WO2009104934A9 - Pocket violin implementation method - Google Patents

Pocket violin implementation method Download PDF

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Publication number
WO2009104934A9
WO2009104934A9 PCT/KR2009/000841 KR2009000841W WO2009104934A9 WO 2009104934 A9 WO2009104934 A9 WO 2009104934A9 KR 2009000841 W KR2009000841 W KR 2009000841W WO 2009104934 A9 WO2009104934 A9 WO 2009104934A9
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WO
WIPO (PCT)
Prior art keywords
bow
violin
string
sound
virtual
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PCT/KR2009/000841
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French (fr)
Korean (ko)
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WO2009104934A2 (en
WO2009104934A3 (en
Inventor
황재엽
양기호
Original Assignee
Hwang Jay-Yeob
Yang Giho
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Priority claimed from KR1020090006445A external-priority patent/KR20090091266A/en
Application filed by Hwang Jay-Yeob, Yang Giho filed Critical Hwang Jay-Yeob
Publication of WO2009104934A2 publication Critical patent/WO2009104934A2/en
Publication of WO2009104934A3 publication Critical patent/WO2009104934A3/en
Publication of WO2009104934A9 publication Critical patent/WO2009104934A9/en

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    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H1/00Details of electrophonic musical instruments
    • G10H1/32Constructional details
    • G10H1/34Switch arrangements, e.g. keyboards or mechanical switches specially adapted for electrophonic musical instruments
    • G10H1/342Switch arrangements, e.g. keyboards or mechanical switches specially adapted for electrophonic musical instruments for guitar-like instruments with or without strings and with a neck on which switches or string-fret contacts are used to detect the notes being played
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H2220/00Input/output interfacing specifically adapted for electrophonic musical tools or instruments
    • G10H2220/091Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith
    • G10H2220/096Graphical user interface [GUI] specifically adapted for electrophonic musical instruments, e.g. interactive musical displays, musical instrument icons or menus; Details of user interactions therewith using a touch screen
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H2230/00General physical, ergonomic or hardware implementation of electrophonic musical tools or instruments, e.g. shape or architecture
    • G10H2230/045Special instrument [spint], i.e. mimicking the ergonomy, shape, sound or other characteristic of a specific acoustic musical instrument category
    • G10H2230/075Spint stringed, i.e. mimicking stringed instrument features, electrophonic aspects of acoustic stringed musical instruments without keyboard; MIDI-like control therefor
    • G10H2230/081Spint viola
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H2240/00Data organisation or data communication aspects, specifically adapted for electrophonic musical tools or instruments
    • G10H2240/171Transmission of musical instrument data, control or status information; Transmission, remote access or control of music data for electrophonic musical instruments
    • G10H2240/201Physical layer or hardware aspects of transmission to or from an electrophonic musical instrument, e.g. voltage levels, bit streams, code words or symbols over a physical link connecting network nodes or instruments
    • G10H2240/241Telephone transmission, i.e. using twisted pair telephone lines or any type of telephone network
    • G10H2240/251Mobile telephone transmission, i.e. transmitting, accessing or controlling music data wirelessly via a wireless or mobile telephone receiver, analog or digital, e.g. DECT GSM, UMTS
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10HELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
    • G10H2250/00Aspects of algorithms or signal processing methods without intrinsic musical character, yet specifically adapted for or used in electrophonic musical processing
    • G10H2250/315Sound category-dependent sound synthesis processes [Gensound] for musical use; Sound category-specific synthesis-controlling parameters or control means therefor
    • G10H2250/441Gensound string, i.e. generating the sound of a string instrument, controlling specific features of said sound
    • G10H2250/445Bowed string instrument sound generation, controlling specific features of said sound, e.g. use of fret or bow control parameters for violin effects synthesis

Definitions

  • the present invention is a violin implementation method for implementing a violin on a portable information device.
  • the present invention is to implement a virtual violin in a small information device having a multi-touch screen.
  • the present invention has been made to solve this problem, and in particular, to provide a user interface that can be played as close as possible to the actual operation of the violin.
  • FIG. 2 is a diagram illustrating a method of operating a bow.
  • FIG. 3 is a flowchart of a right hand operation process.
  • 5 is a process chart of the main method for dropping the bow to bounce continuously.
  • the violin neck is divided into the fingering area 2 and the bowing area 4 on the multi-touch screen 1, and in each area there are four strings 3 of the violin. These strings are arranged from the right side of the string (E), La (A), Le (D), and Sol (G), respectively, like the actual violin.
  • a virtual bow 5 and an effect button 6 are provided in the unarching area 4.
  • the effect buttons 6 and 7 are used to express various arching methods of the virtual bow 5 violin in the arching area, and are used to change the main method of bowing with the virtual bow 5.
  • it is a kind of mode selection button that allows the player to decide whether to make a spiccato effect or drop the bow to a string when directly touching it with a finger instead of the virtual bow 5.
