• Title/Summary/Keyword: computer music

Search Result 522, Processing Time 0.028 seconds

Development of a Page Turner Application based on Eye Tracking Algorithm for the Performing Artists (연주자를 위한 시선 추적 기반 페이지 터너 애플리케이션 개발)

  • Kim, Tae-Yu;Kim, Seokhoon
    • Journal of Digital Contents Society
    • /
    • v.19 no.4
    • /
    • pp.829-836
    • /
    • 2018
  • Sheet music is one of the inevitable elements for successful melody interpretation, playing or rendering, and performance, most of performing artists usually utilize a paper sheet music in the cases. However, the paper sheet music can be a one of the reason to degrade the concentration of audiences and artists or entire performing flows. In addition, it might be a weakness to use a paper sheet music in an outside performing place. We propose an electronic sheet music page tuner application, which can overcome these problems, based on a Tablet PC. The proposed page tuner application, which uses the OpenCV to adapt an eye tracking and behavior recognition, can provide an automatical page pass function to the performing artists. We will expect that the proposed application can highly decrease the weakness of paper sheet music.

Deep Learning Music genre automatic classification voting system using Softmax (소프트맥스를 이용한 딥러닝 음악장르 자동구분 투표 시스템)

  • Bae, June;Kim, Jangyoung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.1
    • /
    • pp.27-32
    • /
    • 2019
  • Research that implements the classification process through Deep Learning algorithm, one of the outstanding human abilities, includes a unimodal model, a multi-modal model, and a multi-modal method using music videos. In this study, the results were better by suggesting a system to analyze each song's spectrum into short samples and vote for the results. Among Deep Learning algorithms, CNN showed superior performance in the category of music genre compared to RNN, and improved performance when CNN and RNN were applied together. The system of voting for each CNN result by Deep Learning a short sample of music showed better results than the previous model and the model with Softmax layer added to the model performed best. The need for the explosive growth of digital media and the automatic classification of music genres in numerous streaming services is increasing. Future research will need to reduce the proportion of undifferentiated songs and develop algorithms for the last category classification of undivided songs.

Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.4
    • /
    • pp.1-6
    • /
    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.

Application and Technology of Voice Synthesis Engine for Music Production (음악제작을 위한 음성합성엔진의 활용과 기술)

  • Park, Byung-Kyu
    • Journal of Digital Contents Society
    • /
    • v.11 no.2
    • /
    • pp.235-242
    • /
    • 2010
  • Differently from instruments which synthesized sounds and tones in the past, voice synthesis engine for music production has reached to the level of creating music as if actual artists were singing. It uses the samples of human voices naturally connected to the different levels of phoneme within the frequency range. Voice synthesis engine is not simply limited to the music production but it is changing cultural paradigm through the second creations of new music type including character music concerts, media productions, albums, and mobile services. Currently, voice synthesis engine technology makes it possible that users input pitch, lyrics, and musical expression parameters through the score editor and they mix and connect voice samples brought from the database to sing. New music types derived from such a development of computer music has sparked a big impact culturally. Accordingly, this paper attempts to examine the specific case studies and the synthesis technologies for users to understand the voice synthesis engine more easily, and it will contribute to their variety of music production.

An Ontological and Rule-based Reasoning for Music Recommendation using Musical Moods (음악 무드를 이용한 온톨로지 기반 음악 추천)

  • Song, Se-Heon;Rho, Seung-Min;Hwang, Een-Jun;Kim, Min-Koo
    • Journal of Advanced Navigation Technology
    • /
    • v.14 no.1
    • /
    • pp.108-118
    • /
    • 2010
  • In this paper, we propose Context-based Music Recommendation (COMUS) ontology for modeling user's musical preferences and context and for supporting reasoning about the user's desired emotion and preferences. The COMUS provides an upper Music Ontology that captures concepts about the general properties of music such as title, artists and genre and also provides extensibility for adding domain-specific ontologies, such as Mood and Situation, in a hierarchical manner. The COMUS is music dedicated ontology in OWL constructed by incorporating domain specific classes for music recommendation into the Music Ontology. Using this context ontology, we believe that the use of logical reasoning by checking the consistency of context information, and reasoning over the high-level, implicit context from the low-level, explicit information. As a novelty, our ontology can express detailed and complicated relations among the music, moods and situations, enabling users to find appropriate music for the application. We present some of the experiments we performed as a case-study for music recommendation.

