• Title/Summary/Keyword: music making

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The Systematization and Intensification Environmental Education in Music Education (음악과에서의 환경 교육 체계화와 강화 방안)

  • 장기범
    • Hwankyungkyoyuk
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    • v.12 no.1
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    • pp.205-224
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    • 1999
  • This is a study of strengthening the practice of environmental education in the primary and secondary school music program. Since the world war II, the environmental situation has been getting worse and worse. So it is now a global issue to conserve energy and solving the ecological problems we are confronting. Solving the environmental problem is not just a scientist's task nor a specific school education subject's either, but a responsibility of all human beings. In this sense, it is necessary for every school subject, including music, should include elements of environmental education in its education contents. in this paper the researcher has tried to point out some reasonable aspects of environmental education guidelines which would be pursued through school music programs. In the music subject the following eight environmental education strategies could be suggested: 1. An affective aspect of music should be used in educating students to aware of the importance of environmental problems. 2. The effectiveness of employing music for various educational purposes should be implemented to make students environmentally enlightened individual. 3. The main issue of environmental problem must be used in various musical activities such as singing, implementing, composing and appreciating music. 4. By employing an alternative materials for making musical instruments, students and musicians can participate in environmental education program actively. 5. Music is analogues to life and nature. Thus it is highly suggested for teachers to teach students music more sincerely In a way of studying music more seriously, students could achieve environmental education goals by discovering the similarities of the nature of the environment and music as a human environment. 6. By appreciating many musical works of dealing with environmental problems and ecological problems, one could achieve the necessary goals of environmental education. 7. By enlarging the boundary of music including the sounds of nature such as birds' singing, sounds of winds and various streams and tree's trembling, music could achieve the major goals of environmental education. 8. By recognizing sounds as an important human environment, school music program could attain the goals of environmental education. The researcher also has mentioned about the characteristics of music as a schooling subject. and has provided with some detailed curriculum guidelines for strengthening environmental education programs in music classes. Some model lesson plans implementing the environmental education for elementary, junior high school and 10th grade music classes are also suggested followed by six specific teaching & learning methods for environmental education.

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Rapping as a Means of Improving Self-Expression: A Case Study of Adolescent Survivors of Childhood Cancer (소아암 완치 청소년의 자기표현 경험을 위한 랩 만들기 사례)

  • Choi, Jieun
    • Journal of Music and Human Behavior
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    • v.16 no.2
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    • pp.27-51
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    • 2019
  • This case study aimed to investigate changes in self-expression following participation in a rap making program with adolescent survivors of childhood cancer. The rap making program was constructed based on the contextual support music therapy model. Three adolescent survivors of childhood cancer participated in six 80-minute individual sessions. During the sessions, each participant engaged in the following tasks: song discussion, lyric creation, and rapping over a selected beat. At pre and posttest, the Self-Expression Scale was completed by participants. Their verbal expressions lyrics were observed during the sessions, and individual interviews with the participants were conducted at the completion of the program. The results demonstrated that the mean rating of the Self-Expression Scale increased after the rap making intervention. Analysis of the participants' verbal expressions and lyrics demonstrated that participants were experiencing difficulties adjusting to school that they wanted to resolve. Furthermore, the analysis of the interviews at posttest found that participants experienced positive changes in self-perception, self-expression, and expectations for their future, compared to the pretest when the participants expressed negative self-perceptions due to difficulties in interpersonal relationships at school and physical limitations. This indicates that rap making can be an effective resource for providing this population with the means to recognize positive attributes about themselves and improve self-expression.