  • There is a default setting mode and if you press the effect button, you can select a different performance effect than the default setting. With two buttons, you can select up to four performance effects.
  • the actual violin is to rub a tight bow into the strings, so the four strings are slightly lower in the outer strings and a little higher in the inner strings so that the bows touch each string smoothly. Therefore, in order to turn on this string, the bow angle that touches each string must be different.
  • the present invention applies this point to a virtual bow.
  • FIG. 2 is a diagram illustrating a method of operating a bow.
  • Figure (a) shows the bow placed on the E string to turn on only the E string. Movement in the same direction as the bow is recognized as turning on the E string, without removing the finger holding the end of the bow from the screen. If you slightly raise it up, it turns into a bow that turns on only the string A, which turns on the next string, and if you actually move in the same direction as the bow, only the string A is turned on.
  • Figure (b) shows a bow placed on the string A and turning only the string A. Movement in the same direction as the bow is recognized as turning on the string A, with the finger holding the tip of the bow off the screen. If you slightly raise it up, it turns into a bow that only turns on the D string that turns on the next string, and if you move in the same direction as the bow, it turns on the D string only. Also, if you slightly lower the finger holding the end of the bow off the screen, it turns into a bow that turns on the sage E string on the right side.
  • Figures (c) and (d) show the change of the bow that turns on the D string on the D string and the bow that turns the G string on the G string, respectively. Same as the case of b).
  • FIG. 3 is a flowchart of a right hand operation process.
  • the movement angle of the rhythm signal is measured and compared with the direction of the bow (30). At this time, if the direction of the bow is matched to turn on the currently located strings and outputs the sound on the current string (40).
  • the error range is predetermined to some extent, so that the bow can be turned on well at an approximately similar angle.
  • the direction is determined (31) within the bow angle range of the bow on which the left string is turned, and the bow bow on the left string is changed and within the bow angle range of the bow on the right string. Then it turns into a bow for the right string (32), and the rest of it is ignored.
  • this method is deformable.
  • the virtual bow is omitted, and the drag angle is calculated by turning on the string corresponding to the angle when the drag occurs.
  • the virtual bow method requires the process of manipulating the virtual bow to achieve the desired angle, but this transformation method does not require such a process.
  • angle may be further subdivided to define angles for turning on two adjacent strings simultaneously.
  • the timer is activated (200).
  • the system determines whether the string where the touch signal occurs is the current string that is currently ringing (300), and if it is not currently ringing, waits to release the finger from the screen (310).
  • the sound hereinafter, first standby sound
  • this case is a case where the right hand is recognized and processed as if the sound is played.
  • the first standby sound is changed to a newly recorded sound (330). In this case, this operation is recognized and processed as a left-handed note.
  • the touch signal is detected (100) after the timer is activated (200) and the current string is the current string ringing (300), if the string is ringing, it is determined whether the sound is higher than the current output sound (400) if not the second Change the standby sound (at this time, the second change sound is a standby sound that is determined when the finger holding the first change sound in the same string) 410, and if it is higher than the current output sound, it is determined whether to release the finger later (500).
  • the currently output sound is output again (510), and when the reference time has elapsed (600) while the fingers are not dropped (600), the currently output sound is changed to the newly recorded sound and output as a sound ( 700). In this case, the motion is recognized and processed as a new note with the left hand.
  • the explanation of this step is understood as a case where the sound is changed while the string is ringing, and the changed sound is left to handle the sound.
  • the touch signal generated in the fingering area can be processed by distinguishing whether it is a sounding operation or a string breaking operation.
  • the present invention replaces the virtual bow 5 with a direct touch with a finger. In other words, if you touch the string you want to turn on with your fingers, you can output it as a spiccato effect.
  • the upper button of the lower right button is the default setting is spiccato, and when the button is pressed, the mode is switched to meso spiccato. It is no wonder that the default settings and the options are interchangeable. Also, other combinations other than spiccato and mesospicato may be used.
  • the following section describes how to handle the drop of a bow naturally on a string to produce a repercussion of strings and bows, and the effect of a faster acceleration due to gravity.
  • a feature of the present invention in processing this law is that it does not hold a virtual bow.
  • the player only needs to consider one finger of the right hand as a bow, and then tap the desired string in the arched area shown on the screen with his finger, then release it as if it is popping straight away and then attach it again.
  • the actual bow bounces back and forth with the repulsive force with the strings, but in the present invention, it is impossible to obtain a natural repulsive force because the finger touches the hard screen, so that the artificial force is input to the program.
  • the finger In order to touch the finger twice in succession to measure the force to bounce by the size of the gap. In other words, as the actual drop is dropped from the high place, the amplitude becomes larger and the drop interval is larger.
  • 5 is a process chart of the main method for dropping the bow to bounce continuously.
