• Title/Summary/Keyword: computer music

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A Study on Space Design and Space Uses of Community Based Small Public Libraries - Focused on the Cases of Ann Arbor District Library in the United States - (소규모 지역 공공도서관의 공간 구성과 이용 특성 연구 - 미국 앤아버 공공도서관 브랜치의 사례조사를 중심으로 -)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.217-225
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    • 2010
  • Today's public libraries in communities are on the processes of changes to integrate information and communication technology into traditional library system in order to support current users' demands for the new digital era. The purpose of this study is to examine the changing characters on space design and space uses of community based public libraries by conducting case studies of three branch libraries which were built after 2004 in Ann Arbor, Michigan in the United States. As the conclusion of this research, the findings of the case studies are utilized as basic data for planning and design guidelines for public libraries as community resources. The study summarizes the characteristics of space design and space uses in public libraries as follow; first, the floor plans of small-scale public libraries are open visually as well as spatially. The space organization of the libraries is arranged by potential noise levels, as placing noisy spaces near the entrance halls and quiet spaces at the back. Main book shelves are located in the middle of the library buildings, while seats are arranged along the window sides. By placing various kinds of furniture in open reading areas, library users can select different types of seats and tables for their comforts. Second. the survey of observation also finds that a large number of users often use library computers and personal computers to connect the internet at the libraries. These personal computer users who are new user group in community based libraries preferred to sit in casual study areas and individual tables with one or two seats only. Third, the libraries, in addition, develop and provide various programs and events for people in communities. Especially, the programs for children, the elderly and new comers from the abroad are well prepared, thus provide opportunities for them to visit the libraries in regular bases. The survey finds that family entertainment and leisure activities are the important parts of the program as well as renting music CD and movie DVD are also important reasons for people to come. Thus, the libraries prepare high quality children's space and CD shelves near the entrance hall.

A Study on the Validity of the Prediction of Binaural Parameters by 5 Channel Microphone System (5채널 마이크로폰 시스템을 활용한 공간감 지표 예측의 타당성에 관한 연구)

  • Jang Jae-Hee;Oh Yang-Ki;Jeong Dae-Up;Jeong Hyok
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.2
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    • pp.103-110
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    • 2005
  • Providing adequate amount of spatial impression for spaciousness) has been known to be one of the most important design considerations for the good acoustics of rooms for music. and the measurement, of room acoustics using parameters. such as LEF and IACC, forms an essential part of such evaluation. However. it is unavoidable to use different transducers (figure of eight microphones. head and torso) for the measurement of each parameter and it tends to make the measurement procedure complicated. The Present work tried to provide a simpler way to measure these binaural room acoustic parameters including monaural ones with a single measurement system using both spatial information collected through a 5-channel microphone and a trained neural network. A computer simulation program, CATT-Acoustic V7.2. which allowed us to obtain exactly the same spatial information as a 5-channel microphone was used. since it requires quite a large amount of data for practical training of a neural network. Since each reflection has different energy. delay and direction, energy should be integrated properly. the concept of ray tracing method was applied inversely in this work. Also applying weightings according to the delay times was considered in this work. Finally, predicted results were compared with the measured data md their correlations were analyzed and discussed.

An Influence of Academic Stress on the Life-Style Behaviors and Mental Health of Junior High School Students (중학생의 학업스트레스 정도에 따른 건강관련 생활습관 및 정신건강 비교)

  • Chang, Hyo-Won;Kim, Jung-Hyun;Auh, Seong-Yeon;Jung, In-Kyung
    • Journal of Korean Home Economics Education Association
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    • v.24 no.3
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    • pp.57-72
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    • 2012
  • The purpose of this study was to investigate effects of academic stress levels on life-style behaviors and mental health among the junior high school students in Korea. A convenient sample drawn from the 842 students from 8 junior high schools in Seoul and Kyunggi-Do area was investigated with a survey instrument. Female students showed higher academic stress levels compared to male students, especially in terms of the stress related to teachers, class time, and peer relationships. For the male students, higher stress levels were related to the higher risk factors of smoking, drinking and inhaling drug abuse. Students who had higher academic stress levels spent more time in using computer and playing digital games compared to those who had lower academic stress. In addition, higher academic stress levels were significantly related to risk of mental health, especially depression. These results suggest the urgent needs of preventive or educational program to support students with academic stress resolve in healthy manners such as playing sports or music or club activities.

