• Title/Summary/Keyword: computer music

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The Learning and Teaching of Transcendental Functions through Sound and Music

  • Choi, Jong-Sool;Kim, Hyang-Sook
    • Research in Mathematical Education
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    • v.7 no.3
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    • pp.191-209
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    • 2003
  • In this paper, we present a new environment of learning and teaching of trigonometric, exponential and logarithmic functions, the most difficult parts for students to learn among functions, through sound and music, students like the most. First, by using sound and music, we try to arouse student's interest. Second, we let students see and hear properties of transcendental functions so that students can understand and remember them easily. Finally we encourage students to compose their favorite song using transcendental functions so that they can experience the practicality of transcendental functions.

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Establishing a Music Education Database in the Modern East Asia (동아시아 근대 음악교육자료 데이터베이스 구축 방안)

  • Tian, Lianhua;Myagmar, Otgonjargal;Lee, Min-Soo;Chae, Hyun-Kyung;Kim, Eun-Ha
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06c
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    • pp.87-88
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    • 2012
  • 지금까지 한국근대음악에 대한 담론은 꾸준히 진행되어 왔으나 음악원전을 공유할 수 있는 시스템이 아직 구축되지 않은 상태이며, 특히 한국의 근대음악문화를 형성하는 데 중요한 역할을 담당했던 음악교육자료는 쉽게 찾아보기 힘들다. 본 논문에서는 동아시아의 음악교육자료를 바탕으로 음악원전을 공유할 수 있는 데이터베이스를 구축함으로써, 한국 근대음악문화를 보다 거시적인 안목에서 연구할 수 있는 선도역할을 하고자 한다.

A MapReduce-based Artificial Neural Network Churn Prediction for Music Streaming Service

  • Chen, Min
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.55-60
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    • 2022
  • Churn prediction is a critical long-term problem for many business like music, games, magazines etc. The churn probability can be used to study many aspects of a business including proactive customer marketing, sales prediction, and churn-sensitive pricing models. It is quite challenging to design machine learning model to predict the customer churn accurately due to the large volume of the time-series data and the temporal issues of the data. In this paper, a parallel artificial neural network is proposed to create a highly-accurate customer churn model on a large customer dataset. The proposed model has achieved significant improvement in the accuracy of churn prediction. The scalability and effectiveness of the proposed algorithm is also studied.

Design and Implementation of A JungGanBo Authoring Tool for Traditional Korean Music (전통악보 정간보를 위한 저작도구의 설계 및 구현)

  • Lee, Sang-Bum;Lee, Yong-Hoon;Choi, Eh-Kwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.550-558
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    • 2010
  • Jungganbo is a writing method for the Korean traditional music. Since writing the Korean music needs to be done by hand and Chinese characters are used, only an expert musician might handle Jungganbo. In this paper, an authoring software tool for Jungganbo is introduced. It is useful for anybody who wants to compose the Korean tradition music with a computer. This tool also enables to standardize writing techniques of Jungganbo because a musical score was done by hands without using an authoring tool. In addition, this authoring tool can be easily used since its environment is very similar to other windows-based programs such as Ms-word and Hwp. Not only the beginners but also the experts can use this authoring tool for their Korean traditional music writing easily.

A Design and Implementation of Music & Image Retrieval Recommendation System based on Emotion (감성기반 음악.이미지 검색 추천 시스템 설계 및 구현)

  • Kim, Tae-Yeun;Song, Byoung-Ho;Bae, Sang-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.73-79
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    • 2010
  • Emotion intelligence computing is able to processing of human emotion through it's studying and adaptation. Also, Be able more efficient to interaction of human and computer. As sight and hearing, music & image is constitute of short time and continue for long. Cause to success marketing, understand-translate of humanity emotion. In this paper, Be design of check system that matched music and image by user emotion keyword(irritability, gloom, calmness, joy). Suggested system is definition by 4 stage situations. Then, Using music & image and emotion ontology to retrieval normalized music & image. Also, A sampling of image peculiarity information and similarity measurement is able to get wanted result. At the same time, Matched on one space through pared correspondence analysis and factor analysis for classify image emotion recognition information. Experimentation findings, Suggest system was show 82.4% matching rate about 4 stage emotion condition.

