• Title/Summary/Keyword: music video

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Automatic Video Genre Classification Method in MPEG compressed domain (MPEG 부호화 영역에서 Video Genre 자동 분류 방법)

  • Kim, Tae-Hee;Lee, Woong-Hee;Jeong, Dong-Seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.8A
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    • pp.836-845
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    • 2002
  • Video summary is one of the tools which can provide the fast and effective browsing for a lengthy video. Video summary consists of many key-frames that could be defined differently depending on the video genre it belongs to. Consequently, the video summary constructed by the uniform manner might lead into inadequate result. Therefore, identifying the video genre is the important first step in generating the meaningful video summary. We propose a new method that can classify the genre of the video data in MPEC compressed bit-stream domain. Since the proposed method operates directly on the compressed bit-stream without decoding the frame, it has merits such as simple calculation and short processing time. In the proposed method, only the visual information is utilized through the spatial-temporal analysis to classify the video genre. Experiments are done for 6 genres of video: Cartoon, commercial, Music Video, News, Sports, and Talk Show. Experimental result shows more than 90% of accuracy in genre classification for the well -structured video data such as Talk Show and Sports.

A Study on Voluptuous Beauty of Females Found in Music Videos by Popular Music Genre (대중음악 장르별 뮤직비디오 의상에 나타난 여성 관능미에 관한 연구)

  • Seo, Eun-Hee;Choi, Jeong-Wook
    • Journal of the Korean Society of Costume
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    • v.59 no.2
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    • pp.154-168
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    • 2009
  • This study aims on providing a design technique that expresses aesthetical elements by arranging the analysis of sensual beauty into detailed elements of design from music video outfits by genre of pop music, by observing music videos of female vocalists chosen from each genre of pop music focusing on their fashion. The results of this study are the following. 1. In the genre rock, the sensual beauty of female were expressed with a boyish and neutral style using texture such as leather or denim, and such style had the effect of emphasizing their feminine side even more. 2. In the genre dance music, exposure is extensive compared to other genre using sexy or lingerie look, and I found an ambivalent style of feminism with clothes in the form of drapery using textures such as chiffon and silk, and femme fatale style with textures adhering to the body such as leggings, leotard, and bodysuit. 3. In the genre of rap and hip-hop, clothes from casual and costume-play style were found using training jersey, t-shirt, and denim pants, and emphasized the sensual beauty of women by showing a silhouette with short length and fitting style using shiny textures. 4. In the genre of R&B, there were diverse outfits that suits the characteristics of characters appearing in the stories, or the situation of the story since there are many dramatic representation in the form of story Especially in case of female characters, the feminine side was emphasized staging a feminine style by wearing dresses with the texture of chiffon and silk. Exposure was restrained compared to other genre.

Image Mood Classification Using Deep CNN and Its Application to Automatic Video Generation (심층 CNN을 활용한 영상 분위기 분류 및 이를 활용한 동영상 자동 생성)

  • Cho, Dong-Hee;Nam, Yong-Wook;Lee, Hyun-Chang;Kim, Yong-Hyuk
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.23-29
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    • 2019
  • In this paper, the mood of images was classified into eight categories through a deep convolutional neural network and video was automatically generated using proper background music. Based on the collected image data, the classification model is learned using a multilayer perceptron (MLP). Using the MLP, a video is generated by using multi-class classification to predict image mood to be used for video generation, and by matching pre-classified music. As a result of 10-fold cross-validation and result of experiments on actual images, each 72.4% of accuracy and 64% of confusion matrix accuracy was achieved. In the case of misclassification, by classifying video into a similar mood, it was confirmed that the music from the video had no great mismatch with images.

A Case Study of Animation Plagiarism through the Case of Music Video "Sonata of Temptation" (뮤직비디오 『유혹의 소나타』사건을 통해 본 애니메이션 표절 사례 분석)

  • Jang, Yeon-Yi;Kim, Hee-Kweon
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.144-154
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    • 2011
  • As the cinematographic works are familiar to us, the infringement of the cinematographic works is also increasing. Because we are always able to be closely accessible to the cinematographic works through the Internet, this phenomenon easily occurs across the genre of the cinematographic works or the borders. The case is typical that the Music Video "Sonata of Temptation" infringes the copyrights of the Japanese Animation "Final Fantasy 7". When the two works are compared and analyzed, a considerable portion of similarity is found; we can even express that no new scene is exist except it that the singer sings in the Music Video "Sonata of Temptation". Because this situation is not only a dishonor to the indivisual but also a great loss to the nation, we should thoroughly prepare not to infringe others' copyright even unconsciously.

The Effects of a Music Therapy Program for Autistic Children in Child Day Care Centers (자폐장애 아동을 대상으로 한 음악치료 중재 효과 연구)

  • Ju, Se-Jin;Choi, Shin-Hyoung;Nam, Ok-Seon
    • The Journal of Korean Academic Society of Nursing Education
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    • v.13 no.1
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    • pp.114-122
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    • 2007
  • Purpose: This study was aimed at evaluating the effects of Music Therapy for the autistic children. Method: The subjects of this study consisted of 3 autistic children who were trained in an Attachment Promotion Therapy Program for 6 months. The Children were all males and 4years 9months, 3years 1 month, and 3years 8month each, and diagnosed with Autism by Child and Adolescent Psychiatrists. Data was collected by using video-taping methods(ADOS, Fagot's Interactive Behavior Code), an interview and observational methods(SMS). Music Therapy intervention was done once a week for 6 months. Data was gathered by quantitative and qualitative analysis. Result: This study showed that the Autism Diagnostic Observation Scale and Social Maturity Quotient(SQ) much improved after the Music Therapy After the Music Therapy, the Interactive Behavior Code : Gaze, Gesture for the communication, Verbal language, Laughing/Smile, and Normal play behaviors increased more than before the intervention. As the results show, the child's behavior became more positively responsive, playful, and attentive to others. Conclusion: This study suggests that Music Therapy might be an effective intervention for autistic disorder children in order to decrease autistic symptoms and increase joint attention behavior.

