• Title/Summary/Keyword: Playing Instruments

검색결과 84건 처리시간 0.028초

악기 종류에 따른 기능적인 연주복 디자인 연구 - 성인 여성의 하프 연주복을 중심으로 - (A Study on the Design of Functional Playing Costumes - focusing on Female Harpist -)

  • 여승화;정삼호
    • 복식
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    • 제54권4호
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    • pp.75-84
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    • 2004
  • Stage costumes perform not only the instrumental but also the expressive functions. The major goal of this study is to develop the functional and aesthetic costume designs for musical players considering the characteristics of instruments. players’ postures. The scope of this study is restricted to the musical costumes for female adult soloists playing the wind and string instruments. This study is composed of theory research, empiricalresearch and manufacturing a real costume. First, theory research contains theory of musical costumes and that of pure musical areas. Concept, characteristics and wearing effects are analysed in theory of musical costumes. Second, designs of instruments and playing postures are analysed in the theory of pure musical areas. Proper and improper designs are compared based on the survey asking the favorite designs of 56 wind and string players. Third, I manufacture a stage costume for a harpist. The conclusions of this study are as follows. First, wind and string players think the functionality of costumes more importantly than the esthetic sense. And there are differences in design preferences for different playing postures. Second, string Players basically use arms, fingers and the upper body. Wind players use fingers more than string players and do abdominal breathing. Third, string players think the design of arms and sleeves because of frequent usage of bow and prefer the design without sleeves. On the contrary, wind players think the silhouette importantly because of standing playing posture. Fourth, players don't think that the accessory is not important and want it so long as it doesn't hinder playing. Fifth, shoes plays more important role than costume in case of playing posture with using pedals and moving legs frequently. Lastly, both wind and string players prefer the design with simplicity and comfort most.

A Study on the Design of Functional Playing Costumes (Focusing on Female Harpist)

  • Yeo, Seung-Wha;Chung, Sham-Ho
    • 한국복식학회:학술대회논문집
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    • 한국복식학회 2003년도 International Costume Conference
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    • pp.42-42
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    • 2003
  • Stage costumes perform not only the instrumental but also the expressive functions. The major goal of this study is to develop the functional and aesthetic costume designs for musical players considering the characteristics of instruments, players' postures. This study will increase the related market size and the players' choices and move aurally and visually more. The scope of this study is restricted to the musical costumes for female adult soloists playing the wind and string instruments. This study is composed of theory research, empirical research and manufacturing a real costume.

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소셜 연주를 지원하는 스마트폰기반 다중 악기 애플리케이션 구현 (An Implementation of Smartphone-based Multiple Musical Instruments Application supporting Social Playing)

  • 황병곤
    • 디지털콘텐츠학회 논문지
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    • 제12권4호
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    • pp.575-583
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    • 2011
  • 최근 전 세계적으로 모바일 디바이스 및 통신 기술의 발전으로 전화와 문자 메시지만 주로 사용하던 기본 휴대폰은 스마트폰으로 급격하게 진화하여 사회의 각 영역에 다양한 서비스를 제공하고 있다. 본 논문은 스마트폰을 이용하여 밴드 연주에 들어가는 기본 악기인 기타, 피아노, 베이스 그리고 드럼을 기반으로 한 멀티유저 악기 연주 애플리케이션을 제안한다. 이 애플리케이션은 스마트폰에서 개별적으로 연주한 음악은 서버의 시간 동기화 기능에 의해서 통합된 음악 데이터 스트림으로 생성된다. 더불어 실제 악기와 유사한 그래픽 유저 인터페이스 실현으로 사용자는 효율적으로 스마트폰에 의한 악기 연주를 할 수 있다.

그룹리듬연주활동에 따른 발달지체유아의 모방능력에 관한 사례연구 (A Case Study on the Imitation Ability of Young Children with Developmental Disabilities through Rhythmic Play Activity)

  • 이아련
    • 인간행동과 음악연구
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    • 제6권2호
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    • pp.25-41
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    • 2009
  • 본 연구는 30~50개월 사이의 발달지체 유아 3명을 대상으로 그룹리듬연주활동을 실시하여 모방 능력의 변화를 살펴 본 실험연구로 회당 20~25분씩 주3회, 총 20회기 동안 실시하였다. 프로그램은 총 네 단계로 나누어 사회적 음악 놀이(1-3회기), 유아의 악기 연주를 치료사가 모방하기(4-7회기), 치료사의 악기 연주를 유아가 모방하기(8-18회기), 활동의 복습 및 그룹원이 함께 연주하기(19-20)로 진행되었고 각 회기는 비디오로 녹화돼 연구의 조작적 정의에 따라 연구자 외 두 명의 음악치료사가 검토하였다. 그 결과 첫째, 그룹리듬연주에 따라 유아의 모방능력이 점차 향상되었고, 둘째, 그룹리듬연주의 난이도에 따라 유아들은 1박 모방에서 가장 많은 변화를 보였으며, 셋째, 치료사가 유아의 동작과 연주를 모방했던 3-7회기에 대부분의 유아들은 모방능력에 급진적인 변화가 나타나 타인인지능력의 향상과 더불어 모방 능력이 증진하였음을 알 수 있었다. 이러한 결과로 볼 때 그룹리듬연주활동은 유아의 모방능력을 향상시키며, 차후 복잡한 모방능력의 발달 가능성을 시사하고 있다.

