• Title/Summary/Keyword: 음악지능

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A Design and Implementation of Music & Image Retrieval Recommendation System based on Emotion (감성기반 음악.이미지 검색 추천 시스템 설계 및 구현)

  • Kim, Tae-Yeun;Song, Byoung-Ho;Bae, Sang-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.73-79
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    • 2010
  • Emotion intelligence computing is able to processing of human emotion through it's studying and adaptation. Also, Be able more efficient to interaction of human and computer. As sight and hearing, music & image is constitute of short time and continue for long. Cause to success marketing, understand-translate of humanity emotion. In this paper, Be design of check system that matched music and image by user emotion keyword(irritability, gloom, calmness, joy). Suggested system is definition by 4 stage situations. Then, Using music & image and emotion ontology to retrieval normalized music & image. Also, A sampling of image peculiarity information and similarity measurement is able to get wanted result. At the same time, Matched on one space through pared correspondence analysis and factor analysis for classify image emotion recognition information. Experimentation findings, Suggest system was show 82.4% matching rate about 4 stage emotion condition.

Secure Coding for SQL Injection Prevention Using Generative AI

  • Young-Bok Cho
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.61-68
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    • 2024
  • In this paper, Generative AI is a technology that creates various forms of content such as text, images, and music, and is being utilized across different fields. In the security sector, generative AI is poised to open up new possibilities in various areas including security vulnerability analysis, malware detection and analysis, and the creation and improvement of security policies. This paper presents a guide for identifying vulnerabilities and secure coding using ChatGPT for security vulnerability analysis and prediction, considering the application of generative AI in the security domain. While generative AI offers innovative possibilities in the security field, it is essential to continuously pursue research and development to ensure safe and effective utilization of generative AI through in-depth consideration of ethical and legal issues accompanying technological advancements.

Music Composition Application with Deep Learning for content creators (1 인 미디어 창작자를 위한 딥러닝 기반 작곡 어플리케이션)

  • Kim, BoGyung;Yun, SoJi;Lee, SeungHee;Lim, YeJin;Yu, KyeonAh;Lim, SungHyun
    • Annual Conference of KIPS
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    • 2021.11a
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    • pp.1148-1151
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    • 2021
  • 1 인 미디어 산업의 성장으로 다양한 콘텐츠 제작의 증가와 함께 영상의 분위기를 좌우하는 BGM 의 수요도 급증하고 있다. 그러나 무료 음원은 한정되어 있으며 이미 많은 영상에 쓰여 시청자에게 흔한 느낌을 준다. 특히 MCN 에 소속되지 않은 콘텐츠 크리에이터들은 개성 있고 영상에 어울리는 음원 확보에 어려움을 겪고 있다. 본 연구는 이러한 콘텐츠 제작 환경을 개선하기 위해 창작자가 직접 녹음하거나 악보를 스캔해 자신만의 음원을 제작할 수 있는 웹 애플리케이션 '플랫'을 제안한다. 본 연구를 통해 콘텐츠 크리에이터들은 독창적이고 풍성한 콘텐츠를 만들 수 있으며, 음악적 숙련도와 관계없이 쉽게 음원을 만들 수 있어 작곡에 대한 접근성이 좋아질 것으로 보인다. 또한, 딥러닝을 활용해 음악을 창작함으로써 인공지능 작곡 분야를 활성화하고 디지털 음악 시장의 새로운 분야를 개척하는 데 이바지할 것으로 기대한다.

The Effect of Multi-media Activity based on children's stories on Children's Creativity (동화를 활용한 멀티미디어 활동이 유아의 창의성에 미치는 영향)

  • Kim, Jun-Mo
    • Journal of the Korea Computer Industry Society
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    • v.9 no.2
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    • pp.47-52
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    • 2008
  • This paper operated the effect based on children's emotion using multimedia activity. The defferent of group were operation group based on multimedea activity that higher than the group that listened children's story and represent the significant result on statistics. The children multimedia activity promoted emotion intelegent representing feeling.

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Let s Sing the Songs of Electrical Engineering (A method of Teaching Learning Electrical Engineering by Song) (전기공학을 노래로 부르자 (부절: 노래를 통한 새로운 전기공학 교수-학습방법 시도))

  • Kim, Il-Dong
    • Proceedings of the KIEE Conference
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    • 2005.07d
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    • pp.2974-2976
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    • 2005
  • 본 논문에서는 전기공학의 핵심내용들을 시문으로 작성하여 젊은 학생들이 즐겨 부르는 가요나 새로운 곡 등에 붙여 부르게 함으로서 학습효과를 증진시키는 방법을 제시하였다. 이해하기 어렵고 잃어버리기 쉬운 전기 이론을 노래로 부르면서 춤을 추거나 율동을 하면 더욱 효과적임을 보였다. 대표적으로 작사되고 노래에 붙여진 것으로는 "전기공학개론가", "전기회로이론가", "전기계량단위가" 및 "전자기학을 노래해" 등이 예시되었다. 강의 도중에 알맞은 대목이 나오면 즉흥 적으로 부르기도 하고 노래를 MP3파일로 제작해서 홈페이지에 올려놓아 학생들이 평소에 임의로 다운받아 따라 부를 수 있게 하였으며 실제로 수업에 활용하여 실증한 바도 있다.

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The Effects of Computer Game Use on Spatial-temporal Capability (컴퓨터게임과 공간인지능력의 상관관계에 대한 연구)

  • Ryu, Seoung-Ho;Kim, Bo-Young
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.73-82
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    • 2007
  • This study deals with how computer game affects spatial-temporal capability of game users. Focusing on college students, this study shows almost the same results as 'Mozart effect' by Gordon Shaw's previously famous study for music on spatial-temporal capability. Additionally, in comparison to music and animation, on-line racing game has more positive influence on a specific spatial-temporal capability.