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A Study for management of rendition in MPV's implementation of CE products (CE(Consumer Electric) 제품으로의 MPV(MusicPhotoVideo) 적용에 있어서 연출자(Rendition) 관리에 대한 연구)

  • Kim, Du-Il;Kim, Young-Yoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11a
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    • pp.3-6
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    • 2003
  • MPV(MultiPhotoVideo 또는 MusicPhotoVideo)는 디지털 기기간의 상호-연동성(Inter-operability)를 향상시키고, 사용자의 컨텐츠 관리를 용이하게 하기 위해서 제안되고 있는 표준안이다. MPV 에서는 사용자의 편의를 위해서 데이터 부분에 해당하는 컨텐츠를 직접 관리하지 않고 XML 포맷으로 형성되는 메타데이터(Metadata)를 통하여 관리하며, 저작자의 의도가 하드웨어 환경에 구애받지 않고 재생될 수 있도록 연출자(Rendition)를 정의하고 있으나, IT 제품에 비하여 하드웨어 자원이 절대적으로 빈약한 CE 제품에 상기 표준 MPV 를 적용하는 것은 많은 어려움이 따르게 된다. 본 논문은 CE 제품에서 상기 MVP 표준에 따른 멀티미디어 컨텐츠를 효율적으로 관리하기 위한 멀티미디어 컨텐츠 배치 방법 및 컨텐츠 검색 속도 향상 방법을 제안한다.

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Convergence Analysis Algorithm Study for Extracting Image Configuration Parameters (영상 구성 파라미터 추출을 위한 융합 분석 알고리듬 연구)

  • Maeng, Chae Jung;Har, Dong-Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.125-134
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    • 2019
  • This study was conducted to organize a program to classify and analyze the characteristics of images for the automation of background music selection in the video content production process. The results and contents of the study are as follows: video characteristics are selected as subject category, emotion, pixel motion speed, color, and character material. Subject categories and feelings were extracted using Microsoft's Azure Video Indexer, Pixel Movement Speed was an Optional flow, Color was an Image Histogram for Image, and character materials was CNN(Convolutional Neural Network). The results of this study are significant in that video analysis was conducted to match background music in the recent content production process of 'Internet One-person Broadcasting Creators'.

Use of Innovation and Information Technologies In Music Lessons

  • Potapchuk, Tetiana;Fabryka-Protska, Olga;Gunder, Liubov;Dutchak, Violetta;Osypenko, Yaroslav;Fomin, Kateryna;Shvets, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.300-308
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    • 2021
  • The processes of informatization of the modern educational space are inextricably linked with the active introduction of innovative information technologies, which diversify the forms of education and upbringing. The use of these technologies in education due to their specific properties significantly enhances the clarity of learning, emotional impact on students, helps to deepen interdisciplinary links, intensifies students' work, and improves the organization of educational activities. Innovative information technologies offer new opportunities for the use of text, audio, graphic, and video information in lessons, enriching the methodological possibilities of the lesson. Today, the use of these technologies is becoming an integral part of the study of any subject. Using multimedia presentations, publications, and websites created by students in the learning process, they can develop learning skills. According to researchers, there are many multimedia programs for working with a computer in a music lesson, namely: a music player, a program for singing karaoke, a music constructor, music encyclopedias, and training programs. The introduction of innovative information technologies in the system of music education allows expanding learning opportunities.

Effect of Atmospheric Music and Advertising Photo on Consumers' Emotional State and Approach Behavior in Fashion Store (패션점포 내 배경음악과 광고사진이 소비자의 정서 및 접근행동에 미치는 영향)

  • Ki, Hyun-Myoung;Lee, Yu-Ri
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.3
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    • pp.39-60
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    • 2006
  • The purpose of this study is to investigate the effect of two different characteristics of music(tempo) and advertising photograph(type) in a fashion store on consumers' emotional responses and approach behavior and to suggest competitive in-store atmospheric strategies. To test the conceptual model, this study used a video simulation method. Researchers selected a fashion casual wear retail store for young people and videotaped to provide realistic store settings. Two different levels of background music(fast, slow) and advertising photograph(sexy, cheerful) were inserted into the video clip generating four stimuli. Including a stimulus for the control group, 5 video clips were created. A total of 289 subjects answered the questionnaire after viewing a two-minute video clips. The results are as follows: First, advertising photograph in a store had a significant effect on consumers' in-store emotional state, whereas musical tempo did not. Second, the effect of in-store consumers' emotional state on behavioral reponses were investigated. Results showed that consumers' positive emotional state lead to consumers' approach behavior. The results of this study indicated that background music and advertising photograph in a fashion store affected consumers' in-store emotional state, and ultimately these affected consumers' positive approach behavior. Thus retailer should try to create a pleasant store environment using effective store atmospheric factors like background music and advertising photograph.

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A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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