  • the performance starts (1000), when the first touch signal is detected in the cloud area (2000), it waits for it to fall within the reference time (3000), and when it falls, it makes a primary bow drop sound with the sound on the string. (4000). If the touch signal does not fall until the reference time passes, the sound ringing from the string is muted (3100).
  • the bow bounce rate is calculated by calculating the interval between the first touch signal and the second touch signal (6000).
  • the bow bounce uses strings and bow repulsions and natural drops, so as time goes by, the width narrows, the bounce gets faster, and eventually the vibration stops and the sound stops.
  • This effect can be achieved by multiplying the initial interval (the interval between the primary touch signal and the secondary touch signal) by a certain number of ratios (for example, 1/2) in order to create a faster sound. Since this interval is infinitely small, a standard (for example, 0.1 second) which is judged to be sufficiently small in amplitude is determined and output is not performed when the interval is less than that.
  • the sound is output at the calculated intervals (7000).
  • step 8000 it is determined whether the secondary touch signal falls.
  • buttons 6 and 7 are not provided with two as shown in the example, and can be provided as many as necessary regardless of the number, and basically used as a button for changing the arching method.
  • the present invention can be applied not only to a violin but also to a stringed instrument which makes a bow and sounds such as a cello and a viola. Therefore, it will be apparent that the present invention is not limited to violins.

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  • Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Acoustics & Sound (AREA)
  • Multimedia (AREA)
  • Electrophonic Musical Instruments (AREA)
  • Stringed Musical Instruments (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention relates to a pocket violin implementation method.  It is an aim of the invention to implement a virtual violin in a small information device having a multi touch screen.  In particular, the invention provides a user interface allowing a user to play the violin as similarly as possible to playing a real violin.  This is achieved by providing the multi-touch screen with four violin strings, setting high and low frequencies to be output depending on the position touched by any finger(s) of the user’s left hand, and providing a virtual bow to allow the user to bow a particular string for a given degree of inclination of the bow.  With the help of the invention, the user may enjoy playing the violin through a cell phone anywhere at any time, feeling almost like playing a real violin.

Description

포켓 바이올린 구현 방법How to implement a pocket violin
본 발명은 휴대용 정보기기상에서 바이올린을 구현하기 위한 바이올린 구현 방법이다.The present invention is a violin implementation method for implementing a violin on a portable information device.
[문헌 1] 아이폰용 애플리케이션 Iano (http://justanotheriphoneblog.com/wordpress/wp-content/uploads/2008/02/iano.htm) 검색일 2008. 2. 18[Document 1] Iano for iPhone application (http://justanotheriphoneblog.com/wordpress/wp-content/uploads/2008/02/iano.htm)
본 발명은, 멀티터치스크린을 구비한 소형 정보기기에서 가상바이올린을 구현하고자 한다.The present invention is to implement a virtual violin in a small information device having a multi-touch screen.
아이폰과 같은 휴대폰에서는 포켓기타나 문헌 1에 소개된 포켓피아노와 같은 애플리케이션을 즐길 수 있다. 그런데, 바이올린과 같은 경우는 연주기법도 다양하고, 활로 한 줄 한 줄 켜야 하는데 평평한 멀티터치스크린 상에서 이를 구현하는 일이 쉽지 않았다. 물론, 멀티터치스크린이 구비되어 있으므로, 손가락으로 해당하는 현을 문지르는 것으로 처리할 수도 있으나, 현과 같은 방향으로 문지르게 하면 실감이 떨어지고, 실제처럼 현을 가로질러 문지르게 하자니 현과 현 사이가 좁아 긴 음을 부드럽게 표현하는 데에 어려움이 있는 것이다.On mobile phones such as the iPhone, you can enjoy applications such as Pocket Guitar and Pocket Piano as described in Literature 1. However, in the case of the violin, there are various techniques of playing, and one line of bows has to be turned on, which is not easy to implement on a flat multi-touch screen. Of course, since the multi-touch screen is provided, it can be treated by rubbing the string with the finger, but if you rub in the same direction as the string, the feeling will be reduced, and rub across the string like the actual string, There is a difficulty in expressing the sound smoothly.
본 발명은 이러한 문제점을 해소하고자 만들어진 것으로서, 특히, 실제 바이올린의 연주동작과 최대한 흡사하게 연주할 수 있는 유저인터페이스를 제공하고자 하는 것이다.The present invention has been made to solve this problem, and in particular, to provide a user interface that can be played as close as possible to the actual operation of the violin.
멀티터치스크린에 바이올린 4개 현을 제공하고, 왼손으로 짚는 위치에 따라 출력할 주파수의 높낮이를 정하고, 가상 활을 제공하여 그 기울임 정도에 따라 그에 맞는 현을 켜는 것으로 처리하며, 음을 짚는 동작도 아니고 또한 가상 활을 켜는 동작도 아닌 터치가 현에 감지되면, 그것이 운지영역에서라면 현을 뜯는 것으로 처리하고, 운궁영역에서라면 활을 현에 떨어뜨리는 것으로 처리한다.Provides 4 strings for the violin on the multi-touch screen, sets the pitch of the output frequency according to the position of the left hand, provides a virtual bow, and turns on the string according to the degree of inclination. Also, if a touch is detected, which is not an operation of turning on the virtual bow, it is treated as tearing the string if it is in the fingering area, and dropping the bow at the string if it is in the bowing area.
