• Title/Summary/Keyword: MP3-Player

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Implementation of Music Source Classification System by Embedding Information Code (정보코드 결합을 이용한 음원분류 시스템 구현)

  • Jo, Jae-Young;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.10 no.3
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    • pp.250-255
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    • 2006
  • In digital multimedia society, we usually use the digital sound music ( Mp3, wav, etc.) system instead of analog music. In the middle of generating or recording and transmitting, if we embed the digital code which is useful to music information, we can easily select as well as classify the music title by using Mp3 player that embedded sound source classification system. In this paper, sound source classification system which could be classify and search a music informations by way of user friendly scheme is implemented. We performed some experiments to testify the validity of proposed scheme by using implemented system.

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Efficient Touch Points Study for IMC : (효율적인 IMC를 이루기 위한 접점 분석연구 : MP3 플레이어 사례 연구)

  • Moon, Seung-Jun;Yang, Jung-Gu
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.303-312
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    • 2006
  • The purpose of this study is to suggest theoretical basis of touch point analysis model in terms of an integrated marketing communications using one specific case study. Results of previous studies have shown several weaknesses. However, this study was carried out to overcome such a weakness. In order to perform this case study, one specific MP3 player was chosen with a market situation analysis. Compared to previous practical situation, the results of this study should be improved in that this model suggested a theoretical basis dealing with synergy effects as well as a correct understanding in consumer's purchase process. Based on the outcome of this study, we hope to see other similar studies which can be of help to the practical efficiency in integrated marketing communication.

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How a Convergence Product Affects Related Markets: The Case of the Mobile Phone

  • Lee, Mi-Suk;Lee, Jong-Su;Cho, Young-Sang
    • ETRI Journal
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    • v.31 no.2
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    • pp.215-224
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    • 2009
  • Analyzing the diffusion of a convergence product is a new and challenging research field. It is very difficult to find research dealing with this issue due to the inherent complexity and lack of data. In analyzing the diffusion of a convergence product, we should simultaneously take into account its relationship with related single-function products because of their similarities in terms of technology and functionality. In this study, we empirically analyze the diffusion of the convergence mobile phones in South Korea and find that the convergence products can affect the diffusion of MP3 players and digital cameras positively or negatively. This research may be significant for business strategies in technology management and product development.

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Design and Implementation of An MP4 File Streaming System over IP Networks (IP망을 통한 MP4 파일 스트리밍 시스템의 설계 및 구현)

  • 김현철;민승홍;서덕영;김규헌;김진웅
    • Journal of Broadcast Engineering
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    • v.6 no.3
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    • pp.205-214
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    • 2001
  • In this Paper, we present an MP4 file streaming system over IP networks. Using the proposed system a user can access MP4 contents in the servers via H) networks and interact with the contents. The MP4 file format is designed to contain the media information of MPEG-4 and is object-oriented. The presented streaming server system contains GUI, session manager, splitter, SL- packetizer and transmitter. In addition, we knave implemented the client system based on the GUI -2D player, the MPEG-4 reference software. The Presented streaming system is designed use RTF for the media data requiring real-time streaming RTCP for QoS management and TCP for the data such as IOD(Initial Object Descriptor), OD(Object Descriptor) BIFS(Binary Format for Scene), which should be transmitted for the streaming and the data, such as still image and text, which can be entirely transmitted in a packet.

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A Novel Query-by-Singing/Humming Method by Estimating Matching Positions Based on Multi-layered Perceptron

  • Pham, Tuyen Danh;Nam, Gi Pyo;Shin, Kwang Yong;Park, Kang Ryoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.7
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    • pp.1657-1670
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    • 2013
  • The increase in the number of music files in smart phone and MP3 player makes it difficult to find the music files which people want. So, Query-by-Singing/Humming (QbSH) systems have been developed to retrieve music from a user's humming or singing without having to know detailed information about the title or singer of song. Most previous researches on QbSH have been conducted using musical instrument digital interface (MIDI) files as reference songs. However, the production of MIDI files is a time-consuming process. In addition, more and more music files are newly published with the development of music market. Consequently, the method of using the more common MPEG-1 audio layer 3 (MP3) files for reference songs is considered as an alternative. However, there is little previous research on QbSH with MP3 files because an MP3 file has a different waveform due to background music and multiple (polyphonic) melodies compared to the humming/singing query. To overcome these problems, we propose a new QbSH method using MP3 files on mobile device. This research is novel in four ways. First, this is the first research on QbSH using MP3 files as reference songs. Second, the start and end positions on the MP3 file to be matched are estimated by using multi-layered perceptron (MLP) prior to performing the matching with humming/singing query file. Third, for more accurate results, four MLPs are used, which produce the start and end positions for dynamic time warping (DTW) matching algorithm, and those for chroma-based DTW algorithm, respectively. Fourth, two matching scores by the DTW and chroma-based DTW algorithms are combined by using PRODUCT rule, through which a higher matching accuracy is obtained. Experimental results with AFA MP3 database show that the accuracy (Top 1 accuracy of 98%, with an MRR of 0.989) of the proposed method is much higher than that of other methods. We also showed the effectiveness of the proposed system on consumer mobile device.

