• Title/Summary/Keyword: 2D MUSIC

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Effects of Music Therapy on Pain and Depression in Terminal Cancer Patients (음악요법이 말기암 환자의 통증과 우울에 미치는 효과)

  • Seo, Ba-Run;Hong, Hae-Sook
    • Journal of Korean Biological Nursing Science
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    • v.12 no.1
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    • pp.48-57
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    • 2010
  • Purpose: The purpose of this study was to examine the effect of music therapy on pain, depression in terminally-ill patients. Methods: The subjects for this study were collected from 44 patients who were admitted in F hospital, located in D city from July 1 to July 31 in 2008. The subjects were divided into two groups: 23 experimental group members and 21 control members. While the control group was not received any additional intervention, the experimental group was received music therapy intervention. Data analysis were performed by the chi-square test, t-test and ANCOVA with SPSS/WIN 12.0 Program. Results: The 1st hypothesis is, "the experimental group who received music therapy would have less pain score than the control group who did not receive music therapy", was rejected (F=2.33, p=.14). The 2nd hypothesis is, "the experimental group who received music therapy would have less depression score than the control group who did not receive music therapy", was supported (F=11.616, p=.001). These results demonstrated that music therapy to terminally patients was an effective method in decreasing depression. Conclusion: Based on the results of this study, Music therapy can be utilized as an effective nursing intervention for the terminally ill.

Optical Music Score Recognition System for Smart Mobile Devices

  • Han, SeJin;Lee, GueeSang
    • International Journal of Contents
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    • v.10 no.4
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    • pp.63-68
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    • 2014
  • In this paper, we propose a smart system that can optically recognize a music score within a document and can play the music after recognition. Many historic handwritten documents have now been digitalized. Converting images of a music score within documents into digital files is particularly difficult and requires considerable resources because a music score consists of a 2D structure with both staff lines and symbols. The proposed system takes an input image using a mobile device equipped with a camera module, and the image is optimized via preprocessing. Binarization, music sheet correction, staff line recognition, vertical line detection, note recognition, and symbol recognition processing are then applied, and a music file is generated in an XML format. The Music XML file is recorded as digital information, and based on that file, we can modify the result, logically correct errors, and finally generate a MIDI file. Our system reduces misrecognition, and a wider range of music score can be recognized because we have implemented distortion correction and vertical line detection. We show that the proposed method is practical, and that is has potential for wide application through an experiment with a variety of music scores.

Implementation of Music Embedded System Software Using Real Time Software Analysis and Design Method (실시간 소프트웨어 분석 및 설계 기법을 이용한 뮤직 임베디드시스템 소프트웨어의 구현)

  • Choi, Seong-Min;Oh, Hoon
    • The KIPS Transactions:PartD
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    • v.15D no.2
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    • pp.213-222
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    • 2008
  • The existing approaches for the music application have not considered a real-time multi-tasking model. So, it suffers from a high complexity and a low flexibility in design as well as lack of predictability for the timely execution of critical tasks. In this paper, we design a new concurrent tasking architecture for a real-time embedded music system and examine if all real-time tasks can finish execution within their respective time constraints. The design is implemented on the Linux based Xhyper272 Board that uses the Intel Bulverde microprocessor.

A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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The Study about Application of Animation 12 principles on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 12원칙 적용 사례 연구 -Game [Fly to The Music]을 중심으로-)

  • Kim Hyeon;Lee Nam-Kook
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.25-34
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is 'moving picture' and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called 'Fly to the music' and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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The effect of restaurant in-store color and music congruency on customer's emotional responses and behavioral intentions (레스토랑 실내의 색채와 배경 음악의 조화가 고객의 감정적 반응 및 행동 의도에 미치는 영향)

  • Jo, Mi-Na
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.27-38
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    • 2011
  • This study was aimed to investigate the effects of restaurant in-store color and music congruency on consumer's emotional responses and behavioral intentions. The web survey was conducted among 400 customers(aged from 20~39 years old) who lived in Seoul and Kyunggi, Incheon Province. To find ensemble effect of color and music, 3D studio MAX were used to make high-stimulus(exciting) and low-stimulus(calm) and 3D virtual reality restaurant simulation stimulus were applied. The statistical data analyses were performed using SPSS/WIN 18.0 and reliability analysis, factor analysis, regression analysis were used. Based on the result of the conducting factor analysis, emotional responses were classified into 2 factors: positive emotion and negative emotion. Satisfaction was classified into 1 factor: satisfaction. Loyalty was classified into 1 factor: loyalty. Cronbach's alpha was calculated for the reliability of the survey instrument. Consequently, restaurant in-store color and music congruency were shown to affect positive emotion and negative emotion. Positive emotion and negative emotion were shown to affect satisfaction. Satisfaction were shown to affect loyalty. Music congruency had a higher effect on positive emotion than color congruency. Color congruency had a higher effect on negative emotion than music congruency. The results of this study will serve as a basis of color and music congruency with restaurant atmospherics.

