• Title/Summary/Keyword: computer music

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An Analysis on the Internet Uses and Barriers of the Older Adults in Korea (고령층의 인터넷 활용 및 장애 요인 분석)

  • Kim, Heesop;Kim, Pansoo;Lee, Misook
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.1
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    • pp.257-276
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    • 2014
  • The purpose of this study is to investigate the patterns and barriers of the Internet for the elderly adults in Korea. Data was collected through the face to face interview using a questionnaire for the residence of Daegu and Kyungsang Buk-Do areas targeted over the 60-years-olds elder adults. A total of 119 valid response data were analyzed with the descriptive statistics and the group differences by age and gender using SPSS 18.00. It found that the most of the elder adults access the Internet to seek the entertainment contents, the knowledge-related contents, and the cultural and art contents. They spend most of the Internet online session to do searching information and enjoying movie and music. However, there were age differences and gender differences within the subjects. The complexity of computer and the Internet usage is one of the barriers for the Internet access, and they suggest that a customized education and training courses of computer literacy for the elderly adults would be the ways of resolve those obstructions.

A Disembarking Notification System in Public City Buses using Smart Device and High Frequency

  • Chung, Myoungbeom
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.55-63
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    • 2020
  • Recently, people have come to enjoy using movies and music applications, such as YouTube, Netflix, and Watcha Play, on their smart devices while riding public transportation. However, they sometimes miss their destination stations because of these activities. Therefore, in this paper, we propose a disembarking notification system for public city buses using smart devices and high frequencies generated via the buses' speakers. The high frequencies are generated by the public buses' station information broadcasters. Smart devices then analyze the high-frequency signals with their inner microphones, and the proposed application displays a disembarking notification to the user when the user's destination or stop-over station's signal is the same. To evaluate this system's performance, we tested 1,000 real-time disembarking notifications, and the test results showed 98.9% accuracy. Moreover, we compared these results to those using only OpenAPI, and our proposed system featured far better outcomes. Thus, this proposed notification system can prove a useful technology for many people who often use public city buses, as it can notify specific users of their destination stations. Furthermore, this system will become innovative technology for global public transportation by informing users of their desired stations using speakers.

Social Context-aware Recommendation System: a Case Study on MyMovieHistory (소셜 상황 인지를 통한 추천 시스템: MyMovieHistory 사례 연구)

  • Lee, Yong-Seung;Jung, Jason J.
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.7
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    • pp.1643-1651
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    • 2014
  • Social networking services (in short, SNS) allow users to share their own data with family, friends, and communities. Since there are many kinds of information that has been uploaded and shared through the SNS, the amount of information on the SNS keeps increasing exponentially. Particularly, Facebook has adopted some interesting features related to entertainment (e.g., movie, music and TV show). However, they do not consider contextual information of users for recommendation (e.g., time, location, and social contexts). Therefore, in this paper, we propose a novel approach for movie recommendation based on the integration of a variety contextual information (i.e., when the users watched the movies, where the users watched the movies, and who watched the movie with them). Thus, we developed a Facebook application (called MyMovieHistory) for recording the movie history of users and recommending relevant movies.

A Content-based Audio Retrieval System Supporting Efficient Expansion of Audio Database (음원 데이터베이스의 효율적 확장을 지원하는 내용 기반 음원 검색 시스템)

  • Park, Ji Hun;Kang, Hyunchul
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.811-820
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    • 2017
  • For content-based audio retrieval which is one of main functions in audio service, the techniques for extracting fingerprints from the audio source, storing and indexing them in a database are widely used. However, if the fingerprints of new audio sources are continually inserted into the database, there is a problem that space efficiency as well as audio retrieval performance are gradually deteriorated. Therefore, there is a need for techniques to support efficient expansion of audio database without periodic reorganization of the database that would increase the system operation cost. In this paper, we design a content-based audio retrieval system that solves this problem by using MapReduce and NoSQL database in a cluster computing environment based on the Shazam's fingerprinting algorithm, and evaluate its performance through a detailed set of experiments using real world audio data.

A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation (음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.57-65
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    • 2014
  • The role of sound in producing 3D animation clip is one of the important factor to maximize the immersive effects of the scene. Especially interaction between video and sound makes the scene expressions more apparent, which is diversely applied in video production. One of these interaction techniques, the out-focussing technique is frequently used in both real video and 3D animation field. But in 3D animation, out-focussing is not easily implemented as in music videos or explosion scenes in real video shots. This paper analyzes the sound data to synchronize the depth of field with it. The novel out-focussing technique is proposed, where the object's field of depth is controlled by beat rhythm in the sound data.