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런치패드를 활용한 융복합 영상시스템 연구 - 스텝시켄서(Step Squencer)를 중심으로 (A study on convergence interactive video system utilizing Launch Pad - Focusing on Step Sequencer)

  • 오승환
    • 디지털융복합연구
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    • 제15권10호
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    • pp.445-454
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    • 2017
  • 최근 일반인을 위해 악기를 다루지 못하더라도 앱이나 웹에서 마치 놀이를 하듯이 연주하는 방법이 각광받고 있다. 그 이유는 자연스러운 우연성(randomness)의 연주 형태를 지니고 있기 때문이라고 판단된다. 따라서 관조적 관람객을 유인시키고 능동적으로 변화시키는 '우연 작동법'을 런치패드를 활용하여 이론적 배경과 사례분석을 통해 영상시스템을 개발, 제시하였다. 스텝시켄서 개발은 외부 프로그램으로 연결시켜 영상시스템을 스텝시켄서로 구현하는 방법과 모션 클립(Clip)들로 만들어 런치패드의 키(Key)마다 배치하여 실행시키는 키보드 런치형으로 구분하여 2가지 타입으로 개발하였으며, 최종 영상시스템을 통해 파생된 최적화 문제점과 해결책을 제시하였다.

범용 디지털 신호처리기를 이용한 국악기 사운드 엔진 개발 (Sound Engine for Korean Traditional Instruments Using General Purpose Digital Signal Processor)

  • 강명수;조상진;권순덕;정의필
    • 한국음향학회지
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    • 제28권3호
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    • pp.229-238
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    • 2009
  • 본 논문에서는 TMS3320F2812 신호처리기를 이용하여 가야금과 태평소의 사운드 엔진을 구현하였다. Commuted Waveguide Synthesis (CWS) 기반의 가야금과 태평소 모델을 신호처리기에 탑재하고 악기 선택 버튼을 두어 해당 악기의 사운드 샘플을 매 일정 시간마다 합성하도록 하였다. 합성음은 SPI 통신을 이용하여 DAC로 전송되며 오디오 인터페이스를 거쳐 스피커를 통해 재생된다. 합성 모델의 지연 라인은 합성음의 피치를 조절하는데, 이 지연라인의 길이를 결정하기 위해 GPIO를 이용하여 한 샘플을 합성하는데 필요한 시간을 측정하였다. 가야금은 $28.6{\mu}s$, 태평소는 $21{\mu}s$가 소요되었다. 태평소와 가야금의 동시 발음수를 고려하였을 때 태평소는 동시 발음수 1을 가지므로 $21{\mu}s$, 가야금은 일반적으로 동시 발음수가 2이므로 $57.2{\mu}s$의 연산시간이 필요하다. 이는 실시간 연주가 충분히 가능한시간이다. 제안한 사운드 엔진의 경우, 인터럽트 서비스 루틴에서 각 사운드 샘플의 합성과 DAC로의 전송이 일어난다. 인터럽트 서비스 루틴은 시스템의 안정성을 보장하기 위해 타이머의 주기 매칭 이벤트를 이용하여 $60{\mu}s$마다 주기적으로 호출된다. 이와 같이 합성된 음을 녹음하여 원음과 스펙트럼으로 비교한 결과, 가야금은 원음과 매우 유사한 음을 합성할 수 있었고, 태평소는 '무(無), 황(黃), 태(太), 중(仲)' 음을 제외한 나머지 음에 대해서 태평소의 음색을 잘 표현하는 음을 합성 할 수 있었다.

The Prevalence of Playing-related Musculoskeletal Disorders of Traditional Korean Musical Instrument Player

