• 제목/요약/키워드: musical communication

검색결과 82건 처리시간 0.023초

An Implementation of Smartphone-based Multiple Musical Instruments Application supporting Social Playing (소셜 연주를 지원하는 스마트폰기반 다중 악기 애플리케이션 구현)

  • Hwang, Byung-Kon
    • Journal of Digital Contents Society
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    • 제12권4호
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    • pp.575-583
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    • 2011
  • Due to the development of mobile devices and communication technology, cell phones have radically evolved from portable phones into smartphones and provided variety of services to a society. This paper presents Multi-user Musical Instrument application for smart phones based on band instruments such as piano, guitar, bass guitar, and drum. This application makes music playing from smartphone to integrative music data stream using the synchronization function of server. In addition, user can play it of smartphone efficiently by implementing a graphic user interface similar to real musical instruments.

A Study on the Cultural Intermediary Characteristics of Korean Musical Enthusiasts: Focusing on the 'Live TALK' Chat Record of the Musical Marie Curie (한국 뮤지컬 마니아 관객의 문화매개자적 특성 연구 : 뮤지컬 <마리 퀴리> 라이브 TALK 채팅을 중심으로)

  • Kang, Joo-Young
    • The Journal of the Korea Contents Association
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    • 제21권12호
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    • pp.384-399
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    • 2021
  • This study aims to identify the characteristics and meanings that Korean musical enthusiasts take on as cultural intermediaries of musical content by analyzing the real-time conversations they have while watching musicals performed in online spaces. To this end, the 'Live TALK' chat during the 'ontact' (online contact) performance of the musical Marie Curie was observed in real-time and subsequently analyzed in terms of the characteristics of online cultural intermediaries: their owned capital, their mediating language, and their relationship with the consumers. As a result of the analysis, musical enthusiasts were found to possess a wealth of cultural capital based on practical experience and inquiry, and to be utilizing specific identifying expressions in their language use. In addition, they appeared to be interactive in their communication with the general audience, which could be seen in the flow of spontaneous conversations as well as questions and answers occurring in the live chat. This study is significant in confirming that musical enthusiasts are positioning themselves as new cultural intermediaries through their cultural practices: taking on the role of guides and mediators in the online space 'Live TALK.'

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Automatic Recognition and Performance of Printed Musical Sheets Using Fuzzy ART (퍼지 ART 알고리즘을 이용한 인쇄 악보의 자동 인식과 연주)

  • Kim, Kwang-Baek;Lee, Won-Joo;Woo, Young-Woon
    • The Journal of the Korea institute of electronic communication sciences
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    • 제6권1호
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    • pp.84-89
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    • 2011
  • Musical sheet recognition is an emerging area as the role of computers in music increases. Although there are several well-known programs for composition, they have a limitation in that they cannot edit or play music generated from other programs. In this paper, we propose an algorithm that can read, recognize, and play music using printed sheets. The proposed algorithm first removes lines using horizontal histogram and extracts symbols. The symbols belong to one of the three categories; notes, rests, and other signs. Notes are recognized using the context information and rests and signs are recognized using a fuzzy ART algorithm. The proposed algorithm were applied to 50 pages of musical sheets and the experimental results showed that it is effective in automatic recognition of musical sheets.

Electronic Musical Score Transmitting System (전자악보 전송 시스템)

  • Lee, Jun-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제11권5호
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    • pp.1640-1645
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    • 2010
  • There exists an inconvenience that players of each instrument pass musical score in orchestra recital. In this paper, we implement the electronic musical score transmitting system that possible to hand sheet music automatically, using Mini - ITX and LCD Panel. We made them unite with a sheet music pair, and it was made and a message and data transmission were embodied using reliable TCP/IP socket communication. In this paper, the client hands sheet music automatic, and server implemented the manual function to manage each clients individually. Because one band can be managed by one Access file all together, it is easy to manage each band. Along with this, this system selects TCP/IP as the reliable transfer protocol that protect loss and errors.

Development of Real Time Pitch Tracer for Training of Musical Tune (음정 교정을 위한 실시간 Pitch Tracer의 개발)

  • Jung, Young-Chul;Choi, Doo-Il;Cho, Woo-Yeon
    • Proceedings of the KIEE Conference
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    • 대한전기학회 2002년도 합동 추계학술대회 논문집 정보 및 제어부문
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    • pp.529-532
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    • 2002
  • This research treated development of real time pitch tracer for training of musical tune of speech signal and pre-processing and post-processing technics were proposed to get higher accuracy in extraction of pitch. Autocorrelation Function was used to get pitch frequency from 64Hz to 980Hz in real time. Half Rectifier method and Envelop extraction method as a pre-processing was used to get higher accuracy in pitch detection, and improved results were obtained on noised speech signal. Post-processing method using periodicity of Autocorrelation was proposed to get higher accuracy in the high frequency region.