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A Study on Expandibility of Contents Using 'Beauty and the Beast' (원작 '미녀와 야수'를 활용한 다양한 콘텐츠 확장성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.461-468
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    • 2017
  • 'Beauty and the Beast' was generated as a novel in 1740 and descended to date with the musical movie in 2017. This study is to understand what contents has been derived and expanded from one story for 277 years upon analyzing 'Beauty and the Beast' with the background of the times. Due to the limitation to include all the folktales and stories, the subjects of this study are limited with the contents that had been known and recorded as 'Beauty and the Beast.' 'Beauty and the Beast' has been expanded to 7 types of contents including novel, fairytale, movie, drama, animation, musical and film opera. It was created as a novel in the eighteenth century, made as a fairytale, and developed as a movie by Jean Cocteau, a movie director. With Industrial Revolution and the development of science, 'Beauty and the Beast' which derived into animation, drama, and musical contents, has been developed as the film opera thanks to the new trial of Philip Glass and the development of music industry. 'Beauty and the Beast' is still regenerating with a variety of contents continuously upon the development of computer technology and the fad of global remake. With anticipation of further analytical studies on 'Beauty and the Beast,' it is expected that the data of this study can be contributed as a reference in the other studies.

A study on combination of loss functions for effective mask-based speech enhancement in noisy environments (잡음 환경에 효과적인 마스크 기반 음성 향상을 위한 손실함수 조합에 관한 연구)

  • Jung, Jaehee;Kim, Wooil
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.3
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    • pp.234-240
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    • 2021
  • In this paper, the mask-based speech enhancement is improved for effective speech recognition in noise environments. In the mask-based speech enhancement, enhanced spectrum is obtained by multiplying the noisy speech spectrum by the mask. The VoiceFilter (VF) model is used as the mask estimation, and the Spectrogram Inpainting (SI) technique is used to remove residual noise of enhanced spectrum. In this paper, we propose a combined loss to further improve speech enhancement. In order to effectively remove the residual noise in the speech, the positive part of the Triplet loss is used with the component loss. For the experiment TIMIT database is re-constructed using NOISEX92 noise and background music samples with various Signal to Noise Ratio (SNR) conditions. Source to Distortion Ratio (SDR), Perceptual Evaluation of Speech Quality (PESQ), and Short-Time Objective Intelligibility (STOI) are used as the metrics of performance evaluation. When the VF was trained with the mean squared error and the SI model was trained with the combined loss, SDR, PESQ, and STOI were improved by 0.5, 0.06, and 0.002 respectively compared to the system trained only with the mean squared error.

Extending the OMA DRM Framework for Supporting an Active Content (능동형 콘텐츠 지원을 위한 OMA DRM 프레임워크의 확장)

  • Kim, Hoo-Jong;Jung, Eun-Su;Lim, Jae-Bong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.16 no.5
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    • pp.93-106
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    • 2006
  • With the rapid growth of the wireless Internet communication, a new generation of mobile devices have made possible the broad distribution of mobile digital contents, such as image, music, video, games and applications over the wireless Internet. Mobile devices are rapidly becoming the major means to extend communication channels without copy Protection, usage rule controlling and authentication. As a result, mobile digital contents may be illegally altered, copied and distributed among unauthorized mobile devices. In this paper, we take a look at Open Mobile Alliance (OMA) DRM v2.0 in general, its purpose and function. The OMA is uniquely the focal point for development of an open standard for mobile DRM. Next we introduces features for an active content and illustrates the difference between an active content and an inactive content. Enabling fast rendering of an active content, we propose an OMA-based DRM framework. This framework include the following: 1) Extending DCF Header for supporting an selective encryption, 2) Content encryption key management, 3) Rendering API for an active content. Experimental results show that the proposed framework is able to render an active content fast enough to satisfy Quality of Experience. %is framework has been proposed for a mobile device environment, but it is also applicable to other devices, such as portable media players, set-top boxes, or personal computer.