A Case Study on Mobile Web and Social Network Service in Digital Music Market : The New Management of NeowizBugs (디지털 음악시장에서 모바일 웹과 소셜네트워크서비스 사례연구 : 네오위즈벅스의 신경영)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.1-15
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    • 2011
  • The new environment of music service has brought changes in digital music industry. Today, various forms of music contents are presented in ubiquitous environments. Thus, securing various contents becomes very important in monopolistic competition of music market. Under the circumstance, web 2.0 provides a networking environment to form diverse relations. Social Network Service (SNS) is a service to emphasize people relation and is different from information-centered Internet service. And mobile SNS becomes popular as Smartphone rapidly increases. NeowizBugs merged with NeowizInternet managing Sayclub of a music-specified SNS site. And the firm confirms comprehensive contents by making ties with SM entertainment. Thus, the integration corporation secures and manages a new business model by linking digital contents with SNS. Generally, music-specified SNS has advertisement business model and uses a recommend system utilizing the database of users. By introducing the case of NeowizBugs, this study tries to identify the success strategy of music distributors fitting ubiquitous environment including web 2.0, mobile SNS, Smartphone, etc.

Music Transcription Using Non-Negative Matrix Factorization (비음수 행렬 분해 (NMF)를 이용한 악보 전사)

  • Park, Sang-Ha;Lee, Seok-Jin;Sung, Koeng-Mo
    • The Journal of the Acoustical Society of Korea
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    • v.29 no.2
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    • pp.102-110
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    • 2010
  • Music transcription is extracting pitch (the height of a musical note) and rhythm (the length of a musical note) information from audio file and making a music score. In this paper, we decomposed a waveform into frequency and rhythm components using Non-Negative Matrix Factorization (NMF) and Non-Negative Sparse coding (NNSC) which are often used for source separation and data clustering. And using the subharmonic summation method, fundamental frequency is calculated from the decomposed frequency components. Therefore, the accurate pitch of each score can be estimated. The proposed method successfully performed music transcription with its results superior to those of the conventional methods which used either NMF or NNSC.

Bayesian network based Music Recommendation System considering Multi-Criteria Decision Making (다기준 의사결정 방법을 고려한 베이지안 네트워크 기반 음악 추천 시스템)

  • Kim, Nam-Kuk;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.345-352
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    • 2013
  • The demand and production for mobile music increases as the number of smart phone users increase. Thus, the standard of selection of a user's preferred music has gotten more diverse and complicated as the range of popular music has gotten wider. Research to find intelligent techniques to ingeniously recommend music on user preferences under mobile environment is actively being conducted. However, existing music recommendation systems do not consider and reflect users' preferences due to recommendations simply employing users' listening log. This paper suggests a personalized music-recommending system that well reflects users' preferences. Using AHP, it is possible to identify the musical preferences of every user. The user feedback based on the Bayesian network was applied to reflect continuous user's preference. The experiment was carried out among 12 participants (four groups with three persons for each group), resulting in a 87.5% satisfaction level.

The Relationship between Outcome Expectancy and Adolescents' Illegal Use of Music Sources: Double Mediating Effects of Reward Sensitivity and Social Dilution of Responsibility (청소년의 불법음원사용에 대한 결과기대와 사용행동 간의 관계: 보상민감성과 사회적 책임감 희석의 이중매개효과)

  • Lim, Yoon-Taek
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.285-293
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    • 2021
  • This study aims to identify the relationship between outcome expectancy and illegal use of music sources, and examined the parallel double mediating model of reward sensitivity and social dilution of responsibility on that relationship. To achieve the purpose this study, data were collected from 302 male and female high school students living in Seoul metropolitan area, and a double mediating effect was analysed with PROCESS Macro 3.5 Model 4. Results indicated that outcome expectancy was positively correlated with reward sensitivity, social dilution of responsibility, and illegal use of music sources of high school students, whereas reward sensitivity and social dilution of responsibility were positively correlated with illegal use of music sources. This study found that reward sensitivity and social dilution of responsibility were mediating outcome expectancy and illegal use of music sources in parallel. These findings suggest that psychological mechanisms lead adolescents use illegal music sources might be important, and provide useful information for making strategies to prevent adolescents' uses of illegal music sources.