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The Meaning, Method and Tool to Build the Ewha Music Database (EMDB)

  • Kim, Eun-Ha;Chae, Hyun Kyung
    • International journal of advanced smart convergence
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    • 제9권3호
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    • pp.239-245
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    • 2020
  • The Ewha Music Database (EMDB) is an online database comprised of primary source materials related to music education from East Asia during the modern era (1880 to 1945) when Korea, Japan, and China were geopolitically and culturally intertwined. We developed the incipit search in EMDB as an embedded tool. This is the first attempt in Korea to implement a unique search function of musical data using alphabets of musical notes. Unlike in traditional search system that uses general literature information search conditions, such as author, title, publisher, year, number of pages, etc., it offers a new way of searching a musical piece/work and sheet music. This study confirms that digital information technology is an important methodology for research of music culture as a field of humanities.

Statistical Analysis of Brain Activity by Musical Stimulation (음악적 자극에 의한 뇌 활성도의 통계적 해석)

  • Jung, Yu-Ra;Jang, Yun-Seok
    • The Journal of the Korea institute of electronic communication sciences
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    • 제16권1호
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    • pp.89-94
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    • 2021
  • In this paper, we presented the results of analysis with data obtained through EEG measurements to confirm the effect of musical stimulus when performing mathematical tasks. While the subject was solving a mathematical task, favorite and unfavorite music classified according to the subject's preference were presented as musical stimulus and the tasks were divided into memorization task and procedure task. The data measured in the EEG experiments was divided into theta waves, SMR waves and mid-beta waves which are the frequency bands related to concentration to compare the relative power spectrum values. In our results, in the case of comparing no music with favorite music and no music with unfavorite music, a significant difference was observed in the several channels, and the average difference was shown in the channels F3 and F4 of the frontal lobe. In that channels, the power was found to be greater when the music was presented than the case where there was no music. Depending on the subject's preference, it was confirmed that favorite music showed greater brain activity than unfavorite music.

A Review on Correlation between Music and Learning Activity Using EEG Signal Analysis (뇌파분석을 이용한 음악이 학습활동에 미치는 영향에 대한 고찰)

  • Yun-Seok Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • 제18권2호
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    • pp.367-372
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    • 2023
  • In this paper, we analyzed through the EEG signals how musical stimulus affects learning activities. Musical stimuli were divided into sedative and stimulative tendency music, preferred and non-preferred music, and the learning activity tasks were divided into mathematics tasks and memorization tasks. The signals measured in the EEG experiments were analyzed with the power spectrum of SMR waves known to be related to human concentration. Those spectra used for quantitative comparison in this paper. As a result the power of the EEG signals was observed to be greater than the case where music was given as a stimulus. Regardless of the type of task, the power of the EEG signals was observed to be greater in the case of sedative tendency than in the case of stimulative tendency, and the power of the EEG signals was observed to be greater in the case of favorite music than in the case of unfavorite music. From these results, it is estimated that if the musical stimulus exists, in the case of sedative tendency music, and in the case of favorite music, concentration can be increased than in the relative case.

A Music Technology-Based Interactive Music-Making for Improving the Social Communication Skills of Children With Autism Spectrum Disorder (자폐스펙트럼장애 아동의 사회적 의사소통 향상을 위한 음악제작 앱 기반 상호적 음악만들기 사례)

  • Yoon, Sol
    • Journal of Music and Human Behavior
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    • 제18권2호
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    • pp.19-43
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    • 2021
  • The purpose of this case study was to examine whether an interactive music-making intervention using GarageBand was applicable to improve the social communication skills of school-age children with autism spectrum disorder (ASD). Two children with ASD (both male, ages = 8 and 11 yrs.) participated in this study. The interactive music-making intervention included three stages: 1) musical imitation, 2) musical expression and coordination, and 3) musical interaction. Each session lasted 40 minutes, and sessions took place twice a week over 4 weeks. The participants' social communication behaviors were observed and analyzed in terms of exchanging ideas with each other. Engagement in interactive behaviors (e.g., turn-taking, imitating or reflecting the investigator's music, and creating one's own music using the motive from the investigator) during music making was also analyzed. During the sessions, increases in the attempts to express their opinions on music making processes and requests for help for the process were observed. Engagement in turn-taking form of interactive playing and reflecting the musical motive from a partner (i.e., investigator) were also improved. The Social Responsiveness Scale-2 (SRS-2) ratings indicated negative social behaviors decreased after intervention in both participants. The findings of this study suggest that interactive music-making activities using GarageBand can be an effective method in clinical practice to improve social communication skills for school-aged children with ASD.