  • Kim, Jung Yong;Min, Seung Nam;Cho, Young Jin;Choi, Jun Hyeok
    • 대한인간공학회지
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    • 제31권6호
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    • pp.749-756
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    • 2012
  • Objective: This study was performed to investigate the prevalence of musculoskeletal disorders of traditional Korean instrument player using a variety of traditional classical instruments: Gayageum, Geomungo, Ajaeng, Haegeum, Daegeum, Piri and Samul instruments. Background: A large percentage of instrument players have suffered from the musculoskeletal pain of each body parts. However, there is no research on the prevalence of musculoskeletal disorders of traditional Korean musical instrument players. Method: Through the focus group interview, a questionnaire to investigate musculoskeletal disorders was developed. The questionnaire consisted of four parts: demographic factors, performance factors, musculoskeletal disorders symptoms, musculoskeletal disorder experience. For the survey, 118 expert players participated. The data from the survey were analyzed by correlation analysis and chi-square analysis. Results: The symptoms of musculoskeletal disorders and the severe pain from musculoskeletal disorders were observed at neck, shoulder, back and knee. The musculoskeletal experience was statistically related to the factor of body height in Gayageum and Geomungo. In addition, the musculoskeletal experience in Geomungo was related to age and career. However, the musculoskeletal experience in Ajaeng and Haegeum was only related to the factor of hobby. The musculoskeletal experience in Daegeum and Piri was related to stretching. In addition, there was a statistical significance between the musculoskeletal experience and sex in Daegum. In Samul instruments, the statistical significance was observed at age, BMI, career and stretching. Conclusion: The symptoms of playing-related musculoskeletal disorders of traditional Korean musical players were prevalently observed at neck, shoulder, back and knee. In addition, these symptoms were related to the various demographic factors such as age, body height, BMI, career, sex, hobby and stretching. Application: The results of this study can be used as the preliminary data for preventing the musculoskeletal injuries of traditional Korean musical instrument players.

아동의 전자게임 활동이 시각적 병행처리에 미치는 영향 (The Effects of Playing Video Games on Children's Visual Parallel Processing)

  • 김숙현;최경숙
    • 아동학회지
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    • 제20권3호
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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기악과 학생들의 근육과 건 증상에 대한 조사연구 (A Study of Musculotendinous Problems of Students Majoring in Musical Instruments in Korea)

  • 이은남;이은옥;이인숙;박인혜;박정숙;배상철;소희영
    • 근관절건강학회지
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    • 제4권1호
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    • pp.48-60
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    • 1997
  • This study was undertaken to identify the musculotendinous problems and contributing factors to those problems In students majoring in musical instruments in Korea. The data were collected from March 2, 1996 to March 31, 1996 from 261 music students in various geographical areas. The data were analyzed for descriptive statistics, t-test, chi-square using SPSS $PC^+$ program. The results of this study were as follows : 1. In a questionnaire survey of 261 music students, one hundred twenty five(47.9%) reported having had various musculotendinous symptoms. Twenty seven students among the those who had previous symptoms(21.9%) reported the present symptoms. 2. The experience rates of musculotendinous problems in keyboard players, string players and woodwind players were 50.3%, 48.2%, 33.3% respectively. 3. Most of the students practiced most intensively during their high school years and the musculotendinous symptoms began at the same period. 4. Pain, tenderness and stiffness were the most common symptoms, while paresthesia and motor dysfunction were rare. This indicates that most players had muscle tendinous overuse, while small number had nerve entrapment and motor dysfunction. 5. In past and present symptoms, string players experienced musculotendinous symptoms mainly in both sides of shoulders, lumbar area, left finger, and left wrist, while keyboard players experienced more symptoms in the right wrist, shoulder, fingers than left side. 6. The major contributing factors to the symptoms were weight of instrument, types of instruments, types of daily activities, duration of practice, and playing technique. 7 The most frequent treatment modalities for the symptoms were acupuncture or moxibustion, other alternative therapy such as heat compress and massage. Through this study it was found that the musculotendinous problems might be increased along with their career, due to lack of knowledge about preventive measures and patterns of health behavior seeking alternative modalities rather than professional consultation. Therefore, preventive measures that focus on playing habits such as duration of practice, frequency of rest and position while playing should be developed and taught to the students, their parents, and music educators. Doctors who are interested in this area should attempt to correct the position and posture while playing of the posture. And measures for reduction of loading of instrument weight should also be developed.

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리코더를 활용한 천식환자의 호흡간호프로그램 개발 및 효과 (Development of a Respiratory Nursing Program Using Recorder Playing for the Patients with Asthma and Measurement of Effectiveness)

  • 장희정
    • 기본간호학회지
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    • 제18권1호
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    • pp.19-27
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    • 2011
  • Purpose: This study was conducted to develop a respiratory nursing program using recorder playing for patients with asthma and to determine the effects of the program. Method: Participants were 26 patients with asthma (experimental group: 13, control group: 13). The experimental group participated in the respiratory nursing program for six months from April, to October, 2007. Content included playing a recorder, group education about asthma, and educational messages including cellular phone messages. The control group received usual care during the six months. Results: In this research the respiratory nursing program using recorders was developed in 3 stages: initial stage, advanced stage, and wrap up stage. Compared to the control group, fatigue status in the experimental group improved significantly as well as level of forced expiratory volume in 1 second. However significant differences were found in sleep status, mood, or quality of life. Conclusions: These results suggest that this respiratory nursing program for symptom management of patients with asthma led to improvements in self care activity. Nursing interventions are needed to maintain and further enhance the quality of life of these patients and the interventions should be implemented over a transition period.