• Title/Summary/Keyword: Interactive Music

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Overview of MPEG-A Interactive Music Application Format (MPEG-A Interactive Music Application Format 표준화 현황 및 기술 분석)

  • Jang, In-Seon;Seo, Jeong-Il;Kang, Kyeong-Ok
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.8
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    • pp.706-713
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    • 2009
  • Standardization of technology for formatting multiple audio tracks and relevant information for interactive music service is in progress owing to the increasing need of consumers for participating in music production to their own taste. In this paper, we introduce the status of MPEG-A Interactive Music Application Format (IM AF) standardization and analyze techniques adopted in the current IM AF.

File Format Design for Interactive Music Service

  • Jang, In-Seon;Seo, Jeong-Il;Kang, Kyeong-Ok
    • ETRI Journal
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    • v.33 no.1
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    • pp.128-131
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    • 2011
  • This letter describes a file format designed for interactive music service where users are able to recompose music based on their own preferences. The proposed design utilizes the flexible features of the ISO base media file format (ISO/IEC 14496-12, ISO-BMFF). The techniques offered in the proposed file format enable compact storage and efficient preset management, allowing users to recompose music with ease and convenience. Additionally, an implementation scheme for an interactive music player is shown along with its results.

Moderating Effect of Color on Store Atmospherics Predictors

  • Verma, Pranay;Prashar, Sanjeev
    • Asian Journal of Business Environment
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    • v.7 no.1
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    • pp.13-23
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    • 2017
  • Purpose - Pleasing ambient colors, music, scent, layout and salespeople are hypothesized to positively impact shoppers' perceptions about the atmosphere of a store. Few studies on the interactive effect of these atmospheric factors have earlier been undertaken. This paper looks at the interactive effect of color on the other predictor variables. Research design, data, and methodology - This study is from field locations in the shopping malls located in Delhi NCR. A descriptive study was undertaken to decipher the interactive effect of color with music, scent, layout and salespeople. Moderation of color on music, scent, layout and salespeople is regressed on store atmospherics. The authors investigate the effects of color, light, music, scent, layout and salespeople on store atmospherics in a retail context. They also study the interactive effect of color with predictor variables which significantly influence the perception of store atmospherics. Results - The paper reveals that music, scent, layout and salespeople influence customer's perception about store atmospherics. The interactive effect of color with scent, layout and sales people influence customer's perception about store atmospherics significantly. It does not moderate with layout and music. Conclusions - Store color is important in predicting store atmospherics. Care is needed to ensure that the effects of different environmental stimuli match.

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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    • v.18 no.2
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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.

A Study of New Possibility on Computer Music (컴퓨터음악의 새로운 가능성에 대한 연구)

  • Kim, Sung-Eun;Song, Eun-Jee
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.561-568
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    • 2009
  • In 21C, computer is having a powerful influence on every fields. As music field is no exception, the computer music is regarded as a next generation music. Especially the focus of 21st century's music is now moving from MIDI of 20th century to the Realtime interactive music in which computer is used as a practical instrument. Most european countries and America are doing a lot of research and performing these music. But in Korea, known as a fairly strong IT country, there is no enough perception of the importance of this new outcome of the new media era, and introduction of this music is slow as well. In this paper, we suggest the possibility of using the new way of composition by realtime interactive music in Korea. This can be a strong merit for Korean composers who want to use Korean instruments which were limited to be used as international instruments because of their restricted registers, techniques and so on.

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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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Chinese Instrument with Sound Visualization function (사운드 시각화 기능을 가진 중국 악기)

  • Xue, Xiangrong;Yuan, Menghe;Yang, Weitiang;Na, Min-Ju;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.271-272
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    • 2013
  • The music with the times, evolved from analogous tape music to digital music. New authoring tools, interfaces, and applications make us to produce high quality music using cheap equipments. Inspired by this concept, we design an classical chinese style-instrument with the audio-visual interactive function. It enables a user to compose music and to see a vivid picture at the same time.

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Note Tracking and Localization Algorithm for Interactive Rhythm-based Music Player (리듬기반 인터액티브 음악 플레이어를 위한 음표 위치 추적 알고리즘)

  • Kim, Jae-Hong;Park, Jae-Sung;Lee, Jun-Seong;Cha, Dong-Hoon;Kim, Joung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.482-486
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    • 2009
  • Conventional music players offer simple replay and one way entertainment. The paper presents an algorithm to extract, within a digitally recorded music file, the temporal information of a sequence of target notes (i.e. melody). We assume to have the score (e.g. MIDI or printed score), and using this information, it becomes possible to first sequentially predict the probable location of the target notes. However, recorded music is hardly performed according to the score, especially temporally. Thus, additional analysis is carried out to hone in on the exact location of the target note from the initially predicted location. This prediction and correction process is repeated to find one note after another. This allows us to develop an interactive music player that is enacted by rhythmic interaction, and induce a new user experience, i.e. as if one is playing the music oneself.

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Analysis of Genie Music's Strategy for Strengthening Customer Interactive : Focus on SWOT and TOWS Analysis (고객 인터렉티브 강화를 위한 지니뮤직의 전략 도입과 현황분석 : SWOT과 TOWS 분석을 중심으로)

  • Kwon, Boa;Park, Sang-hyeon
    • Journal of Venture Innovation
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    • v.4 no.1
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    • pp.87-99
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    • 2021
  • The importance of "personalization technology" has recently been highlighted due to the Covid-19 and the development of IT technology such as AI and big data, which is soon coming beyond personalization into the "super-personalization era." Therefore, in terms of the music streaming service market, it has formed a service supply trend in which individual tastes are respected and companies are seeking to establish a realistic analysis and development direction considering the external market environment. From this perspective, this paper sought to analyze the strengths and weaknesses of the Genie Music's and provide a direction for development based on Genie Music's customer interactive strategy. In particular, it was intended to analyze the advantages and disadvantages of customer interactive strategies with the 'live music service platform' that moves with customers and to provide directions for future corporate development. As an analysis method, we looked at strengths and weaknesses, opportunities and threat requirements based on SWOT analysis. Afterwards, the company attempted to present specific corporate development strategies through TOWS analysis.

An Efficient Music Notation by Plain Text for General Music Lovers

  • Yi, Seung-taek;Kim, Inbum;Park, Sanghyun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.8
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    • pp.85-91
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    • 2017
  • Although various music composition programs for PCs have become commonplace, the reasons why people think it is hard to make music are the lack of experience with musical instruments, the lack of knowledge of music or composition, and the fear of learning MIDI software. In this paper, we propose an effective method to solve this problem by using plain text based method which makes it easy for the general people who do not know MIDI, have little experience of musical instruments, and cannot even read music to make their own music. As a result, many people who like music but have not been able to produce their own music may produce and distribute music, and collaborate with others to produce better quality music.