• Title/Summary/Keyword: digital sound contents

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A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

Method for 3D Visualization of Sound Data (사운드 데이터의 3D 시각화 방법)

  • Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.331-337
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    • 2016
  • The purpose of this study is to provide a method to visualize the sound data to the three-dimensional image. The visualization of the sound data is performed according to the algorithm set after production of the text-based script that form the channel range of the sound data. The algorithm consists of a total of five levels, including setting sound channel range, setting picture frame for sound visualization, setting 3D image unit's property, extracting channel range of sound data and sound visualization, 3D visualization is performed with at least an operation signal input by the input device such as a mouse. With the sound files with the amount an animator can not finish in the normal way, 3D visualization method proposed in this study was highlighted that the low-cost, highly efficient way to produce creative artistic image by comparing the working time the animator with a study presented method and time for work. Future research will be the real-time visualization method of the sound data in a way that is going through a rendering process in the game engine.

Mobile Music Album Information Retrieval System using Barcode (바코드를 이용한 모바일 음악앨범 정보 검색 시스템)

  • Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.130-137
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    • 2010
  • An advancement and wide use of portable multimedia devices make it easy to spread digital sound source, enabling users to use portable multimedia devices and search and enjoy digital sound sources and related contents. In opposition the off-line musical service market with CD stagnates gradually and in the crisis where the off-line musical service market vanishes away. In this paper, we propose the mobile music album information retrieval system which combines the barcode and a cellular phone musical service. To get digital sound sources and related information from music albums, the proposed retrieval system uses one-dimensional barcodes attached to music albums and obtains information on related albums from the sound source servers. Also, to reflect user preferences in search results, the system uses search frequency by music album, and searches albums in music genres selected by users in the order of the recent preference. The proposed mobile music album retrieval system is implemented on the basis of WIPI, and is now providing pilot services.

The narrative space of sound design in films (영화 사운드디자인의 내러티브 공간 연구)

  • Lee, Dong-Hwan
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.391-400
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    • 2016
  • The purpose of this study is to reassert the important role of sound design in creating narrative space in films. The main focus is on re-interpreting Chion's sound space composition as a narrative structure. The sound design process has been analyzed to find that the physical properties of sound are purposely manipulated to create the layers of sound to be perceived by the audience in the same way as human perception and cognition of the actual reality work, eventually to create the cinematic reality. The hierarchy of the layers is determined by the importance of the narrative information contained in each sound, with the higher layers being appropriate to convey the information of the narrative, and the lower layers being efficient to deliver the emotion to the audience. With this idea, each of the Chion's space composition is explained as a distinctive area in telling a story with the separate narrative role from the others.

A Study on the Trend of Korean Pop Music Preference Through Digital Music Market (디지털 음악 시장을 통해 본 한국 대중가요 선호경향에 관한 연구)

  • Chung, Ji-Yun;Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1025-1032
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    • 2017
  • Recently the domestic popular song market has been growing mainly in digital sound sources. As a result of analyzing the top 100 music charts from 2012 to 2016 through digital sound sources and musical scores, the average annual BPM has fallen by 11.26 over five years. Every year, The style of music has diversified every year, and the proportion of Hip-hop has doubled from 8.5% in 2012 to 17.8% in 2015. Dance music and ballads have a high preference rate, but the relationship is inversely proportional. Singer composition was inversely proportional to the ratio of female solo to male group. Especially, the relationship between BPM and the Major/Minor key is that 81.42% for slow tempo songs is Major key and 53.85% for fast tempo songs is minor key. In the case of TV drama OST, the solo singer 's music was preferred, the music style was 80% pop and 20% ballad.

Moving Pictogram, a Suggestion for the Digital Native Generation (디지털 네이티브 세대를 위한 제안, 움직이는 픽토그램)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1017-1024
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    • 2017
  • The development of technology has brought changes in content media. Starting from voice and sound media in the oral era, through text and painting, the realism has led to the development of visual media plus sound and image media. What we should consider here is not only the one-sided influence of change in the media due to the development of technology, but also the understanding, concentration, and commitment of information depending on which generation has access to the media Therefore, we focus on the digital native generation that uses digital as main media. The features of the digital native generation include the ability to process visual information quickly, multi-tasking, and divisionism. In this paper, we propose a moving pictogram for the digital native generation, and a moving pictogram for exit pictogram which shows limitation. The new dynamic pictograms that fit to the characteristics of the digital native generation, as well as interactive dynamic pictograms, are areas of thought and research on which this paper can be regarded as the first step.