Detection of the Optimum Spectral Roll-off Point using Violin as a Sound Source (바이올린 음원을 이용한 스펙트랄 롤오프 포인트의 최적점 검출)

  • Kim, Jae-Chun
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.51-56
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    • 2007
  • Feature functions were used for the classification of music. The spectral roll-off, variance, average peak level, and class were chosen to make up a feature function vector. Among these, it is the spectral roll-off function that has a low-frequency to high-frequency ratio. To find the optimal roll-off point, the roll-off points from 0.05 to 0.95 were swept. The classification success rate was monitored as the roll-off point was being changed. The data that were used for the experiments were taken from the sounds made by a modern violin and a baroque one. Their shapes and sounds are similar, but they differ slightly in sound texture. As such, the data obtained from the sounds of these two kinds of violin can be useful in finding an adequate roll-off point. The optimal roll-off point, as determined through the experiment, was 0.85. At this point, the classification success rate was 85%, which was the highest.

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Feature-Based Image Retrieval using SOM-Based R*-Tree

  • Shin, Min-Hwa;Kwon, Chang-Hee;Bae, Sang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2003.11a
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    • pp.223-230
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    • 2003
  • Feature-based similarity retrieval has become an important research issue in multimedia database systems. The features of multimedia data are useful for discriminating between multimedia objects (e 'g', documents, images, video, music score, etc.). For example, images are represented by their color histograms, texture vectors, and shape descriptors, and are usually high-dimensional data. The performance of conventional multidimensional data structures(e'g', R- Tree family, K-D-B tree, grid file, TV-tree) tends to deteriorate as the number of dimensions of feature vectors increases. The R*-tree is the most successful variant of the R-tree. In this paper, we propose a SOM-based R*-tree as a new indexing method for high-dimensional feature vectors.The SOM-based R*-tree combines SOM and R*-tree to achieve search performance more scalable to high dimensionalities. Self-Organizing Maps (SOMs) provide mapping from high-dimensional feature vectors onto a two dimensional space. The mapping preserves the topology of the feature vectors. The map is called a topological of the feature map, and preserves the mutual relationship (similarity) in the feature spaces of input data, clustering mutually similar feature vectors in neighboring nodes. Each node of the topological feature map holds a codebook vector. A best-matching-image-list. (BMIL) holds similar images that are closest to each codebook vector. In a topological feature map, there are empty nodes in which no image is classified. When we build an R*-tree, we use codebook vectors of topological feature map which eliminates the empty nodes that cause unnecessary disk access and degrade retrieval performance. We experimentally compare the retrieval time cost of a SOM-based R*-tree with that of an SOM and an R*-tree using color feature vectors extracted from 40, 000 images. The result show that the SOM-based R*-tree outperforms both the SOM and R*-tree due to the reduction of the number of nodes required to build R*-tree and retrieval time cost.

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Students' Perspectives towards M-learning Achievement, and Disposition towards Mathematics Using a mobile phone (Mobile-Learning에 의한 수학학습에서 학생들의 인식변화, 성취도, 및 성향에 대한 연구)

  • ChoiKoh, Sang-Sook
    • Communications of Mathematical Education
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    • v.23 no.3
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    • pp.863-885
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    • 2009
  • In the era of wireless internet, we are apt to use a mobile phone for learning mathematics, besides the pc computer and the notebook computer. This study was to investigate the effect of M-learning when students were given a wireless mobile phone in terms of their perspectives towards the use of a mobile phone, achievement and attitudes towards mathematics. They were the 3th grader in a high school, who were expected to take Aptitude Test for the entrance of the university level. The most students who took an ubiquitous environment of M-learning showed it as a benefit for learning mathematics and did not spend time at other activities such as listening to music, sending text-message, playing games, etc, but at the M-learning activities. The students who engaged in the M-learning activities were improved a significantly higher score at Aptitude Test than the students who took the make-up courses in the school and also did a significantly higher disposition towards mathematics which was caused by curiosity among 7 components of the mathematical disposition.

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A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.111-116
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    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.293-298
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    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.