 구현하였다. XML 웹서비스는 인터넷 표준기술인 XML과 HTTP를 사용하는데, XML기반의 SOAP메시지를 파싱하기 위하여 WIPI와 HTML기반으로 설계, 개발하였다. 제안하는 XML Parser는 PULL모델을 변형한 이벤트 방식이다. 제안한 Parser는 모바일기기와 웹 환경에서 동시 사용가능한 인터넷 서점에 적용하였고, 제안하는 XML Parser와 기존의 Parser들과의 벤치마킹을 통해 속도비교를 함으로써 Parsing속도의 향상을 나타내었다.

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Intelligent Piracy Site Detection Technique with High Accuracy

  • Kim, Eui-Jin;Kwak, Jin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.1
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    • pp.285-301
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    • 2021
  • Recently, with the diversification of media services and the development of smart devices, users have more opportunities to use digital content, such as movies, dramas, and music; consequently, the size of the copyright market expands simultaneously. However, there are piracy sites that generate revenue by illegal use of copyrighted works. This has led to losses for copyright holders, and the scale of copyrighted works infringed due to the ever-increasing number of piracy sites has increased. To prevent this, government agencies respond to copyright infringement by monitoring piracy sites using online monitoring and countermeasure strategies for infringement. However, the detection and blocking process consumes a significant amount of time when compared to the rate of generating new piracy sites. Hence, online monitoring is less effective. Additionally, given that piracy sites are sophisticated and refined in the same way as legitimate sites, it is necessary to accurately distinguish and block a site that is involved in copyright infringement. Therefore, in this study, we analyze features of piracy sites and based on this analysis, we propose an intelligent detection technique for piracy sites that automatically classifies and detects whether a site is involved in infringement.

A Multi-functional Memorandum System for Managing Information Intelligently (지능적 정보관리를 위한 다기능 메모관리 시스템)

  • Choi, Jun-Il;Kim, Soon-Cheol;Chang, Joong-Hyuk
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.89-95
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    • 2010
  • Currently memorandum have been a method to manage information easily by short writing. In particular, a electronic memorandum system has been efficiently used for business purpose, which is available in a computer widely used in our daily life. Considering the smart business environment, we propose a multi-functional electronic memorandum system in this paper, which is helpful to manage information intelligently in the smart business environment. The proposed system maintains the contents of memorandum in a database structure, so it is available without any restrictions in time and place. In addition, it also has additional functions of music playing, capturing working screens, and scheduling. The functions help for the proposed system to be widely used in the smart business environment.

The Design and the Implementation of the Integrated Music Manufacturing and Searching Solution based on the Midi Analysis Engine (미디(Midi) 분석엔진 기반의 통합 음악제작/검색 솔루션 설계 및 구현)

  • You, Si-Heok;Lee, Dong-Kyu;Kim, Dong-Young;You, Mi-Young;Lee, Hyang-Mi;Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.306-309
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    • 2011
  • 컴퓨터의 발전과 함께 음악 프로그램을 이용한 작곡 작업은 전문가부터 일반인에게 이르기까지 사용자의 폭을 넓혀왔다. 본 연구에서는 이러한 작곡 작업을 보다 효과적으로 하기 위하여 다양한 방안을 모색하였다. 단순한 텍스트 기반의 음악 검색이 아닌 미디(Midi) 분석엔진 기반의 다양한 검색방법을 설계하였으며 이를 기반으로 통합 음악제작/검색 솔루션을 구현하였다. 또한, 휴대성(Portability)을 위하여 MS 사의 WindowsPhone7 플랫폼 기반의 어플리케이션 구현을 통해 PC기반의 프로그램을 모바일 환경에서 작동 및 사용할 수 있도록 구현하였다.