본 발명을 이용하면, 언제 어디서나 휴대폰으로도 바이올린 연주를 실제 연주와 거의 흡사하게 즐길 수 있다.By using the present invention, it is possible to enjoy playing the violin almost like a real performance on a mobile phone anytime and anywhere.
도 1은 본 발명의 실시예이다.1 is an embodiment of the present invention.
도 2는 활을 조작하는 방법을 나타낸 그림이다.2 is a diagram illustrating a method of operating a bow.
도 3은 오른손 조작 처리 과정도이다.3 is a flowchart of a right hand operation process.
도 4는 왼손 조작 처리 과정도이다.4 is a left hand manipulation process diagram.
도 5는 활을 떨어뜨려 연속으로 튕겨주는 주법의 처리 과정도이다.5 is a process chart of the main method for dropping the bow to bounce continuously.
이하, 본 발명에 대하여 도면과 함께 설명하기로 한다.Hereinafter, the present invention will be described with reference to the drawings.
도 1은 본 발명의 실시예이다.1 is an embodiment of the present invention.
그림에서와 같이, 멀티터치스크린(1)에 바이올린 네크를 운지영역(2)과 운궁영역(4)으로 구분하여 제시하고, 각각의 영역에는 바이올린의 4개의 현(3)이 있다. 이 현에는 각각 실제 바이올린처럼 우측으로부터 미(E), 라(A), 레(D), 솔(G) 개방현이 배치되어 있다. 그리고 운궁영역(4)에는 가상 활(5)과 효과버튼(6)이 제공된다.As shown in the figure, the violin neck is divided into the fingering area 2 and the bowing area 4 on the multi-touch screen 1, and in each area there are four strings 3 of the violin. These strings are arranged from the right side of the string (E), La (A), Le (D), and Sol (G), respectively, like the actual violin. In addition, a virtual bow 5 and an effect button 6 are provided in the unarching area 4.
이러한 화면에서, 연주자가 운지영역(2) 내에 있는 현(3)을 손가락으로 짚으면 그 위치에 해당하는 음이 설정이 되고, 가상 활(5)의 끝부분에 손가락을 대면 가상 활(5)을 잡은 것으로 처리되며, 이후 가상 활(5)을 잡은 손가락을 움직여서, 켜고 싶은 현을 가상 활(5)로 켜면 설정된 음이 출력되는 것이다. 효과버튼(6, 7)은 운궁영역에서 가상 활(5) 바이올린의 다양한 운궁주법을 표현하기 위한 것으로서, 가상 활(5)로 보잉하는 주법을 바꾸고 싶을 때 사용한다. 예를 들어, 가상 활(5)이 아닌 손가락으로 직접 터치하는 경우 그것을 스피카토 효과로 낼 것인지 활을 스트링에 떨어뜨리는 효과로 낼 것인지 등을 연주자가 결정하도록 해주는 일종의 모드선택버튼이다. 기본 설정 모드가 정해져 있으며, 효과버튼을 누르면 기본 설정이 아닌 다른 연주효과를 선택하는 걸로 하면 버튼 2개면 최대 4가지 연주효과를 선택할 수 있다.In such a screen, when the player taps the string 3 in the fingering area 2 with the finger, the sound corresponding to the position is set, and when the finger touches the end of the virtual bow 5, the virtual bow 5 It is treated as a holding, and then by moving the finger holding the virtual bow (5), when you turn on the string you want to turn on with the virtual bow (5) is the set sound is output. The effect buttons 6 and 7 are used to express various arching methods of the virtual bow 5 violin in the arching area, and are used to change the main method of bowing with the virtual bow 5. For example, it is a kind of mode selection button that allows the player to decide whether to make a spiccato effect or drop the bow to a string when directly touching it with a finger instead of the virtual bow 5. There is a default setting mode, and if you press the effect button, you can select a different performance effect than the default setting. With two buttons, you can select up to four performance effects.
다음은, 활을 조작하는 방법에 대하여 설명하기로 한다.Next, a method of operating the bow will be described.
실제의 바이올린은 팽팽한 활을 현에 문지르는 것이기 때문에 각각의 현에 활이 원활하게 닿을 수 있도록 4개의 현의 높이가 바깥쪽 현은 조금 낮게, 그리고 안쪽 현은 조금 높게 매어져 있다. 따라서, 이런 현을 켜기 위해서 각각의 현에 닿게 되는 활의 각도가 다를 수밖에 없다.The actual violin is to rub a tight bow into the strings, so the four strings are slightly lower in the outer strings and a little higher in the inner strings so that the bows touch each string smoothly. Therefore, in order to turn on this string, the bow angle that touches each string must be different.