Object-based Multimedia Contents Storage for Mobile Devices

  • Nam, Young-Jin;Choi, Min-Seok;Nam, In-Gil
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2005.11a
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    • pp.31-34
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    • 2005
  • Mobile devices, such as PDAs, portable multimedia players, are more likely to encompass large storage devices with prevalance of high-quality multimedia contents. This paper proposes an object-based multimedia contents storage architecture that employs the object-based storage device model and the iSCSI protocol. It also provides a multimedia content player that operates directly with the proposed storage architecture. We implement both the proposed storage architecture and the multimedia content player upon the Linux environment. Performance evaluation by playing MP3 multimedia contents reveals that the proposed storage architecture reduces the total power consumption by 9%, compared with an existing networked storage. This enhancement is mainly contributed to the fact that a large portion of the file system is moved into the object-based multimedia contents storage from the mobile device.

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Design and Implementation of USB Mass Stowage Based on iRTOS$^{TM}$ for Embedded System (Embedded System을 위한 iRTOS$^{TM}$기반의 USB Mass Storage 설계 및 구현)

  • 안희중;한성용;박희상;이철훈
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.97-99
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    • 2002
  • 최근 PC 시장은 USB라는 새로운 인터페이스의 보급으로 이용한 장치들이 급속도로 증가하고 있다. 또한 USB를 이용하여 저장 장치를 접근할 수 USB Mass Storage는 디지털 카메라나 MP3 Player 등에서 빠른 전송속도와 편리함 때문에 각광 받고 있다. 본 논문에서는 실시간 운영 체제인 iRTOS$^{TM}$에서 USB 인터페이스를 이용한 USB Mass Storage가 가능하도록 설계하고 이를 구현한 내용을 기술한다.

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The Implementation of a Media Player on Q+ Real-time Operating System (Q+ 실시간 운영체제에서 동작하는 미디어 재생기의 구현)

  • Cho, Chang-Sik;Mah, Pyeong-Soo
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3509-3518
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    • 2000
  • Due to a recent advance on the internet access technologies such as ADSL and ISDN, ti becomes possible to watch movies or listen to music at home through the internet. In this paper, we propose Implementation technique and expenence we lcarnet in the development of media plavers operating on Q+ reall-time operating system. The media player can manipulate MPS, MPEG-1, and MPEG-4 streams, and the decofing routime is implemented by software. Ths medial player is operated on the digital TV set-top-box and is implomented by using Q+ librares. In this paper, we focus on programming technique on q+ real-time operating system and performance enhancement technique.

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Design and Implementation of Low-Power Technique based on Monitoring Workload on Real-Time Operating Systems (실시간 운영체제에서 작업량 관찰에 기반한 저전력 기법의 설계 및 구현)

  • Cho, Moon-Haeng;Jung, Myoung-Jo;Kim, Yong-Hee;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.69-78
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    • 2007
  • In recent years, embedded mobile systems have been expanding their application domains from embedded portable devices which only execute a specialized application such as MP3 player or digital camcoder to digital convergence devices which execute more complicated applications converged various functionalities such as video and audio play, digital dictionary, DMB, games, phone, etc. As it requires the increasing hardware performance such as more faster CPU and more larger RAM, display, disk size, it has brought about a corresponding increase in power consumption. However, coupled with relatively small gains in battery capacity over recent years, the importance of software architecture including intelligent power management has become paramount. In this paper, we have ported UbiFOSTM with energy saving techniques on the ARM9-based MBA2440 platform. For energy savings, we adapted the dynamic power management and the device power management schemes based on monitoring workload. Experimental results with some well-known applications show that proposed low power technique could save energy up to 24 %.

Consumer Values Derived from Products by Consumers: Difference among the Four Types of Products Classified with Product Attributes and Visibility (소비자가 제품에서 추구하는 소비자가치: 제품 속성과 가시성에 따른 4가지 제품유형을 중심으로)

  • Park, Yoon Ji;Kim, Kee Ok
    • Journal of the Korean Home Economics Association
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    • v.50 no.7
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    • pp.81-96
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    • 2012
  • The purpose of this study is to understand consumer values derived from products by the contemporary consumers, as the meaning of a product is extended from the functional utilities to the mediums of fulfilling consumer values. Consumer values have been researched from the marketers' perspectives and, thus, the scales to measure consumer values tend to be too abstract and not always reflective of the consumers' perspectives. Holbrook's typology of consumer values is utilized and the products are classified into four groups according to the product characteristic of the utilitarian versus hedonic, and the consumption spaces of the indoor and outdoor. The findings are as follows. First, the values of efficiency, excellence, ethics, and spirituality are more likely derived from utilitarian products, while the value of play is more likely derived from the hedonic products. Second, the values of efficiency, excellence, and ethics are more likely derived from the indoor products, and values of playfulness, esthetics, status, and respect are more likely derived from the outdoor products. Third, the most frequently mentioned values are the efficiency, playfulness, and status. Fourth, the list of products answered as being representative for four types of products are short to include obvious products such as TV, mobile phone, computer, car, refrigerator, and MP3 player. Both the utilitarian and hedonic values are derived from TV, computer, and mobile phone, while the utilitarian value from refrigerator and car, and the hedonic value from MP3 player, digital camera, and game consoles. The results imply that consumer values should be carefully understood and reflected in developing new products in order to successfully fulfill consumers' underlying needs and requirements.