A Study on Leisure Activity type of high school students (실업계고등 학생의 여가활동 유형에 관한 연구)

  • Kim, Seong-Taek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.165-171
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    • 2013
  • This study elects 934 high school students in Kwangju, conducts the survey of the actual condition of the youn's leisure, and comes to a conclusion as follows. the young spend mean 9-10 hours a day on class, mean 6 hours on sieeping, and mean 1-2 hours on self-learning. their spending money is less than 30,000 won and is not enough as the past years. While 33.2% of respondents answered they were trained for leisure activities, 66.8% were not. Also thesurvey indicates that 79.9% of the young think a leisure course will be contribute to sound youth. In kinds of leisure, the young prefer computer game, watching TV, video game, or listening to music which are not active. It is required to guide them to enjoy active leisure activities together. the young think their leisure time is not enough, average(41%) and not enough(37.5%). Especially, thy cannot have enough time to enjoy leisure(62.5%). The young are not satisfied of leisure facilities.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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Development of Interactive Video Using Real-time Optical Flow and Masking (옵티컬 플로우와 마스킹에 의한 실시간 인터렉티브 비디오 개발)

  • Kim, Tae-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.98-105
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    • 2011
  • Recent advances in computer technologies support real-time image processing and special effects on personal computers. This paper presents and analyzes a real-time interactive video system. The motivation of this work is to realize an artistic concept that aims at transforming the timeline visual variations in a video of sea water waves into sound in order to provide an audience with an experience of overlapping themselves onto the nature. In practice, the video of sea water waves taken on a beach is processed using an optical flow algorithm in order to extract the information of visual variations between the video frames. This is then masked by the silhouette of an audience and the result is projected on a gallery space. The intensity information is extracted from the resulting video and translated into piano sounds accordingly. This work generates an interactive space realizing the intended concept.

Market condition of Digital contents through interviewing Experts in Business and Research Analysis about License of Individual Contents (전문가 인터뷰를 통한 디지털 콘텐츠 시장의 현황 및 개인 저작물 라이선스 보호에 관한 조사 분석)

  • Sohn, Bang Yong;Suh, Hye Sun
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.357-364
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    • 2014
  • There are lots of limits on preventing illegal transaction of digital contents by existing DRM(Digital Right Management) methods because of illegal download and share of contents, which is resulted from advanced information technologies, development of cloud services, and smart instruments. In the other hand, the number of creators based on one person, in the area of music, webtoon, digital magazine and video, is increasing. As a result, it is needed that the necessities of digital contents transaction under the condition of convenience and efficiency through licence and management of contents to protect copyright of contents and to increase the transaction of digital contents. Therefore how to promote the transaction of digital contents should be studied by way of research analysis of contents market through interviewing experts in business.

Educational Usage of a Teaching Assistant Robot (교사 보조 로봇의 교육적 활용)

  • Han, Jeong-Hye;Kim, Dong-Ho
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.155-161
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    • 2006
  • Robots evolve from tools to information media since they generates information by interacting with human. As studies on robot-aided education are still in a starting phase, attempts need to be made to use robots for educational purposes and to investigate the effects of the use. It was showed that robot-aided learning was friendlier than other media assisted learning, and especially effective for motivating children. We developed the prototype robot Jenny that can help teachers as a educational media in class(i.e. as a T.A. robot, it can present robot contents on its chest to screen and explain about it when teacher asks). is a schoolmate for 5th or 6th grade children or an elder schoolmate for the rest. We performed the field trial at an elementary school. We carried out 9 classes for three subjects(english, korean, music) with -students in $4th{\sim}5th$ grade. They thought Jenny who was 13 years old as an elder schoolmate in 6th grade. Also, a significant difference was found in the interest and concentration of experimental groups from controlled groups.

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Development and Evaluation of a STEAM Curriculum Utilizing Arduino (아두이노를 활용한 STEAM 커리큘럼 설계, 적용 및 효과 분석)

  • Shim, KyuHeon;Lee, Sangwook;Suh, Taeweon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.23-32
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    • 2014
  • The nature of complex modern society inevitably creates intricate problems that can be solved by the computational and logical reasoning. The programming education in Informatics can effectively raise the ability of computational thinking. The paper proposes and evaluates a STEAM curriculum that can draw the interest and attention of students. The curriculum educates the multi-disciplinary knowledge from science, music and informatics, and it was designed to have group discussions with self-directed study. The experiments were performed with $4^{th}{\sim}6^{th}$ grade gifted students in Informatics from elementary schools. The Arduino was used as the experiment environment. The experiment results reveal that the interests in Informatics and programming have been escalated after the STEAM class; 75% of students expressed the surge of interest in computers and 93% of students responded positively to the Arduino-based class. The effectiveness of the experiment outcomes was validated with t-test.

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