• Title/Summary/Keyword: music contents

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Status of 3D Audio Technology Development for the difference of Listening Environments (청취환경 차이에 따른 3차원 오디오 기술 개발 동향)

  • Seo, Jeong-Il;Lee, Yong-Ju;Jang, In-Seon;Yu, Jae-Hyeon;Gang, Gyeong-Ok
    • Broadcasting and Media Magazine
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    • v.13 no.1
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    • pp.82-96
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    • 2008
  • 3D Audio Technologies include whole signal processing steps from acquisition to reproduction through encoding and transmitting technologies. However, there is a certain difference on adapted technologies according to audio presentation environments, because the presentation environment is the last step to provide 3D audio th listeners. In this paper, we describe variable 3D audio technologies to adapt variable audio presentation environments for consuming music contents.

Kansei Measure in Movies : A study on Emotional Movements (영상자극에 의한 감성적 반응 연구)

  • Kim, Da-Hyun;Lee, Seung-Hee
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.79-82
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    • 2009
  • Movies are not only for projecting graphical contents but also for Kansei evaluation that stimulate human beings' sense and emotion in real time. Also, when one views movies or moving images with stories, including movies and dramas, the audience would often be sympathized through various factors of movies, such as performances of actors/actress, graphics, and music, are moved to tears and feel fear. Especially, emotional movement is different from impression and brought about as a result of responding to joy, which is one of the basic emotions of human beings. Moreover, it is suggested that emotion is the most positive aesthetic measurement toward objects. In this study, focusing on emotional movement that is one of many aesthetic reactions in human beings' watching movies, we developed an interface for measuring of emotional changes. The goal of this study is to apply the output of our quantitative analysis on the results of the measurements to the effective designing and production of movies.

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오디오 워터마킹 프로세서 구조 설계에 관한 연구

  • Kim Gi-Yeong;Kim Yeong-Seop;Lee Sang-Beom
    • Proceedings of the Korean Society Of Semiconductor Equipment Technology
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    • 2005.05a
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    • pp.208-214
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    • 2005
  • A number of watermark insertion method is proposed for the protection of audio contents such as MP3 music. In this paper, we propose a VLSI architecture that performs embedding watermark to the audio signal based on the scheme that proposed by XUEYAO LI[1]. This architecture is implemented and simulated in Verilog HDL. This watermark embedding method used a visually recognizable binary image. Despite a unit that determines the watermark embedded intensity is removed to archive low complexity of H/W, our experimental results show that watermarked signal is perceptually transparency and robust to several known attacks.

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A Study on the Design and Implementation of Plagiarism Analysis System of Music Contents (음악콘텐츠 표절분석시스템 설계 및 구현에 관한 연구)

  • Shin, Mi-hae;Kim, Eui-jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.279-282
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    • 2013
  • In this paper, we propose a novel implementation method to detect musical plagiarism which can provide human experts evidences to decide plagiarism using cutting-edge information technologies and thereby can solve exhaustive disputes on cases of musical plagiarism when the cases are decided by human experts' emotional preferences.

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Adaptive TCX Windowing Technology for Unified Structure MPEG-D USAC

  • Lee, Tae-Jin;Beack, Seung-Kwon;Kang, Kyeong-Ok;Kim, Whan-Woo
    • ETRI Journal
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    • v.34 no.3
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    • pp.474-477
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    • 2012
  • The MPEG-D unified speech and audio coding (USAC) standardization process was initiated by MPEG to develop an audio codec that is able to provide consistent quality for mixed speech and music contents. The current USAC reference model structure consists of frequency domain (FD) and linear prediction domain (LPD) core modules and is controlled using a signal classifier tool. In this letter, we propose an LPD single-mode USAC structure using an adaptive widowing-based transform-coded excitation module. We tested our system using official test items for all mono-evaluation modes. The results of the experiment show that the objective and subjective performances of the proposed single-mode USAC system are better than those of the FD/LPD dual-mode USAC system.