Study on the Textile Design using Buttons on Western clothing in the 18th·19th Centuries (18·19세기 서양 복식의 단추를 활용한 텍스타일 디자인 연구)

  • Lee, Eui-Jung;Kang, Kyung-Ae
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.2
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    • pp.97-115
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    • 2022
  • The study aims to explore a new direction for research on buttons by understanding the functions and artistic features of buttons on Western clothing in the 18th and 19th centuries, and to use the findings to develop a textile design. In terms of the research method, the period was set in the 18th and 19th centuries, when decorative features and artistic values of buttons on Western clothing reached theirpeak, while theoretical analysis was made based on literature and previous research papers on Western clothing, websites of the Metropolitan Museum and French Museum of Decorative Arts and other website materials, as well as special exhibition materials of the National Museum of Modern and Contemporary Art. Textile designs were developed using computer programs, including Clip Studio Paint and Adobe Photoshop, by integrating the reinterpreted motif of buttons in the 18th and 19th centuries and the styles that prevailed at that time. The results are as follows. First, buttons on Western clothing had the following three functions: a practical function, a symbolic function representing the wearer's status, and a decorative function expressing individuality and beauty. Second, buttons in the 18th century were works of art made with various handicraft techniques and were an important medium that expressed the wearer's fashion sense. In addition, buttons in the 19th century were mass-produced as a result of industrialization and took a major step forward with the development of materials and dyeing. Buttons reflected themes of poetry, drama, biblical stories, music and art, lifestyle,, along with the political and social atmosphere that rapidly changed after the revolution and fashion trends. Third, the artistic features and shapes of buttons were reinterpreted to create a design motif, and the design was developed reflecting the characteristic elements of the rococo style of the 18th century and the art nouveau style of the 19th century that can conform to modern fashion, thereby rediscovering the artistic meaning and value implied in buttons. In the future, the research on creative buttons of 20th century artists is expected to be conducted from various perspectives.

SAAnnot-C3Pap: Ground Truth Collection Technique of Playing Posture Using Semi Automatic Annotation Method (SAAnnot-C3Pap: 반자동 주석화 방법을 적용한 연주 자세의 그라운드 트루스 수집 기법)

  • Park, So-Hyun;Kim, Seo-Yeon;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.10
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    • pp.409-418
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    • 2022
  • In this paper, we propose SAAnnot-C3Pap, a semi-automatic annotation method for obtaining ground truth of a player's posture. In order to obtain ground truth about the two-dimensional joint position in the existing music domain, openpose, a two-dimensional posture estimation method, was used or manually labeled. However, automatic annotation methods such as the existing openpose have the disadvantages of showing inaccurate results even though they are fast. Therefore, this paper proposes SAAnnot-C3Pap, a semi-automated annotation method that is a compromise between the two. The proposed approach consists of three main steps: extracting postures using openpose, correcting the parts with errors among the extracted parts using supervisely, and then analyzing the results of openpose and supervisely. Perform the synchronization process. Through the proposed method, it was possible to correct the incorrect 2D joint position detection result that occurred in the openpose, solve the problem of detecting two or more people, and obtain the ground truth in the playing posture. In the experiment, we compare and analyze the results of the semi-automated annotation method openpose and the SAAnnot-C3Pap proposed in this paper. As a result of comparison, the proposed method showed improvement of posture information incorrectly collected through openpose.