본 발명은 바로 이 점을 가상 활에 응용한 것이다.The present invention applies this point to a virtual bow.
도 2는 활을 조작하는 방법을 나타낸 그림이다.2 is a diagram illustrating a method of operating a bow.
그림 (a)는 E현 위에 위치하여 E현만을 켜게 되는 활의 모습인데, 활의 방향과 동일한 방향의 움직임은 E현을 켜는 것으로 인식되고, 활의 끝을 잡고 있는 손가락을 화면에서 떼지 않은 채로 위로 살짝 올리면 다음 현을 켜게 되는 A현만을 켜는 활의 모습으로 바뀌고 실제로 이 활의 방향과 동일한 방향으로 움직이면 A현만 켜게 된다.Figure (a) shows the bow placed on the E string to turn on only the E string. Movement in the same direction as the bow is recognized as turning on the E string, without removing the finger holding the end of the bow from the screen. If you slightly raise it up, it turns into a bow that turns on only the string A, which turns on the next string, and if you actually move in the same direction as the bow, only the string A is turned on.
그림 (b)는 A현 위에 위치하여 A현만을 켜게 되는 활의 모습인데, 활의 방향과 동일한 방향의 움직임은 A현을 켜는 것으로 인식되고, 활의 끝을 잡고 있는 손가락을 화면에서 떼지 않은 채로 위로 살짝 올리면 다음 현을 켜게 되는 D현만을 켜는 활의 모습으로 바뀌고 실제로 이 활의 방향과 동일한 방향으로 움직이면 D현만을 켜게 된다. 또한, 활의 끝을 잡고 있는 손가락을 화면에서 떼지 않은 채로 아래로 살짝 내리면 우측 옆의 현인 E현을 켜는 활로 바뀌게 된다.Figure (b) shows a bow placed on the string A and turning only the string A. Movement in the same direction as the bow is recognized as turning on the string A, with the finger holding the tip of the bow off the screen. If you slightly raise it up, it turns into a bow that only turns on the D string that turns on the next string, and if you move in the same direction as the bow, it turns on the D string only. Also, if you slightly lower the finger holding the end of the bow off the screen, it turns into a bow that turns on the sage E string on the right side.
그림 (c)와 그림 (d)는 각각, D현 위에서 D현을 켜는 활의 변화와, G현 위에서 G현을 켜는 활의 변화를 보여주고 있으며, 그 원리는 위에서 설명한 그림 (a), (b)의 경우와 같다.Figures (c) and (d) show the change of the bow that turns on the D string on the D string and the bow that turns the G string on the G string, respectively. Same as the case of b).
다음은, 이러한 활 조작이 어떠한 과정을 통하여 구현되는지 살펴보기로 한다.Next, we will look at how this operation is implemented.
도 3은 오른손 조작 처리 과정도이다.3 is a flowchart of a right hand operation process.
연주가 시작되고(10), 운궁영역에서 운궁신호가 감지되면(20), 그 운궁신호의 움직임 각도를 측정하여 활의 방향과 비교한다(30). 이때 활의 방향과 일치할 경우 현재 위치해 있는 현을 켜는 것으로 처리하여 현재 현에 짚어져 있는 소리를 출력한다(40). 여기서 물론, 방향의 판단은 어느 정도 오차범위가 미리 지정되어 있어서 대략 비슷한 각도면 활을 잘 켤 수 있게 되어 있다.When the playing is started (10), if a rhythm signal is detected in the rhythm area (20), the movement angle of the rhythm signal is measured and compared with the direction of the bow (30). At this time, if the direction of the bow is matched to turn on the currently located strings and outputs the sound on the current string (40). Here, of course, in the determination of the direction, the error range is predetermined to some extent, so that the bow can be turned on well at an approximately similar angle.
만약, 활의 방향과 다를 경우, 즉, 오차 범위를 넘을 경우, 그 방향을 판단하여(31) 왼쪽 현을 켜는 활의 각도범위 내이면 왼쪽 현을 켜는 활로 바뀌고 오른쪽 현을 켜는 활의 각도범위 내이면 오른쪽 현을 켜는 활로 바뀌고(32), 범위를 벗어나는 나머지 경우는 무시된다.If it is different from the bow direction, that is, if it exceeds the error range, the direction is determined (31) within the bow angle range of the bow on which the left string is turned, and the bow bow on the left string is changed and within the bow angle range of the bow on the right string. Then it turns into a bow for the right string (32), and the rest of it is ignored.
이러한 과정이 연주가 끝날 때까지 계속된다.This process continues until the end of the performance.