Analysis on Play-games and Play-songs of Korean Chinese Children (중국 연변 조선족 어린이들의 놀이와 놀이노래 조사연구)

  • Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.21 no.3
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    • pp.69-83
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    • 2000
  • This study purposes to analyse what games are played and what play-songs are sung among Chinese primary and middle school children of immigrants who emigrated from Korea to 延邊 about 50 years ago. Questionnaire survey, asking about the kinds of games, play-materials, the origins of the games, and the contents of play-songs, was conducted on 50 5th-grade-children and 50 middle school students. The results are as follows: The primary school children have enjoyed physical play. While playing, they sang the songs which they learned from their mother, grand parents, siblings, and teachers. The middle school children tend to play alone more than the primary ones, watching videos and listening to music. Especially they enjoy the popular songs of South Korea. This phenomena reflects the cultural change of the communist society which is struggling to transform its system to open market system.

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A Study on the mobile application of Fashion Brands

  • Kim, Sung-Hee
    • Journal of Fashion Business
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    • v.14 no.6
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    • pp.134-145
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    • 2010
  • The purpose of this study is 1) to investigate the contents of fashion brand applications and what differences and 2) to scrutinize the reviews of the applications uploaded on the app store in order to suggest strategies on how to apply them to fashion. For the study, twenty-nine free applications from different categories of the fashion brands and three hundred sixty-two reviews of these applications were investigated. The analysis of the study was conducted from June 20th to November 10th of 2010. The results showed that there are four important components for fashion brand applications: conventional information (product information and store information), the purchasing function, the fun element (social networking, blogging, music etc), and the augmented reality technique. These components are formulated based on the brand's marketing strategies. In order to know whether or not these components were successfully composed, user reviews were studied, which revealed that many users were satisfied, but the applications were insufficient to meet all of their needs.

A Natural Language Retrieval System for Entertainment Data (엔터테인먼트 데이터를 위한 자연어 검색시스템)

  • Kim, Jung-In
    • Journal of Korea Multimedia Society
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    • v.18 no.1
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    • pp.52-64
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    • 2015
  • Recently, as the quality of life has been improving, search items in the area of entertainment represent an increasing share of the total usage of Internet portal sites. Information retrieval in the entertainment area is mainly depending on keywords that users are inputting, and the results of information retrieval are the contents that contain those keywords. In this paper, we propose a search method that takes natural language inputs and retrieves the database pertaining to entertainment. The main components of our study are the simple Korean morphological analyzer using case particle information, predicate-oriented token generation, standardized pattern generation coherent to tokens, and automatic generation of the corresponding SQL queries. We also propose an efficient retrieval system that searches the most relevant results from the database in terms of natural language querying, especially in the restricted domain of music, and shows the effectiveness of our system.

A Study on Comparing and Analyzing Music Education Contents (음악 교육 콘텐츠 비교 분석 연구)

  • Park, So-Hyun;Park, Eun-Young;Park, Young-Ho
    • Annual Conference of KIPS
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    • 2015.04a
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    • pp.915-917
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    • 2015
  • 최근, 이러닝에 대한 관심이 높아지는 가운데, 일반 교육뿐만 아니라 음악 교육에서도 기존의 일대일 레슨방식이 아닌 인터넷을 매개체로 한 원격 교육 시스템이 등장하고 있다. 이전의 일대일 음악교육방식에 비해 이러닝 레슨은 이동시간의 절약과 자율적 선택에 의한 교육 참여로 피아노 교육의 효율성을 증대시킨다는 장점이 있다. 본 논문에서는 이러닝 시스템을 개발하기 위하여 현존하는 음악 이러닝 시스템 중 교육 효과가 가장 좋은 세가지 음악 교육 콘텐츠를 비교 분석하고자 한다.

A Study of Method Multi-Streaming Internet Radio Platform Design Method (Multi-Streaming Internet Radio Platform 설계방안에 대한 연구)

  • Kim, Jong-duk;Kim, Young-kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.105-107
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    • 2009
  • In this paper we research Multi-Streaming Internet Radio Platform to broadcast music contents in large outlet and between spaces. we concentrate on methods how to configure NAT for user's using Internet, Application for Multi-Channel Connection and Hardware Path for Multi Stream.

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