Improving Bidirectional LSTM-CRF model Of Sequence Tagging by using Ontology knowledge based feature (온톨로지 지식 기반 특성치를 활용한 Bidirectional LSTM-CRF 모델의 시퀀스 태깅 성능 향상에 관한 연구)

  • Jin, Seunghee;Jang, Heewon;Kim, Wooju
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.253-266
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    • 2018
  • This paper proposes a methodology applying sequence tagging methodology to improve the performance of NER(Named Entity Recognition) used in QA system. In order to retrieve the correct answers stored in the database, it is necessary to switch the user's query into a language of the database such as SQL(Structured Query Language). Then, the computer can recognize the language of the user. This is the process of identifying the class or data name contained in the database. The method of retrieving the words contained in the query in the existing database and recognizing the object does not identify the homophone and the word phrases because it does not consider the context of the user's query. If there are multiple search results, all of them are returned as a result, so there can be many interpretations on the query and the time complexity for the calculation becomes large. To overcome these, this study aims to solve this problem by reflecting the contextual meaning of the query using Bidirectional LSTM-CRF. Also we tried to solve the disadvantages of the neural network model which can't identify the untrained words by using ontology knowledge based feature. Experiments were conducted on the ontology knowledge base of music domain and the performance was evaluated. In order to accurately evaluate the performance of the L-Bidirectional LSTM-CRF proposed in this study, we experimented with converting the words included in the learned query into untrained words in order to test whether the words were included in the database but correctly identified the untrained words. As a result, it was possible to recognize objects considering the context and can recognize the untrained words without re-training the L-Bidirectional LSTM-CRF mode, and it is confirmed that the performance of the object recognition as a whole is improved.

A Study on the Development of Multimedia CAI in Smoking Prevention for Adolescents (청소년 흡연예방을 위한 멀티미디어 CAI 개발)

  • Lee, Sook-Ja;Park, Tae-Jin;Joung, Young-Il;Cho, Hyun
    • Korean Journal of Health Education and Promotion
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    • v.20 no.2
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    • pp.35-61
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    • 2003
  • Background: The purpose of this study was to develop a structured and individualized smoking prevention program for adolescents by utilizing a multimedia computer-assisted instruction model and to empirically assess its effect. Method: For the purpose of this study, a guide book of smoking prevention program for middle and high school students was developed as the first step. The contents of this book were summarized and developed into an actual multimedia CAI smoking prevention program according to the Gane & Briggs instructional design and Keller's ARCS motivation design models as the second step. At the final step, the short-tenn effects of this program were examined by an experiment. This experiment were made for middle school and high school students and the quasi experimental design was the pretest - intervention - posttest. The measured data was attitude, belief, and knowledge about smoking, interest in the program, and learning motivation. Result: The results of this study were as follows: First, the guide book of a smoking prevention program was developed and the existing literature on adolescent smoking was analyzed to develop the content of the guide book. Then the curriculum was divided into three main domains on tobacco and smoking history, smoking and health, adolescent smoking and each main domain was divided into sub-domains. Second, the contents of the guide book were translated into a multimedia CAI program of smoking prevention througn Powerpoint software according to the instructional design theory. The characteristics of this program were interactive, learner controllable, and structured The program contents consisted of entrance(5.6%), history of tobacco(30%), smoking and health(38.9%), adolescent smoking(22.2%), video(4.7%), and exit(1.6%). Multimedia materials consisted of text(121), sound and music, image(still 84, dynamic 32), and videogram(6). The program took about 40 minutes to complete. Third, the results on analysis of the program effects were as follows: 1) There was significant knowledge increase between the pre-test and post-test with total mean difference 3.44, and the highest increase was in the 1st grade students of high school(p<0.001). 2) There was significant decrease in general belief on smoking between the pre-test and post-test with total mean difference 0.28. In subgroup analysis, the difference was significantly higher in the 1st grade of high school (p<0.001), low income class (p<0.001), and daily smokers (p<0.01). 3) There was no significant difference in attitudes on his personal smoking between the pre-test and post-test. 4) The interest in the program seemed to lower as students got older. The score of motivation toward this prevention program was the highest in the middle school 3rd grade. Among sub-domains of motivation, the confidence score was the highest. Conclusion: To be most effective, the smoking prevention program for adolescents should utilize the most up-to-date and accurate information on smoking, and then instructional material should be developed so that the learners can approach the program with enjoyment. Through this study, a guide book with the most up-to-date information was developed and the multimedia CAI smoking prevention program was also developed based on the guide book. The program showed positive effect on the students' knowledge and belief in smoking.