Study of DRM Application for the Portable Digital Audio Device (휴대용 디지털 오디오 기기에서의 DRM 적용에 관한 연구)

  • Cho, Nam-Kyu;Lee, Dong-Hwi;Lee, Dong-Chun;J. Kim, Kui-Nam;Park, Sang-Min
    • Convergence Security Journal
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    • v.6 no.4
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    • pp.21-27
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    • 2006
  • With the introduction of sound source sharing over the high speed internet and portable digital audio, the digitalization of sound source has been rapidly expanded and the sales and distribution of sound sources of the former offline markets are stagnant. Also, the problem of infringement of copyright is being issued seriously through illegal reproduction and distribution of digitalized sound sources. To solve these problems, the DRM technology for protecting contents and copyrights in portable digital audio device began to be introduced. However, since the existing DRM was designed based on the fast processing CPU and network environment, there were many problems in directly applying to the devices with small screen resolution, low processing speed and network function such as digital portable audio devices which the contents are downloadable through the PC. In this study, the DRM structural model which maintains similar security level as PC environment in the limited hardware conditions such as portable digital audio devices is proposed and analyzed. The proposed model chose portable digital audio exclusive device as a target platform which showed much better result in the aspect of security and usability compared to the DRM structure of exiting portable digital audio device.

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Music Factory : A Composition and Listening System based-on Web Databases (뮤직 팩토리: 웹 데이터베이스를 기반으로 한 작곡 및 청음 시스템)

  • Son, Hayeseul;Jung, Su-Jin;Bae, Myung-Sook;Ahn, Hoo-Young;Park, Hwa-Jin;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.9-16
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    • 2010
  • Recently, needs and interests that people want to create their digital contents in ubiquitous environment are growing fast. Among the digital contents, people are also interested in the music contents. However, it is hard to find a system which manages and shares music contents easily. The paper proposes a system that provides a composition function for music, a mixing function for music, and a function for ear training. The contributions of the paper are as follows. First, the paper provides a music management system which enables music compositions, listening function of music, searching functionalities. Second, the paper introduces a function of mixing drum sound for managing rhythms. Third, the paper provides game contents which improve senses of music. The proposed system is expected that enables users composite music in ubiquitous environment, provides rich functions for compositions, and improves senses of music.

Watermarking Algorithm for Copyright Protection of Haegeum Sound Contents (해금 사운드 콘텐츠의 저작권 보호를 위한 워터마킹 알고리듬)

  • Hong, Yeon-Woo;Kang, Myeong-Su;Cho, Sang-Jin;Chong, Ui-Pil
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.4
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    • pp.214-219
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    • 2009
  • This paper proposes a watermarking algorithm considering the frequency characteristics of Haegeum sounds for copyright protection of digital Haegeum sound contents. The harmonics of Haegeum sounds commonly have large magnitude values in 1500Hz~2000Hz and 2800Hz~3500Hz so that those bands are selected to embed a watermark. The proposed method computes the FFT (fast Fourier transform) of the original sound signal and embeds the watermark bits generated by PN (pseudo noise) sequence into the harmonics in the selected bands. Furthermore, the proposed method is robust to lowpass filter, bandpass filter, cropping, noise addition, MP3 compression attacks and the maximum BER (bit error rate) is 1.41% after lowpass filter attack. To measure the quality of the watermarked sound, subjective listening test, MUSHRA (multiple stimuli with hidden reference and anchor), was conducted. The mean value of MUSHRA listening test is bigger than 98 and 96.67 for every Haegeum sounds and Korean classical music with Haeguem, respectively.

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Research Analysis on User's Acceptability of Digital Contents Distribution among Individuals (개인 간 저작물 유통을 위한 사용자의 수용성 조사 분석)

  • Sohn, Bang Yong;Suh, Hye Sun
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.211-217
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    • 2016
  • There have been gradually established paid using system on contents, such as sound source, webtoon etc, with which licences are systematically managed. However, rampant free sites still mostly relying on advertising revenue make difficulties on lots of contents developers and obstruct the protection of their resonable right. In this situation, we need systematic measures to protect copyright of authors and to maximize use of contents of users. Therefore, it is important to handle the convenience of digital contents distribution and the diversity of contents license(differentiating permission rate according to user's purpose, scope, service period etc), based on the need of contents users. This paper implies to guideline to install contents distribution platform of individuals and to apprehend the need and acceptability of users in order to activate digital contents transaction on individuals.