• Title/Summary/Keyword: Sound Contents

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A Study on the generation of objective sound model for sonification using brain wave data set (소니피케이션(sonification) 구현을 위한 뇌파 데이타 기반 객관적 사운드 모델 연구)

  • Chun, Sung-Hwan;Joh, In-Jae;Suh, Jung-Keun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.795-798
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    • 2016
  • 소니피케이션은 다양한 데이터를 사운드로 변환시키는 과정으로 본 연구에서는 뇌파 신호를 사운드로 생성하는 객관적인 워크플로우를 제시하고자 하였다. 현재까지의 뇌파 소니피케이션은 사운드로의 변환이 인위적이고 임의적으로 진행되어 객관적인 논리를 제시하지 못하고 있는 실정이다. 이에 본 연구에서는 뇌파데이터의 정량적 분석을 통해 파라미터 추출, 사운드 맵핑, 사운드 모델 구축에 대한 논리적 근거를 제시하였으며 이를 통해 뇌파데이터의 객관적인 소니피케이션 과정을 구현하였다. 파라미터 추출을 위해 15Hz High pass filtering이 가장 적절한 방법으로 확인되었으며 뇌파 데이터의 최대값 빈도 분석과 음악코드의 비율 분석을 실제로 맵핑시켜 사운드 모델을 구축하여 사운드 생성을 구현하였다. 결론적으로, 본 연구에서는 뇌파데이터의 소니피케이션 과정에 대한 객관적이고 논리적인 워크플로우를 제시하였으며 이러한 워크플로우가 다양한 분야에서 적용될 수 있을 것으로 예상된다.

An Empirical Analysis of Auditory Interfaces in Human-computer Interaction

  • Nam, Yoonjae
    • International Journal of Contents
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    • v.9 no.3
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    • pp.29-34
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    • 2013
  • This study attempted to compare usability of auditory interfaces, which is a comprehensive concept that includes safety, utility, effectiveness, and efficiency, in personal computing environments: verbal messages (speech sounds), earcons (musical sounds), and auditory icons (natural sounds). This study hypothesized that verbal messages would offer higher usability than earcons and auditory icons, since the verbal messages are easy to interpret and understand based on semiotic process. In this study, usability was measured by a set of seven items: ability to inform what the program is doing, relevance to visual interfaces, degree of stimulation, degree of understandability, perceived time pressure, clearness of sound outputs, and degrees of satisfaction. Through the experimental research, the results showed that verbal messages provided the highest level of usability. On the contrary, auditory icons showed the lowest level of usability, as they require users to establish new coding schemes, and thus demand more mental effort from users.

A Study on Sound Reproduction for Adaptive Mixed-Reality Space (적응형 혼합현실 체험공간을 위한 음향재현 기술에 관한 연구)

  • Park, Ji-Woong;Lee, Ho-Jin;Kwon, Soonil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.303-306
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    • 2013
  • 실제공간체감을 극대화하기 위해 실제 물리적인 공간과 가상현실 공간을 융합하는 인터랙티브 아키텍쳐 기반 적응형 혼합현실 기술이 최근 연구되고 있다. 이러한 혼합현실 공간에서 동적인 사용자 위치에 따라 물리공간적 몰입감 증대를 위한 오디오 Sweet Spot 최적화 기술을 연구하였다. 이를 위해 주파수 대역 별 소리의 물리적 감쇠현상을 활용하여 주파수 별 오디오 신호 보상 전처리를 통해 동적인 사용자 위치에 원음과 동일한 음색의 오디오 Sweet Spot이 형성이 가능한지 실험한 결과 주파수 별 감쇠의 차이를 보정함으로써 원음 그대로의 음색이 재현될 수 있다는 것을 확인할 수 있었다.

Developing the speech screening test for 4-year-old children and application of Korean speech sound analysis tool (KSAT) (4세 말소리발달 선별검사 개발과 한국어말소리분석도구(Korean Speech Sound Analysis Tool, KSAT)의 활용)

  • Soo-Jin Kim;Ki-Wan Jang;Moon-Soo Chang
    • Phonetics and Speech Sciences
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    • v.16 no.1
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    • pp.49-55
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    • 2024
  • This study aims to develop a three-sentence speech screening test to evaluate speech development in 4-year-old children and provide standards for comparison with peers. Screening tests were conducted on 24 children each in the first and second halves of 4 years old. The screening test results showed a correlation of .7 with the existing speech disorder evaluation test results. We compared whether there was a difference between the two groups of 4-year-old in the phonological development indicators and error patterns obtained through the screening test. The developmental indicators of the children in the second half were high, but there were no statistically significant differences. The Korean Speech Sound Analysis Tool (KSAT) was used for all analyses, and the automatic analysis results and contents of the clinician's manual analysis were compared. The degree of agreement between the automatic and manual error pattern analyses was 93.63%. The significance of this study is that the standard of speech of a 4-year-old child of the speech screening test according to three sentences at the level of elicited sentences, and the applicability of the KSAT were reviewed in both clinical and research fields.