Improved Self-Expression of Adolescents With Cochlear Implants After a Songwriting Intervention: A Case Study (노래만들기 중재를 통한 인공와우이식청소년의 자기표현 능력 향상 사례)

  • Yun, Ye Eun
    • Journal of Music and Human Behavior
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    • v.15 no.2
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    • pp.69-92
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    • 2018
  • The purpose of this study was to investigate whether a songwriting intervention would improve self-expression of adolescents with cochlear implants (CI). In this study, the songwriting intervention was designed to incorporate previous research findings on music perception of individuals with CIs and to provide musical experiences in which adolescents with CIs could be successful in using music resources for their self-expression. Accordingly, stepwise songwriting procedures were constructed and music technology (i.e., GarageBand as an iPad application) was used. Two adolescents with CIs participated in the intervention once a week for 8 weeks. Changes in level of participation in songwriting tasks, verbal expression, self-reports about the songwriting process were examined. The results demonstrated that the participants showed increased attempts to express themselves via music making. It was also shown that their negative perception of their ability to verbally express themselves decreased. They were observed as becoming more competent in creating music by deciding how various musical elements should be played and making rhythm or melodic patterns by themselves. These results indicate that the songwriting intervention can facilitate self-expression of adolescents with CIs. Further implications in terms of the psychosocial needs of individuals with CIs are presented.

Design and Implementation of a Walking Beat Game Machine Using Frequency Analysis (주파수 분석을 이용한 워킹 비트 게임기 설계 및 구현)

  • 이건학;김도현;안현식
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.123-126
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    • 2000
  • In this paper, the portable game machine called W"alking Beat" is designed and implemented not only to propose the new possibilities for the peripheral equipment market of portable acoustic machine but also to overcome the limitation of the acoustic simulation game machine such as the existing Beat Mania. The old game machine can be used only in a particular place, where it is installed. However, in order to get over the constraint on this space problem "Walking Beat Game Machine" is designed to facilitate the portability. In addition, the frequency analysis method using FFT algorithm is employed by regarding the music data for the portable digital acoustic machine as source so that the limitation that the existing game machine depends heavily on the previously registered game contents can be overcome. By making it possible to play games for all the music and putting an emphasis on multimedia trend only to listen to the music, it is speculated that it can contribute to the development of the new culture in the near future.

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Electronic Music Glove using Sound Card

  • Lee, Changwon;Kim, Kyunyon;Uipil Chong
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.306-309
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    • 2000
  • We developed an electronic music glove (EMG) system that could play musical scores in real time processing. The EMG system interfaces with the signal coming from the controller to the sound card in the computer. The computer, according to the status of the finger and foot switches, generates the signals to the speaker systems using the application C++ program by making use of MIDI message. The EMG systems can control up to several octave notes and duration of sound, and several musical performance expressions such as chorus, reverberation, rhythm, and volume. Finally, our EMG could play the performance of simple music depending on the choice of any kind of musical instruments in the sound card in computer systems.

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NMF Based Music Transcription Using Feature Vector Database (특징행렬 데이터베이스를 이용한 NMF 기반 음악전사)

  • Shin, Ok Keun;Ryu, Da Hyun
    • Journal of Advanced Marine Engineering and Technology
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    • v.36 no.8
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    • pp.1129-1135
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    • 2012
  • To employ NMF to transcribe music by extracting feature matrix and weight matrix at the same time, it is necessary to know in advance the dimension of the feature matrix, and to determine the pitch of each extracted feature vector. Another drawback of this approach is that it becomes more difficult to accurately extract the feature matrix as the number of pitches included in the target music increases. In this study, we prepare a feature matrix database, and apply the matrix to transcribe real music. Transcription experiments are conducted by applying the feature matrix to the music played on the same piano on which the feature matrix is extracted, as well as on the music played on another piano. These results are also compared to those of another experiment where the feature matrix and weight matrix are extracted simultaneously, without making use of the database. We could observe that the proposed method outperform the method in which the two matrices are extracted at the same time.