A Study of the Changes of Game Music (게임음악의 변천에 대한 고찰)

  • Lee, Jeong-Hyeok
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • Games in 1970s have used the savings of analog wavelength as in music and the like on hardwares of small cassette, gramophone, and the like. Due to these configuration elements, durability has to be declined so much. In the event of using the music on the video game, more affordable method is to use the computer chip to convert the analog sound into the computer code to convert into the electric wavelength to send to the speaker. The sound effect of the game is generated in this method. The technical limit has been gradually overcome to grant more freedom to the composers and the sound track pre-recorded on the optic disc and the like has emerged. The game developers of today have made several attempts on the technology to produce the game music. This study has contemplated the process of advancement in the change of game music production with the influence on technology and business.

Music Retrieval Using the Geometric Hashing Technique (기하학적 해싱 기법을 이용한 음악 검색)

  • Jung, Hyosook;Park, Seongbin
    • The Journal of Korean Association of Computer Education
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    • v.8 no.5
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    • pp.109-118
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    • 2005
  • In this paper, we present a music retrieval system that compares the geometric structure of a melody specified by a user with those in a music database. The system finds matches between a query melody and melodies in the database by analyzing both structural and contextual features. The retrieval method is based on the geometric hashing algorithm which consists of two steps; the preprocessing step and the recognition step. During the preprocessing step, we divide a melody into several fragments and analyze the pitch and duration of each note of the fragments to find a structural feature. To find a contextual feature, we find a main chord for each fragment. During the recognition step, we divide the query melody specified by a user into several fragments and search through all fragments in the database that are structurally and contextually similar to the melody. A vote is cast for each of the fragments and the music whose total votes are the maximum is the music that contains a matching melody against the query melody. Using our approach, we can find similar melodies in a music database quickly. We can also apply the method to detect plagiarism in music.

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A Study of Automatic Detection of Music Signal from Broadcasting Audio Signal (방송 오디오 신호로부터 음악 신호 검출에 관한 연구)

  • Yoon, Won-Jung;Park, Kyu-Sik
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.5
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    • pp.81-88
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    • 2010
  • In this paper, we proposed an automatic music/non-music signal discrimination system from broadcasting audio signal as a preliminary study of building a sound source monitoring system in real broadcasting environment. By reflecting human speech articulation characteristics, we used three simple time-domain features such as energy standard deviation, log energy standard deviation and log energy mean. Based on the experimental threshold values of each feature, we developed a rule-based algorithm to classify music portion of the input audio signal. For the verification of the proposed algorithm, actual FM broadcasting signal was recorded for 24 hours and used as source input audio signal. From the experimental results, the proposed system can effectively recognize music section with the accuracy of 96% and non-music section with that of 87%, where the performance is good enough to be used as a pre-process module for the a sound source monitoring system.

A Realtime Music Editing and Playback System in An Augmented Reality Environments (증강 현실 기반의 실시간 음악 편집 및 재생 시스템)

  • Kim, Eun-Young;Oh, Dong-Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.79-88
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    • 2011
  • In this paper, We propose real-time sound editing and playback systems which is based on Augmented Reality. The proposed system are composed with music maker which is based on AR maker and music board. By using music marker's contents, the proposed system selects the kinds of musical instruments and pre-defined midi track and by calculating the relative location of music marker on 2-dimensional plane, we set the spatial relative parameter in midi track. For performance evaluation, we check the jitter value of in various resolutions by using CAM which supports $1600{\pm}1200$ as the maximum resolution. As a result, when we set the configuration value of CAM as $860{\pm}600$ pixels and process two frames per minute, the success ratio of recognizing music markers and jitter values are accegnable. It can be utilized in the fields of alternative cmacine which is based on music and also be utilized in the educational aspects because child or elderly who don't know enough musical theory can easily handle it.

Melody Note - Music Score Editor and Play System (악보작성 및 재생 시스템)

  • Kim, Tae-Ki;Lee, Dae-jeong;Park, Mi-Ra;Min, Jun-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.1059-1062
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    • 2009
  • As the electronic processing of music gradually is developed, there has been growing interest in automatical input of music. As a result, various researches which input music in the computer has been studied. However, previous studies have drawbacks that only the experts can do it. In other words, if beginners would like to use traditional production program of music scores than prior knowledge is required. To resolve this, we propose system painting music scores automatically using a bandwidth of soundsource, after extracting the voice sounds created by amateurs. The System provides amateurs with convenience so that they can compose. As well as, the System provides the ability to play music that produced by the computer. By using the system, amateurs can compose using voice and simple system handling. And, they can make a music that plays desired instruments.

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