• Title/Summary/Keyword: Music Resources

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Improved Self-Expression of Adolescents With Cochlear Implants After a Songwriting Intervention: A Case Study (노래만들기 중재를 통한 인공와우이식청소년의 자기표현 능력 향상 사례)

  • Yun, Ye Eun
    • Journal of Music and Human Behavior
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    • v.15 no.2
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    • pp.69-92
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    • 2018
  • The purpose of this study was to investigate whether a songwriting intervention would improve self-expression of adolescents with cochlear implants (CI). In this study, the songwriting intervention was designed to incorporate previous research findings on music perception of individuals with CIs and to provide musical experiences in which adolescents with CIs could be successful in using music resources for their self-expression. Accordingly, stepwise songwriting procedures were constructed and music technology (i.e., GarageBand as an iPad application) was used. Two adolescents with CIs participated in the intervention once a week for 8 weeks. Changes in level of participation in songwriting tasks, verbal expression, self-reports about the songwriting process were examined. The results demonstrated that the participants showed increased attempts to express themselves via music making. It was also shown that their negative perception of their ability to verbally express themselves decreased. They were observed as becoming more competent in creating music by deciding how various musical elements should be played and making rhythm or melodic patterns by themselves. These results indicate that the songwriting intervention can facilitate self-expression of adolescents with CIs. Further implications in terms of the psychosocial needs of individuals with CIs are presented.

Client-driven Animated Keyframe Generation System Using Music Analysis (음악 분석을 이용한 클라이언트 중심의 키프레임 생성 시스템)

  • Mujtaba, Ghulam;Kim, Seondae;Park, Eunsoo;Kim, Seunghwan;Ryu, Jaesung;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.173-175
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    • 2019
  • Animated images formats such as WebP are highly portable graphics formats that are being used everywhere on the Internet. Despite their small sizes and duration, WebP image previews the video without watching the entire content with minimum bandwidth. This paper proposed a novel method to generate personalized WebP images in the client side using its computation resources. The proposed system automatically extracts the WebP image from climax point using music analysis. Based on user interest, the system predicts the genre using Convolutional Neural Network (CNN). The proposed method can easily integrate with streaming platforms such as YouTube, Netflix, Hulu, and others.

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A Playlist Generation System based on Musical Preferences (사용자의 취향을 고려한 음악 재생 목록 생성 시스템)

  • Bang, Sun-Woo;Kim, Tae-Yeon;Jung, Hye-Wuk;Lee, Jee-Hyong;Kim, Yong-Se
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.3
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    • pp.337-342
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    • 2010
  • The rise of music resources has led to a parallel rise in the need to manage thousands of songs on user devices. So users are tend to build play-list for manage songs. However the manual selection of songs for creating play-list is bothersome task. This paper proposes an auto play-list recommendation system considering user's context of use and preference. This system has two separate systems: mood and emotion classification system and music recommendation system. Users need to choose just one seed song for reflection their context of use and preference. The system recommends songs before the current song ends in order to fill up user play-list. User also can remove unsatisfied songs from recommended song list to adapt user preferences of the system for the next recommendation precess. The generated play-lists show well defined mood and emotion of music and provide songs that user preferences are reflected.

A Study of the Extended Model of Event-Aware ABC Ontology for Music Resources (음악 자원을 대상으로 한 이벤트 중심 ABC 온톨로지 확장 모형에 관한 연구)

  • Lee, Hye-Won;Kim, Tae-Soo
    • Journal of the Korean Society for information Management
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    • v.24 no.1 s.63
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    • pp.273-300
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    • 2007
  • In this study it is intended to develop the ontology which can express the relation between objects with emphasis on the structural representation of semantics. Its interoperability with other kinds of previous ontology and metadata was also considered so that the developed ontology may be applicable to the real situation. The ABC Ontology can get extended into another field where the application of the concept of event is Possible, for ABC Ontology Provides the fundamental framework on the axis of event. In this study it is Music where ABC Ontology can be applied properly, which results in creating Music Ontology. Music Ontology Provides the infrastructure of knowledge for reasoning of Potential meaning as well as the simple semantic connection of terms. The extended model of ABC Ontology has been developed by applying Music Ontology, which is the domain ontology and conveys meaning, to ABC Ontology that represents the whole framework. The representation of conceptual relation in ABC Ontology turns into the association of the framework and meaning in the extended model of ABC Ontology, with reasoning rules which are typical in ontology Also, interoperability of the extended model of ABC Ontology is examined in consideration of co-operating with metadata different from those in it.

Simulation Study on the Stream Server for Deciding the Priority for Using Resources (스트림 서버에서 자원 사용 우선순위 결정을 위한 시뮬레이션 연구)

  • 박진원
    • Journal of the Korea Society for Simulation
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    • v.12 no.4
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    • pp.95-102
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    • 2003
  • Stream servers are for supplying multimedia stream data to users through the internet such as movies and music without discontinuation. A typical stream server is designed roughly by considering the characteristics of stream services and by employing processors, memory, PCI bus, Ethernet, TOE and disks. This study focuses on deciding the priority for using resources such as PCI bus, buffer memory and TOE buffer, which have limited capacities in a typical stream server. When the priorities for using limited resources are not given properly, the stream servers may not even function as originally designed. The simulation study shows that the top priority for using PCI bus for normal streaming services should be given to the operation that sends data from buffer memory to TOE buffer. Giving priority for using PCI bus to other operation such as sending data from disks to memory results in a deadlock phenomenon.