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Development of Web Based Courseware for In-Depth & Supplementary Learning Applied Multiple Intelligences Theory (다중지능 이론을 적용한 심화.보충학습용 웹 기반 코스웨어 개발)

  • Oh, Kyung-San;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.10 no.2
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    • pp.201-208
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    • 2006
  • This study is to make in-depth and supplementary web-based courseware concerning each student's developed intelligence. The seventh elementary school social studies in-depth and supplementary curriculum is student-centered curriculum that concerns a student's learning ability, aptitude, concern, interesting. career and so on. But, present social science courseware does study without regard to learners's interest and aptitude So in this study, We have a target to build and develope web-based devise that helps student's in-depth and supplementary learning after evaluating multiple intelligence. That should be based on student's favorite intelligence in multiple intelligence theory. Considering Intrapersonal intelligence, Interpersonal intelligence, Musical intelligence, Bodily-kinesthetic intelligence, Logical-mathematical intelligence, Linguistic intelligence, Spatial intelligence, We expect student's effective in-depth and supplementary learning based on each student's interest and capability.

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A Study for Developing Music Therapy Activity Program for Development of Rudimentary Movement Phase of Spastic Cerebral Palsied Infant : Applying the techniques of Neurological Music Therapy (경직형 뇌성마비 유아의 초보운동단계 발달을 위한 음악치료활동 프로그램 개발 - 신경학적 음악치료의 기법을 활용하여)

  • Lee, Yoon Jin
    • Journal of Music and Human Behavior
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    • v.4 no.2
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    • pp.84-105
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    • 2007
  • Cerebral palsy is a collection of motor disorders resulting from damage to the central nervous system that arise in multiple handicaps including cognitive disorders, speech disorders, epilepsy, perception disorders, and emotion disorders. Today spastic cerebral palsy has become more prevalent because intensive care for newborns has resulted in higher survival rates for very small premature babies. Since the children grow the fastest in order for a development during one year after birth, the therapeutic intervention is provided as early as possible to the children with cerebral palsy. After seven year old, there is no effect of intervention. So, the necessity of early intervention to spastic cerebral palsied infants is increasing. The purpose of this study is to develop the music therapy activity program using the techniques of neurological music therapy(NMT), the therapeutic application of music to dysfunctions due to neurologic disease of the human nervous system, for rudimentary movement phase of spastic cerebral palsied infant. This music therapy activity program was developed on the basis of the major developmental tasks of the rudimentary movement phase, the period that children can acquire the most basic movement function at the 0 to 2. Then the developmental characteristics of spastic cerebral palsy were applied to this music therapy activity program. This music therapy activity program was classified to three domains, those are stability, locomotion, and manipulation. This study has been consisted of three steps, those are the development of the activities, the evaluation of the activities by th panels, and the adjustment and complement of the activities. Reviewing literatures and interviews were done for the development of the activities, and the evaluation the activities was done by seven music therapists. In the evaluation steps, the questionnaire was used for estimating the content validity and application efficiency. The adjustment and complement of the activities were evaluated by the panels who were participating in the music therapy for cerebral palsied children in the clinical setting, and the results of the adjustment and complement were confirmed by the panels. The evaluation was presented in a mean value with the comment of the panels. In conclusion, the music therapy activity program for the spastic cerebral palsied infants using the techniques of NMT was developed on the basis of the major developmental tasks of the rudimentary movement phase. The program is comprised of 38 activities, those are 14 activities for developing the stability, 10 activities for developing the locomotion, and 14 activities for developing the manipulation. The programed activities would bring out the answers in the affirmative for the conformance with infants' development phase, the harmony between the objective and the activity, the conformance with the cerebral palsied infants, the properness of the music and the instruments, and the utility in the clinic field. This results mean that this developed music activity program is appropriate to help spastic cerebral palsied infants progress their movement development by stages.

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A development and evaluation of practical problem-based Home Economics lesson plans applying to multiple intelligence teaching.learning strategy - Focused on the unit 'Nutrition & Meals' of middle school Home Economics subject matter - (다중지능 교수.학습 방법을 적용한 실천적 문제 중심 가정과 교수.학습 과정안의 개발과 평가 - 중학교 가정과 '청소년의 영양과 식사' 단원을 중심으로 -)

  • Choi, Seong-Youn;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.23 no.1
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    • pp.87-111
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    • 2011
  • The purpose of this study was to develop and evaluate practical problem-based Home Economics lesson plans applying to the multiple intelligence teaching learning strategy, focused on the unit 'Nutrition & Meals' of middle school Home Economics subject matter. To achieve this purpose, the lesson plans were developed and evaluated from the 72 middle school students in Chongju after implementing the instruction. The data from the questionnaire were analyzed by SPSS/WIN 12.0 and content analysis. The results were as follows: First, the objectives of practical problem-based 'Nutrition & Meals' Instruction using multiple intelligence teaching strategy were to understand the importance of nutrition and health in an adolescent period and to develop good eating habits. The Practical Problem was 'What should I do for good eating habits?' and the learning contents were healthy life, the kinds and functions of nutriments, food pyramid and a food guide. The learning activities were progressed by various types of teaching and learning methods including 8 types of multiple intelligence teaching strategy. The lesson plans were developed according to the process of practical problem solving model. 6 periods of lesson plans and worksheets were developed. Second, the practical problem-based instruction using multiple intelligence teaching-learning strategy were evaluated to increase students' positive learning attitudes, motivation, and good eating habits.

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Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.1-6
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    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.