그런데, 이와 같은 방식은 변형이 가능한데, 상기 가상활을 생략하고 단지, 드래그가 일어날 때 그 드래그 각도를 계산하여 각도에 맞는 현을 켜는 것으로 처리하는 것이다. 언뜻 보면 같은 방식으로 보이지만, 가상활 방식은 가상활을 자신이 원하는 각도를 이루도록 조작하는 과정이 필요하지만, 이 변형 방식은 그러한 조작과정이 필요없다는 점이 다르다.However, this method is deformable. The virtual bow is omitted, and the drag angle is calculated by turning on the string corresponding to the angle when the drag occurs. At first glance it looks the same way, but the virtual bow method requires the process of manipulating the virtual bow to achieve the desired angle, but this transformation method does not require such a process.
또한, 상기 각도는 더 세분화하여 인접한 두 현을 동시에 켜는 각도들을 정할 수도 있다.In addition, the angle may be further subdivided to define angles for turning on two adjacent strings simultaneously.
다음은, 운지영역에서 왼손으로 지판을 짚어 음을 정하거나 현을 직접 퉁겨서 소리를 내는, 즉, 피치카토 주법을 구별하여 처리하는 과정에 대하여 설명하기로 한다.Next, a description will be given of a process of discriminating and processing the pizzicato method, in which the left finger is placed in the fingering area to determine the sound or the string is played directly.
도 4는 왼손 조작 처리 과정도이다.4 is a left hand manipulation process diagram.
운지영역에서 터치신호가 감지되면(100) 타이머가 작동된다(200).When the touch signal is detected in the fingering area (100), the timer is activated (200).
시스템은 터치신호가 발생한 현이 현재 울림 중인 현인지 판단하여(300) 현재 울림 중인 현이 아니라면 이후 손가락을 스크린에서 떼는지를 기다려(310) 미리 정해진 기준시간(예: 0.2초) 전에 손가락을 떼면 현재 짚어져 있는 음(이후, 1차 대기음)을 출력한다(311). 즉, 이 경우는 오른손으로 음을 퉁기는 동작으로 인식 및 처리한 경우이다. 손가락을 떼지 않은 상태에서 기준시간이 경과되는 때에(320) 1차 대기음을 새로 짚은 음으로 변경한다(330). 이 경우는 이 동작을 왼손으로 음을 짚는 동작으로 인식 및 처리한 경우이다.The system determines whether the string where the touch signal occurs is the current string that is currently ringing (300), and if it is not currently ringing, waits to release the finger from the screen (310). The sound (hereinafter, first standby sound) is output (311). In other words, this case is a case where the right hand is recognized and processed as if the sound is played. When the reference time elapses without removing the finger (320), the first standby sound is changed to a newly recorded sound (330). In this case, this operation is recognized and processed as a left-handed note.
만약 터치신호가 감지되고(100) 타이머가 작동된 후(200) 현재 현이 울림 중인 현인지 판단한 결과(300) 울림 중인 현이라면, 현재 출력음보다 높은 음인지를 판단하여(400) 높지 않다면 2차 대기음을 변경하고(이때, 2차 변경음은 같은 현 내에 1차 변경음을 짚은 손가락이 떨어졌을 경우 정해지는 대기음이다.)(410), 현재 출력음보다 높다면 이후 손가락을 떼는지를 판단하여(500) 기준시간 내에 떼면 현재 출력 중인 음을 다시 한번 더 출력하고(510), 손가락이 떨어지지 않은 상태에서 기준시간이 경과하는 때에(600) 현재 출력 중인 음을 새로 짚은 음으로 변경하고 소리로 출력한다(700). 이 경우에는 이 동작을 왼손으로 새로운 음을 짚는 동작으로 인식하고 처리한 경우이다. 이 단계의 설명은 현이 울림 중일 때 음을 변경하면 변경된 음으로 그 여운이 남아 소리가 계속 나게 되는 것을 처리하는 경우로 이해하면 된다.If the touch signal is detected (100) after the timer is activated (200) and the current string is the current string ringing (300), if the string is ringing, it is determined whether the sound is higher than the current output sound (400) if not the second Change the standby sound (at this time, the second change sound is a standby sound that is determined when the finger holding the first change sound in the same string) 410, and if it is higher than the current output sound, it is determined whether to release the finger later (500). When released within the reference time, the currently output sound is output again (510), and when the reference time has elapsed (600) while the fingers are not dropped (600), the currently output sound is changed to the newly recorded sound and output as a sound ( 700). In this case, the motion is recognized and processed as a new note with the left hand. The explanation of this step is understood as a case where the sound is changed while the string is ringing, and the changed sound is left to handle the sound.
이러한 과정을 통하여 운지영역에서 일어나는 터치신호를 음을 짚는 동작인지 현을 뜯는 동작인지 구분하여 처리할 수 있다.Through this process, the touch signal generated in the fingering area can be processed by distinguishing whether it is a sounding operation or a string breaking operation.