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Impact location on a stiffened composite panel using improved linear array

  • Zhong, Yongteng;Xiang, Jiawei
    • Smart Structures and Systems
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    • v.24 no.2
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    • pp.173-182
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    • 2019
  • Due to the degradation of beamforming properties at angles close to $0^{\circ}$ to $180^{\circ}$, linear array does not have a complete $180^{\circ}$ inspection range but a smaller one. This paper develops a improved sensor array with two additional sensors above and below the linear sensor array, and presents time difference and two dimensional multiple signal classification (2D-MUSIC) based impact localization for omni-directional localization on composite structures. Firstly, the arrival times of impact signal observed by two additional sensors are determined using the wavelet transform and compared, and the direction range of impact source can be decided in general, $0^{\circ}$ to $180^{\circ}$ or $180^{\circ}$ to $360^{\circ}$. And then, 2D-MUSIC based spatial spectrum formula using uniform linear array is applied for locate accurate position of impact source. When the arrival time of impact signal observed by two additional sensors is equal, the direction of impact source can be located at $0^{\circ}$ or $180^{\circ}$ by comparing the first and last sensor of linear array. And then the distance is estimated by time difference algorithm. To verify the proposed approach, it is applied to a quasi-isotropic epoxy laminate plate and a stiffened composite panel. The results are in good agreement with the actual impact occurring position.

개인 휴대용 카세트 소음에 의한 난청가능성에 대한 평가

  • 홍성완;박민용
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.179-185
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    • 1997
  • 작업장 뿐만 아니라 일상생활에서도 결코 무시될 수 없는 것이 레져활동으로 인한 소음이다. 최근 급격히 늘어가는 개인 휴대용 카세트(Personal Cassette Players: PCP)사용은 심각한 소음성난청 발생이 우려된다. 본 연구는 PCP사용에 관련된 여러 인자들이 청력손실과 어떻게 얼마나 관련이 있는가를 파악 하고 PCP를 일정시간 사용했을 때 오는 청력 손실을 정량적으로 파악, 분석하는데 근본 목적을 둔다. 정상 청력을 가진 피실험자 18명의 대학생들을 대상으로 정상 청취조건 그리고 배경소음(지하철)에 노출 중과 후의 사용환경과 소음원으로 Hard Music, Soft Music 및 Language/News를 고려하여 평균소음도와 최고 소음도를 측정하였다. 또한 현실적 상황을 고려한 2시간 정도의 PCP의 청취 전과 후의 청력변화를 측정하였다. 통계 분석 결과, 사용환경과 소음원에 대해 휴대용 카세트 청취 소음수준이 유의한 차이가 있었으며, 특히 Hard Music 청취시에는 95dB, 그리고 지하철 소음하에서는 92dB의 높은 (위험한) 청취수 준을 보였다. 최고소음수준의 경우 NIOSH기준을 초과하는 117dB 정도의 매우 위험한 수준까지 나타났다. 또한 2 시간 정도의 PCP소음에 노출 전 후의 청력손실이 주파수 대역에 걸쳐 유의하게 나타났으며, 특히, 가장 민감한 주파수 대역인 4000Hz에서 최고 7dB 정도의 청력 손실이 발생하였다. 본 연구 결과에 따라, PCP사용에 대한 청력보호대책안을 제시하고자 한다.

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A Study on Music Summarization (음악요약 생성에 관한 연구)

  • Kim Sung-Tak;Kim Sang-Ho;Kim Hoi-Rin;Choi Ji-Hoon;Lee Han-Kyu;Hong Jin-Woo
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.3-14
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    • 2006
  • Music summarization means a technique which automatically generates the most importantand representative a part or parts ill music content. The techniques of music summarization have been studied with two categories according to summary characteristics. The first one is that the repeated part is provided as music summary and the second provides the combined segments which consist of segments with different characteristics as music summary in music content In this paper, we propose and evaluate two kinds of music summarization techniques. The algorithm using multi-level vector quantization which provides a repeated part as music summary gives fixed-length music summary is evaluated by overlapping ration between hand-made repeated parts and automatically generated summary. As results, the overlapping ratios of conventional methods are 42.2% and 47.4%, but that of proposed method with fixed-length summary is 67.1%. Optimal length music summary is evaluated by the portion of overlapping between summary and repeated part which is different length according to music content and the result shows that automatically-generated summary expresses more effective part than fixed-length summary with optimal length. The cluster-based algorithm using 2-D similarity matrix and k-means algorithm provides the combined segments as music summary. In order to evaluate this algorithm, we use MOS test consisting of two questions(How many similar segments are in summarized music? How many segments are included in same structure?) and the results show good performance.

Effects of Group Music Therapy on Psychiatric Symptoms and Interpersonal Relationship in Patients with Schizophrenia (집단음악요법이 조현병 환자의 정신증상 및 대인관계에 미치는 효과)

  • Park, Yeong Sook;Kwon, Yunhee
    • The Korean Journal of Rehabilitation Nursing
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    • v.15 no.2
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    • pp.126-132
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    • 2012
  • Purpose: This study was conducted to examine the effects of group music therapy on psychiatric symptoms and interpersonal relationship in patient with schizophrenia. Methods: This was a quasi-experimental study with nonequivalent control group pretest-posttest design. The subjects were 63 patients with schizophrenia at S psychiatric sanatorium in D city. Thirty two patients were assigned to experimental group and thirty one patients were assigned to control group. Data were collected from August 4 to September 25, 2011. The group music therapy was conducted for 60 minutes, 8 times per week for 4 weeks. Data were analyzed using descriptive statistics, $x^2$ test and t-test with SPSS/WIN 19.0 version. Results: Experimental group receiving group music therapy showed significant improvements of psychiatric symptoms and interpersonal relationship. Conclusion: The study results indicate that group music therapy is an effective intervention program in improving psychiatric symptoms and interpersonal relationship of patients with schizophrenia.