A Study on "Wittgenstein" Album (비트겐슈타인(Wittgenstein)앨범에 관한 고찰)

  • Kim, Jun-Soo;Cho, Tae-seon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.3
    • /
    • pp.374-380
    • /
    • 2021
  • Band Wittgenstein is a relatively band-shaped team since Shin Hae-Chul's previous big band "Next." The album, which features Shin Hae-Chul's unique lyrics and specific concepts, is also similar to the Next albums. However, there is a difference in sounds used on the album that are properly fused sampling based work and computer music. This album is a low-budget home recording album produced at a total cost of 3 million won. Shin Hae-Chul was in charge of the main vocals and programming, and all of the works were done together by the band members. In this album, Shin Hae-Chul focused on teamwork rather than producing his own music. The low budget could have been a constraint on music production, but it must be highly appreciated for it being a novel attempt. Musicians who create music always create conflicts between their favorite music and popular ones. However, without creative efforts, there is no evolution or development in the music industry. It is clear that constant changes can continue to develop musical ability, which leads to the development of Korean pop music.

A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.6
    • /
    • pp.807-813
    • /
    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

  • PDF

Edutainment contents using Touch-Face (Touch-Face 기반 에듀테인먼트 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Woan;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.363-366
    • /
    • 2008
  • In this paper, I describe about edutainment contents to infant. We can call following PANSORI that user can experience national classical music that is our country tradition music using imagination musical instrument instead of actuality musical instrument, and is one at national classical music. Also manufacturing operationalized Touch-Face that is intelligence style interface platform that can play that tradition pattern and basis use style hand that is a tool the immediate perception enemy use and touch display directly as unaccustomed infant and children are easy and convenient to base. Because of these reason, educational contents can become help to study efficiently because there is in preschool education more on Touch-Face base.

  • PDF

Implementation of an Intelligent Audio Graphic Equalizer System (지능형 오디오 그래픽 이퀄라이저 시스템 구현)

  • Lee Kang-Kyu;Cho Youn-Ho;Park Kyu-Sik
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.43 no.3 s.309
    • /
    • pp.76-83
    • /
    • 2006
  • A main objective of audio equalizer is for user to tailor acoustic frequency response to increase sound comfort and example applications of audio equalizer includes large-scale audio system to portable audio such as mobile MP3 player. Up to now, all the audio equalizer requires manual setting to equalize frequency bands to create suitable sound quality for each genre of music. In this paper, we propose an intelligent audio graphic equalizer system that automatically classifies the music genre using music content analysis and then the music sound is boosted with the given frequency gains according to the classified musical genre when playback. In order to reproduce comfort sound, the musical genre is determined based on two-step hierarchical algorithm - coarse-level and fine-level classification. It can prevent annoying sound reproduction due to the sudden change of the equalizer gains at the beginning of the music playback. Each stage of the music classification experiments shows at least 80% of success with complete genre classification and equalizer operation within 2 sec. Simple S/W graphical user interface of 3-band automatic equalizer is implemented using visual C on personal computer.

Deep Learning based Music Classification System (딥러닝 기반의 음원검색 및 분류 시스템)

  • Lee, Sei-Hoon;Jeong, Ui-Jung
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.119-120
    • /
    • 2018
  • 본 논문에서는 음악을 듣고 어떤 음악인지 인식하고 판별하는 음원분류 시스템과 해당 기술 구현을 딥러닝을 통해 적용하도록 제안하였다. 제안한 시스템은 인공심층신경망을 통해 음원파일을 여러 음원 특징 추출 모델에 따라 검출된 특징들을 학습하여 해당 음원의 고유한 보컬이나 반주의 특색 등을 찾아내어 이를 인식할 수 있도록 구현하였다. 이를 통해, 기존의 Fingerprint 방식의 데이터베이스 검색 시스템과는 다른 접근방식으로 보다 사람이 음악을 기억하는 방법에 가깝도록 구현하여 능동성과 유연성을 개선하고 다양한 응용분야로 활용할 수 있는 시스템을 제안하였다.

  • PDF