• Title/Summary/Keyword: computer music

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Feature-Based Image Retrieval using SOM-Based R*-Tree

  • Shin, Min-Hwa;Kwon, Chang-Hee;Bae, Sang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2003.11a
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    • pp.223-230
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    • 2003
  • Feature-based similarity retrieval has become an important research issue in multimedia database systems. The features of multimedia data are useful for discriminating between multimedia objects (e 'g', documents, images, video, music score, etc.). For example, images are represented by their color histograms, texture vectors, and shape descriptors, and are usually high-dimensional data. The performance of conventional multidimensional data structures(e'g', R- Tree family, K-D-B tree, grid file, TV-tree) tends to deteriorate as the number of dimensions of feature vectors increases. The R*-tree is the most successful variant of the R-tree. In this paper, we propose a SOM-based R*-tree as a new indexing method for high-dimensional feature vectors.The SOM-based R*-tree combines SOM and R*-tree to achieve search performance more scalable to high dimensionalities. Self-Organizing Maps (SOMs) provide mapping from high-dimensional feature vectors onto a two dimensional space. The mapping preserves the topology of the feature vectors. The map is called a topological of the feature map, and preserves the mutual relationship (similarity) in the feature spaces of input data, clustering mutually similar feature vectors in neighboring nodes. Each node of the topological feature map holds a codebook vector. A best-matching-image-list. (BMIL) holds similar images that are closest to each codebook vector. In a topological feature map, there are empty nodes in which no image is classified. When we build an R*-tree, we use codebook vectors of topological feature map which eliminates the empty nodes that cause unnecessary disk access and degrade retrieval performance. We experimentally compare the retrieval time cost of a SOM-based R*-tree with that of an SOM and an R*-tree using color feature vectors extracted from 40, 000 images. The result show that the SOM-based R*-tree outperforms both the SOM and R*-tree due to the reduction of the number of nodes required to build R*-tree and retrieval time cost.

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Students' Perspectives towards M-learning Achievement, and Disposition towards Mathematics Using a mobile phone (Mobile-Learning에 의한 수학학습에서 학생들의 인식변화, 성취도, 및 성향에 대한 연구)

  • ChoiKoh, Sang-Sook
    • Communications of Mathematical Education
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    • v.23 no.3
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    • pp.863-885
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    • 2009
  • In the era of wireless internet, we are apt to use a mobile phone for learning mathematics, besides the pc computer and the notebook computer. This study was to investigate the effect of M-learning when students were given a wireless mobile phone in terms of their perspectives towards the use of a mobile phone, achievement and attitudes towards mathematics. They were the 3th grader in a high school, who were expected to take Aptitude Test for the entrance of the university level. The most students who took an ubiquitous environment of M-learning showed it as a benefit for learning mathematics and did not spend time at other activities such as listening to music, sending text-message, playing games, etc, but at the M-learning activities. The students who engaged in the M-learning activities were improved a significantly higher score at Aptitude Test than the students who took the make-up courses in the school and also did a significantly higher disposition towards mathematics which was caused by curiosity among 7 components of the mathematical disposition.

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A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.111-116
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    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.293-298
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    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.

Human Capital as a Development Factor for Cultural and Creative Industries

  • Horban, Yurii;Dolbenko, Tetiana;Yaroshenko, Tetiana;Sokol, Oleksandr;Miatenko, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.604-610
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    • 2021
  • Human capital is the defining value of the national economy under market conditions. The manifestation of human capital is realized as an intellectual and creative capital, theoretically grounded and proven. The realization of intellectual capital is realized through the research creativity of scientists and researchers, and creative capital is manifested through artists and thinkers. Accordingly, creativity in market conditions forms a separate source of income and is an essential article in the formation of the GDP of the national economy. This research aims to analyze human capital from the perspective of cultural and creative industries. Research methods: systematization; comparative analysis of individual indicators of advanced countries of the world on the training system; statistical, taking into account macroeconomic indicators to assess the level of national creativity potential; system and logical analysis; method of information synthesis. Research results. The structural and quantitative composition of the factors of intellectual and creative capital formation has been systematized. The article proves that the unique properties of human capital, knowledge, creativity, experience and professional skills are the push factors of creativity development of the national economy and provide the priority development of creative and cultural industry that allows generating the added value on the national scale. The functions of creativity in the sphere of cultural industries are highlighted. It is noted that education and creativity of both intellectual and creative capital are the forming basis. The research of the world's advanced countries on the creativity index has pointed out the Netherlands as the leading country in the quantitative measurement of creativity. The economic development factors of the Netherlands were analyzed from the position of economic creativity, which allowed the formation of a two-factor model providing priority development of creativity in the cultural and creative industries.

Analysis of the utility of intelligent speakers in the Internet of Things environment (사물인터넷 환경에서 지능형 스피커의 활용성 분석)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of Internet of Things and Convergence
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    • v.8 no.3
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    • pp.41-46
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    • 2022
  • Smart home in the Internet of Things (IoT) environment aims to provide an optimal living environment for users by connecting all devices in the home. In such a smart home environment, artificial intelligence speakers are being used as a way to manage and control all devices. The existing speaker function is changing from simple music playback to the role of an interface that controls and manages all devices in the smart home space. This study dealt with the market status and usability analysis in the US and Korea, the leader in artificial intelligence speakers. The main target companies were Amazon, Google, and Apple in the US, as well as Kakao, SKT, and KT in Korea. In addition, based on the reaction results of domestic users to artificial intelligence speakers, the derivation of major problems and directions for improvement were described.