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Servicescape and Customer Behavioral Intention: The Impact of Servicescape on Customer Emotion Responses towards Customer Satisfaction and Behavioral Intention in Local Coffee Shops in Kuala Lumpur, Malaysia (말레이시아 쿠알라룸프에 위치한 로컬 커피숍의 서비스 스케이프가 고객의 감정, 만족도, 향후 행동의도에 미치는 영향)

  • Lee, Sang-Hyeop;KharKhiaw, Liew;Kim, Dong-Ho
    • Culinary science and hospitality research
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    • v.21 no.5
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    • pp.129-138
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    • 2015
  • There are limited resources on how servicescape influence customer emotions and respond towards customer satisfaction and behavioral intention. Hence, this research investigates how servicescape influence customer behavioral intention in local coffee shops in Kuala Lumpur by using Multiple Regression analysis. This study mainly focus on three environmental dimensions, which are the facility aesthetics, music and layout accessibility. Based on the result, it shows that both music and layout accessibility are significant factors that greatly influence customer satisfaction and behavioral intention. Overall, this research indicates that managers should realise thatmusic and layout accessibility play an important role to influence customers eating out at coffee shops.

Multimedia Technologies for Teaching Musical Art under Present-day Conditions

  • Svitlana Huralna;Nataliia Demianko;Nataliia Sulaieva;Viktoriia Irkliienko;Tetiana Horokhivska
    • International Journal of Computer Science & Network Security
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    • v.24 no.5
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    • pp.165-171
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    • 2024
  • The processes of society's informatization and digitalization necessitate the widespread use of new pedagogical technologies. Through these technologies, comprehensive disclosure of didactic functions of new methods of educational activity and the realization of the potential and creative potential. The use of information and computer multimedia technologies in teaching music art is especially relevant in the intensification of the development of interactive technologies, the transition to mixed forms of learning, and a period of socio-economic and sociopolitical upheavals. The study aims to substantiate the theoretical and applied principles of the analysis of multimedia technology learning musical art in modern conditions and assess the status and trends in their use in conducting educational activities. The study uses general scientific and unique methods of economic analysis, in particular, analysis and synthesis, analogy and comparison, generalization and systematization, and graphic ways. Regarding the results of the study of multimedia technologies for teaching musical art in current conditions, it was found that they contribute to the development of the seeker's creative, creative, and cognitive activity, have a positive impact on learning material, and diversify the educational process. Multimedia technologies such as presentations, programs for watching a video, listening to audio, music and singing karaoke, electronic encyclopedias, and Internet resources are proven to be the most used in music education. They have several qualitative and quantitative advantages, manifested in the possibilities of audio-visual presentation of educational material and significantly higher information density. It is suggested to strengthen the use of such computer programs as Microsoft Word, Ahead Nero, Finale, Adobe Audition, Sound Forge, and Microsoft PowerPoint for musical art classes.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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A Systematic Approach to Environmental Education in Schools (학교 환경 교육의 체계적 접근 방안)

  • 최석진;신동희;이선경;이동엽
    • Hwankyungkyoyuk
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    • v.12 no.1
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    • pp.19-39
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    • 1999
  • Firstly, the goals and the domains of contents of environmental education was classified in order to systematize the contents of environmental education which would be taught in each subject. According to these goals and domains of contents, the contents of 10 subjects (Korean Language, Ethics, Social Studies, Mathematics, Science, Music, Arts, Physical Practicum(Technology and Heme Economics), English were analyzed. The norms in the analysis of the goals of environmental education by each subject were 4 domains: information and knowledge, skills, value & attitudes, & action and participation. The norms in the analysis of the contents of environmental education by each subject were 11 domains: natural environment, artificial environment, population, industrialization/urbanization, resources, environmental pollution, environmental preservation and measures, environmental sanitation, environmental ethics, environmentally sound and sustainable development(ESSD), and sound consumption life. As a result, it was found that all the 4 domains of goals in environmental education could come true. Furthermore, the goals of environmental education were found to be reached in the subjects of Korean Language, Music, Arts, Physical Education, Mathematics, English, etc., which had been thought to have nothing to do with environmental education. It was also found that the contents of each subject could deal with its own unique environmental contents. The result of this study can keep all subjects from overlapping in environmental contents, and can make the most of each subject's characteristics. Also, the result of this study will be referenced in developing the teaching and learning materials for environmental education according to each subject.

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A Study on the Utilization of History Culture Resources of Cultural Historic Village Project - Targeting Deokbongmaeul, Hoechonmaeul, Hyodongmaeul and Ipsanmaeul - (문화역사마을가꾸기 사업의 역사문화자원 활용 방식 고찰 - 덕봉마을, 회촌마을, 효동마을, 입산마을을 대상으로 -)

  • Kim, Dul-Y;So, Hyun-Su
    • Journal of Korean Society of Rural Planning
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    • v.24 no.1
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    • pp.33-44
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    • 2018
  • This study, targeting Deokbongmaeul, Choonchonmaeul, Hyodongmaeul and Kangsanmaeul, drew the characteristics of history culture resource utilization through the analysis of project plans and performance reports and field surveys. First, Deokbongmaeul is a rural village with scattered Confucian facilities. Ipsanmaeul conforms to Confucian order and has an attractive housing area landscape. Hoechonmaeul has forest landscape and distinguishing intangible recourses like Maeji farmer's music and traditional techniques and legends. Hyodongmaeul shows folk resources and folk behavior like traditional play and techniques. Second, the history culture resources chosen from the project plans focus on intangible history resources like individual historic buildings & structures and customs & traditional techniques. Third, cultural historic village projects are categorized by repair and restoration of historic buildings and structures, development of experience program and building facilities and maintenance and establishing the village landscape elements. From the research results, it is explained that history culture resource utilization methods of cultural historic village project are hard to be expected to have the project results based on the landscape identities of four villages.