다음은, 스피카토, 메조스피카토, 또는 활을 현 위에 떨어뜨리는 주법인지 구분하는 방법에 대하여 설명하기로 한다.Next, a method of distinguishing spiccato, mesospicato, or a state method of dropping a bow onto a string will be described.
운궁영역에서도 가상 활로 켜는 방법과 가상 활 대신 그냥 손끝으로 터치하는 방법을 모두 사용하여 바이올린의 다양한 연주기법을 처리할 수 있다.In the archery area, you can use the method of turning on the virtual bow and touching the fingertips instead of the virtual bow to handle various violin playing techniques.
스피카토 주법에 대하여 먼저 설명하기로 한다.First, the state of spiccato will be explained.
스피카토 주법은 활을 느긋이 켜는 것이 아니라, 활을 현에 닿자마자 짧은 순간 켜고 반발하듯 들어올리는 주법이기 때문에, 가상 활(5)로 이 주법을 구현하기는 곤란하다.Since the spiccato law is not a slow bow, but a bow that lifts the bow as soon as it hits the string and lifts it like a repulsive bow, it is difficult to implement this law with the virtual bow 5.
본 발명은 이를 구현하기 위하여 가상 활(5) 대신 손가락으로 직접 터치하는 것으로 대체하여 구현한다. 즉, 손가락으로 켜고자 하는 현을 톡톡 튀듯이 터치하면 이를 스피카토 효과로 출력하면 되는 것이다.In order to implement this, the present invention replaces the virtual bow 5 with a direct touch with a finger. In other words, if you touch the string you want to turn on with your fingers, you can output it as a spiccato effect.
만약 메조스피카토 효과를 내고 싶으면 우측하단의 효과버튼 중 위의 것을 약지 등으로 누른 상태에서 검지로 해당 현을 터치하면 된다. 즉, 우측하단의 버튼 중 위의 버튼은 기본설정이 스피카토이고 버튼을 누르면 메조스피카토로 모드가 변환되는 것이다. 이는 그 기본설정과 옵션이 서로 바뀌어도 무관한 것은 당연하다. 또한, 스피카토와 메조스피카토가 아닌 다른 조합이어도 무관하다 할 것이다.If you want to make mesospicato effect, you can touch the string with your index finger while pressing the upper one of the effect buttons on the lower right. That is, the upper button of the lower right button is the default setting is spiccato, and when the button is pressed, the mode is switched to meso spiccato. It is no wonder that the default settings and the options are interchangeable. Also, other combinations other than spiccato and mesospicato may be used.
다음은 활을 현 위에 자연스럽게 떨어뜨려 현과 활의 반발력과 중력으로 인한 점점 빨라지는 진폭에 의한 연주효과를 내는 것을 처리하는 방법에 대하여 설명하기로 한다.The following section describes how to handle the drop of a bow naturally on a string to produce a repercussion of strings and bows, and the effect of a faster acceleration due to gravity.
본 발명이 이 주법을 처리하는 데에 있어 특징은 이 주법에서도 가상 활을 잡지 않는다는 것이다. 연주자는 오른손의 손가락 하나를 활이라 간주하고 화면에 보이는 운궁영역 안의 원하는 현을 손가락으로 툭 쳤다가 곧바로 튕겨나오듯이 떼었다 다시 떨어뜨려 붙이기만 하면 된다. 실제 연주와 다른 점이라면, 실제 활은 현과의 반발력으로 퉁퉁퉁 연달아 튕기게 되지만 본 발명에서는 손가락으로 딱딱한 화면을 터치하기 때문에 자연스러운 반발력을 얻기는 불가능하므로, 인위적으로 그 튕기는 힘을 프로그램에 입력하기 위하여 손가락으로 2번 연달아 터치를 하여 그 간격의 크기만큼 튕기는 힘을 측정하게 하는 것이다. 즉, 실제 활도 높은 곳에서 떨어뜨릴수록 그 진폭이 커져서 떨어지는 간격도 크다는 것을 이용한 것이다. 이렇게 연이은 2번의 터치로 이 주법을 입력시킬 수 있고, 연주자는 2번째의 터치를 화면에서 곧바로 떼지 않고 계속 대고 있으면 프로그램은 화면에서 떨어질 때까지 이 주법의 효과를 내준다. 물론 점점 잦아들어 더 이상 소리가 나지 않고 멈추는 것까지 구현된다. 이하, 도면과 함께 설명하기로 한다.A feature of the present invention in processing this law is that it does not hold a virtual bow. The player only needs to consider one finger of the right hand as a bow, and then tap the desired string in the arched area shown on the screen with his finger, then release it as if it is popping straight away and then attach it again. Unlike the actual performance, the actual bow bounces back and forth with the repulsive force with the strings, but in the present invention, it is impossible to obtain a natural repulsive force because the finger touches the hard screen, so that the artificial force is input to the program. In order to touch the finger twice in succession to measure the force to bounce by the size of the gap. In other words, as the actual drop is dropped from the high place, the amplitude becomes larger and the drop interval is larger. In this way, you can enter this method with two consecutive touches, and if the player keeps holding the second touch straight off the screen, the program produces the effect until it falls off the screen. Of course, it's getting slower and stops without sounding anymore. It will be described below with reference to the drawings.
