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    베이스 기타의 실시간 사운드 프로세싱을 이용한 멀티미디어음악 작품 제작 연구 : (멀티미디어음악 작품 <Overcome>을 중심으로) = A study on the system design of multimedia musical art work using real-time sound processing from bass guitar

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    https://www.riss.kr/link?id=T16061282

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    국문 초록 (Abstract) kakao i 다국어 번역

    작품 <Overcome>을 중심으로 베이스 기타의 실시간 사운드 프로세싱(real-time sound processing)을 통한 새로은 음색을 구연하는 효과를 제작하는데 중점을 두었다. 또한 그에 반응하는 영상을 제작하여 멀티미디어음악 작품 제작 연구를 다루고자 한다.
    번역하기

    작품 <Overcome>을 중심으로 베이스 기타의 실시간 사운드 프로세싱(real-time sound processing)을 통한 새로은 음색을 구연하는 효과를 제작하는데 중점을 두었다. 또한 그에 반응하는 영상을 제...

    작품 <Overcome>을 중심으로 베이스 기타의 실시간 사운드 프로세싱(real-time sound processing)을 통한 새로은 음색을 구연하는 효과를 제작하는데 중점을 두었다. 또한 그에 반응하는 영상을 제작하여 멀티미디어음악 작품 제작 연구를 다루고자 한다.

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Multimedia music is a combination of technology and art, and art can be expressed in the aesthetic sense of the artist's individual and reconstructed in various forms based on aesthetic value. Technology
    creates a new media genre as a means of expressing this form of art over time. Multimedia is constantly evolving, such as interactive media art, in which music and images are newly changed according to changes or reactions in the surrounding environment, from the traditional way of composing music for a given video or scene as it becomes possible to visualize sounds that were previously impossible.
    Studying on the production of multimedia music works using real-time sound processing of bass guitar performances. By producing video that interacts with real-time sound processing that can only be done by computer music at the same time as bridging the gap with the public in the field of computer music, multimedia music is intended to produce intuitive interactive multimedia music works that make it easier to appreciate the public.
    For Real-time sound processing, Max for Live which is part of the Max/MSP with produced tape music uses and various sound effects such as reverb, chorus, delay, phase vector is applied to granular synthesis in a series to create sound that could not naturally occur in the bass guitar. This allowed new acoustic and artistic expressions beyond the physical limitations of the instrument.
    The visualized video is also produced in real time through Arena which can be changing in the parameters and image effects of the video visualized what the music wanted to express to help understand the work. The Arena application also using the data transmitted by OSC protocol can be able to create intuitive interactions from made music and video interactions felt by the audience and helped them understand the work by responding in real time to images and effects.
    The multimedia music <<Overcome>> was used of the bass guitar's attack and volume data of the performance. This could be applied to interactions and visualizations with images without strain. However,
    there is still a wide variety of data available in music, as well for volume and attack, as to study multimedia music in the future and come up with a visualization method of music, can use more data to organize the work in more individual and colorful ways and deliver the messages contained in the work in it in various ways.
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    Multimedia music is a combination of technology and art, and art can be expressed in the aesthetic sense of the artist's individual and reconstructed in various forms based on aesthetic value. Technology creates a new media genre as a means of express...

    Multimedia music is a combination of technology and art, and art can be expressed in the aesthetic sense of the artist's individual and reconstructed in various forms based on aesthetic value. Technology
    creates a new media genre as a means of expressing this form of art over time. Multimedia is constantly evolving, such as interactive media art, in which music and images are newly changed according to changes or reactions in the surrounding environment, from the traditional way of composing music for a given video or scene as it becomes possible to visualize sounds that were previously impossible.
    Studying on the production of multimedia music works using real-time sound processing of bass guitar performances. By producing video that interacts with real-time sound processing that can only be done by computer music at the same time as bridging the gap with the public in the field of computer music, multimedia music is intended to produce intuitive interactive multimedia music works that make it easier to appreciate the public.
    For Real-time sound processing, Max for Live which is part of the Max/MSP with produced tape music uses and various sound effects such as reverb, chorus, delay, phase vector is applied to granular synthesis in a series to create sound that could not naturally occur in the bass guitar. This allowed new acoustic and artistic expressions beyond the physical limitations of the instrument.
    The visualized video is also produced in real time through Arena which can be changing in the parameters and image effects of the video visualized what the music wanted to express to help understand the work. The Arena application also using the data transmitted by OSC protocol can be able to create intuitive interactions from made music and video interactions felt by the audience and helped them understand the work by responding in real time to images and effects.
    The multimedia music <<Overcome>> was used of the bass guitar's attack and volume data of the performance. This could be applied to interactions and visualizations with images without strain. However,
    there is still a wide variety of data available in music, as well for volume and attack, as to study multimedia music in the future and come up with a visualization method of music, can use more data to organize the work in more individual and colorful ways and deliver the messages contained in the work in it in various ways.

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    목차 (Table of Contents)

    • I. 서 론 1
    • 1. 연구 배경 및 목적 1
    • II. 본론 3
    • 1. 베이스 기타의 특징 연구 3
    • 2. 사운드 제작 연구 6
    • I. 서 론 1
    • 1. 연구 배경 및 목적 1
    • II. 본론 3
    • 1. 베이스 기타의 특징 연구 3
    • 2. 사운드 제작 연구 6
    • 1) 사운드 시스템 6
    • 2) 사운드 프로세싱 연구 8
    • ① granular synthesis 음향효과 8
    • ② delay 음향효과 10
    • ③ chorus 음향효과 12
    • ④ phase vocoder 음향효과 14
    • ⑤ 사운드 프로세싱 적용 방법 연구 15
    • 3. 영상 제작 연구 17
    • 1) 사운드 데이터 활용 18
    • 2) Arena를 이용한 영상 제작 19
    • 3) 사운드와 영상의 실시간 인터랙션 제작 26
    • 4. 연구 기술의 작품 적용 30
    • 1) 작품 소개 30
    • 2) 작품 구성 30
    • 3) 작품 내 연구 기술의 적용 34
    • ① A 파트 적용 효과 34
    • ② B 파트 적용 효과 37
    • ③ C 파트 적용 효과 38
    • ④ D 파트 적용 효과 40
    • Ⅲ. 결 론 43
    • 참 고 문 헌 45
    • ABSTRACT 47
    • 부록 : 첨부 DVD 설명 49
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