Visualized recommender system based on Freebase (Freebase 기반의 추천 시스템 시각화)

  • Hong, Myung-Duk;Ha, Inay;Jo, Geun-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.23-37
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    • 2013
  • In this paper, the proposed movie recommender system constructs trust network, which is similar to social network, using user's trust information that users explicitly present. Recommendation on items is performed by using relation degree between users and information of recommended item is provided by a visualization method. We discover the hidden relationships via the constructed trust network. To provide visualized recommendation information, we employ Freebase which is large knowledge base supporting information such as movie, music, and people in structured format. We provide three visualization methods as the followings: i) visualization based on movie posters with the number of movies that user required. ii) visualization on extra information such as director, actor and genre and so on when user selected a movie from recommendation list. iii) visualization based on movie posters that is recommended by neighbors who a user selects from trust network. The proposed system considers user's social relations and provides visualization which can reflect user's requirements. Using the visualization methods, user can reach right decision making on items. Furthermore, the proposed system reflects the user's opinion through recommendation visualization methods and can provide rich information to users through LOD(Linked Open Data) Cloud such as Freebase, LinkedMDB and Wikipedia and so on.

Analysis on the Power Efficiency of Smartphone According to Parameters (스마트폰의 구성 변수에 따른 전력 효율성 분석)

  • Son, Dong-Oh;Kim, Jong-Myon;Kim, Cheol-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.5
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    • pp.1-8
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    • 2013
  • Smartphone enables diverse applications to be used in mobile environments. In spite of the high performance of smartphones, battery life has become one of the major constraints in mobility. Therefore, power efficiency of the smartphone is one of the most important factors in determining the efficiency of the smartphone. In this paper, in order to analyze the power efficiency of the smartphone, we have various experiments according to several configuration parameters such as processor, display and OS. We also use diverse applications. As a result, power consumption is dependent on the processor complexity and display size. However, power consumption shows the unpredictable pattern according to the OS. Smartphone using android OS consumes high power when internet and image processing applications are executed, but It consumes low power when music and camera applications are executed. In contrary, smartphone based on iOS consumes high power when game and internet applications are executed but it consumes low power when camera and processing applications are executed. In general, smartphone using iOS is more power efficient than smartphone based on android OS, because smartphone using iOS is optimized in the perspective of the hardware and OS.

State of the Art Technology Trends and Case Analysis of Leading Research in Harmony Search Algorithm (하모니 탐색 알고리즘의 선도 연구에 관한 최첨단 기술 동향과 사례 분석)

  • Kim, Eun-Sung;Shin, Seung-Soo;Kim, Yong-Hyuk;Yoon, Yourim
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.81-90
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    • 2021
  • There are various optimization problems in real world and research continues to solve them. An optimization problem is the problem of finding a combination of parameters that maximizes or minimizes the objective function. Harmony search is a population-based metaheuristic algorithm for solving optimization problems and it is designed to mimic the improvisation of jazz music. Harmony search has been actively applied to optimization problems in various fields such as civil engineering, computer science, energy, medical science, and water quality engineering. Harmony search has a simple working principle and it has the advantage of finding good solutions quickly in constrained optimization problems. Especially there are various application cases showing high accuracy with a low number of iterations by improving the solution through the empirical derivative. In this paper, we explain working principle of Harmony search and classify the leading research in recent 3 years, review them according to category, and suggest future research directions. The research is divided into review by field, algorithmic analysis and theory, and application to real world problems. Application to real world problems is classified according to the purpose of optimization and whether or not they are hybridized with other metaheuristic algorithms.

A Study on the Basic Investigation for the Fire Risk Assessment of Education Facilities (교육시설 화재위험성 평가를 위한 기초조사에 관한 연구)

  • Lee, Sung-Il;Ham, Eun-Gu
    • Journal of the Society of Disaster Information
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    • v.17 no.2
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    • pp.351-364
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    • 2021
  • Purpose: Fire load analysis was conducted to secure basic data for evaluating fire risk of educational facilities. In order to calculate the fire load through a preliminary survey, basic data related to the fire load of school facilities were collected. Method: The basic data were the definition and types of fire loads, combustion heat data for the calculation of fire loads. The fire load was evaluated by multiplying the combustion heat by the weight of the combustibles in the compartment when calculating the fire load. Result: As for the fixed combustible materials of A-elementary school, the floor was mainly made of wood, in consideration of emotion and safety in the classroom, music room, and school office, and the rest of the compartments were made of stone. The ceiling and walls were made of gypsum board and concrete, so they were not combustible. The typical inflammable items in each room were desks, chairs, and lockers in the classroom, and the laboratory equipment box and experimental tool box were the main components in the science room, and books, bookshelves, and reading equipment occupied a large proportion in the library room. Conclusion: 'The fire loads of A-elementary' schools according to the combustibles loaded were in the order of library, computer room, English learning room, teacher's office, general classroom, science hall, and music room.