A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.

Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

Study of DRM Application for the Portable Digital Audio Device (휴대용 디지털 오디오 기기에서의 DRM 적용에 관한 연구)

  • Cho, Nam-Kyu;Lee, Dong-Hwi;Lee, Dong-Chun;J. Kim, Kui-Nam;Park, Sang-Min
    • Convergence Security Journal
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    • v.6 no.4
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    • pp.21-27
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    • 2006
  • With the introduction of sound source sharing over the high speed internet and portable digital audio, the digitalization of sound source has been rapidly expanded and the sales and distribution of sound sources of the former offline markets are stagnant. Also, the problem of infringement of copyright is being issued seriously through illegal reproduction and distribution of digitalized sound sources. To solve these problems, the DRM technology for protecting contents and copyrights in portable digital audio device began to be introduced. However, since the existing DRM was designed based on the fast processing CPU and network environment, there were many problems in directly applying to the devices with small screen resolution, low processing speed and network function such as digital portable audio devices which the contents are downloadable through the PC. In this study, the DRM structural model which maintains similar security level as PC environment in the limited hardware conditions such as portable digital audio devices is proposed and analyzed. The proposed model chose portable digital audio exclusive device as a target platform which showed much better result in the aspect of security and usability compared to the DRM structure of exiting portable digital audio device.

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Research Analysis on User's Acceptability of Digital Contents Distribution among Individuals (개인 간 저작물 유통을 위한 사용자의 수용성 조사 분석)

  • Sohn, Bang Yong;Suh, Hye Sun
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.211-217
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    • 2016
  • There have been gradually established paid using system on contents, such as sound source, webtoon etc, with which licences are systematically managed. However, rampant free sites still mostly relying on advertising revenue make difficulties on lots of contents developers and obstruct the protection of their resonable right. In this situation, we need systematic measures to protect copyright of authors and to maximize use of contents of users. Therefore, it is important to handle the convenience of digital contents distribution and the diversity of contents license(differentiating permission rate according to user's purpose, scope, service period etc), based on the need of contents users. This paper implies to guideline to install contents distribution platform of individuals and to apprehend the need and acceptability of users in order to activate digital contents transaction on individuals.

A Scheduling of the Multimedia Contents Processing in LMS for E-Learning System (E-Learning 시스템을 위한 LMS의 멀티미디어 콘텐츠 처리 스케줄링)

  • Jeong, Hwa-Young;Kim, Eun-Won;Hong, Bong-Hwa
    • 전자공학회논문지 IE
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    • v.45 no.1
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    • pp.50-57
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    • 2008
  • It is applying the various teaming contents to improve learner's studying desire and effect in E-Learning system. In this learning contents, there are text animation, sound and picture etc. But, multimedia teaming contents which has big file size need much transmission service times. In this paper, I proposed a scheduling technique of LMS to be faster and service efficiently the multimedia learning contents which was managed and processed it in LMS. for this purpose, I used message and scheduler at LMS. While loaming was processed, it saved the result information of learning contents request to LMS. In this case, if the learner request loaming contents request, it could be possible to support the learning contents efficiently to use learning contents information in LMS without connecting to LCMS. As application result of this techniques, at the first learning course, existent techniques displayed faster learning contents service than proposal techniques. But the more learning process, proposal technique is faster service than existent.

A Study on the Female Crimes (한국 여성범죄의 현황과 대책)

  • Lim, Moung-Soon
    • Korean Security Journal
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    • no.5
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    • pp.291-308
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    • 2002
  • This study is on the female crimes, and I study the scholars' researched outlooks about it till now on through the theoretical background of female crimes. I analyzed and checked a cause of female crimes by dividing it into a biological, a psychologic medical, and a sociological factor. Finally, the contents of this study not only prevents and reduces an occurrence of female crimes in our country but also secures an establishment of returning policy to the society for the female who finished their prison terms as a sound social members.

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