도 5는 활을 떨어뜨려 연속으로 튕겨주는 주법의 처리 과정도이다.5 is a process chart of the main method for dropping the bow to bounce continuously.
연주가 시작되고(1000), 운궁영역에서 1차 터치신호가 감지되면(2000), 기준시간 내에 떨어지는지를 기다려(3000), 떨어지는 때에 해당 현에 짚어져 있는 음으로 1차 활 떨어뜨리기 소리를 만들어 출력한다(4000). 만약, 기준시간이 지날 때까지 터치신호가 떨어지지 않으면 해당 현에서 울리고 있는 소리를 뮤트처리 한다(3100).When the performance starts (1000), when the first touch signal is detected in the cloud area (2000), it waits for it to fall within the reference time (3000), and when it falls, it makes a primary bow drop sound with the sound on the string. (4000). If the touch signal does not fall until the reference time passes, the sound ringing from the string is muted (3100).
1차 활 떨어뜨리기 소리가 출력되고(4000) 같은 곳에서 2차 터치신호가 감지되면(5000), 1차 터치신호와 2차 터치신호의 간격을 계산하여 활 튕기기 속도를 계산한다(6000). 활을 튕기기는 현과 활의 반발과 자연적인 낙하를 이용하기 때문에 시간이 지날수록 그 폭이 좁아지며 튕기는 소리가 빨라지다가 결국 진동을 멈추고 소리도 멈추게 되어 있다. 이런 효과를 구현하려면 최초 간격(1차 터치신호와 2차 터치신호의 간격)에 일정한 비율의 수(예: 1/2)를 연이어 곱하여 점점 빨라지는 소리를 만들면 된다. 이 간격은 무한이 작아지게 되어 있으므로 진폭이 충분히 작아진 것으로 판단되는 기준(예: 0.1초)을 정하여 그 이하가 될 때는 출력을 하지 않는 것으로 한다. 이렇게 계산된 간격에 따라 소리를 출력한다(7000).When the first drop sound is output (4000) and the second touch signal is detected at the same place (5000), the bow bounce rate is calculated by calculating the interval between the first touch signal and the second touch signal (6000). The bow bounce uses strings and bow repulsions and natural drops, so as time goes by, the width narrows, the bounce gets faster, and eventually the vibration stops and the sound stops. This effect can be achieved by multiplying the initial interval (the interval between the primary touch signal and the secondary touch signal) by a certain number of ratios (for example, 1/2) in order to create a faster sound. Since this interval is infinitely small, a standard (for example, 0.1 second) which is judged to be sufficiently small in amplitude is determined and output is not performed when the interval is less than that. The sound is output at the calculated intervals (7000).
이후, 2차 터치신호가 터치스크린에서 떨어지면(8000) 출력음을 멈추고(9000), 떨어지지 않으면 위에서 계산된 진폭이 충분히 작아지는 것으로 판단되는 기준이 지날 때를 기다려(8100) 출력을 멈추거나(9000) 그 기준이 지나지 않은 때에는 다시 2차 터치신호가 떨어지는지 판단하는 단계(8000)로 진행된다.Thereafter, when the secondary touch signal drops from the touch screen (8000), the output sound stops (9000), and if it does not fall, it waits when the reference calculated by the amplitude calculated above becomes small (8100) or stops the output (9000). When the criteria has not passed, the process proceeds to step 8000 in which it is determined whether the secondary touch signal falls.
이런 과정을 통하여 활을 현 위에 자연스럽게 떨어뜨려 내는 주법을 처리할 수 있는 것이다. 이 주법 역시 기본설정으로 할 수도 있고 우측하단의 효과버튼 중 위의 것이나 아래 것 어느 하나를 누른 상태에서 연주하는 것으로 설정할 수도 있음은 당연하다.Through this process, the state law of dropping the bow naturally on the string can be handled. You can also set this note as the default setting or play it by holding down either the top or bottom of the effect buttons on the bottom right.
효과버튼(6, 7)은 예시처럼 두 개만 제공되는 것은 아니고, 그 수에 관계없이 필요에 따라 얼마든지 더 제공할 수 있으며 기본적으로는 운궁주법의 변화를 주는 버튼으로 사용하면 된다.The effect buttons 6 and 7 are not provided with two as shown in the example, and can be provided as many as necessary regardless of the number, and basically used as a button for changing the arching method.
이상으로 본 발명에 대한 설명을 하였지만, 본 발명은 바이올린뿐만 아니라, 첼로, 비올라 등 활로 켜서 소리를 내는 현악기에는 모두 적용이 가능하다. 따라서, 본 발명이 바이올린에 한하는 것이 아님은 자명하다고 할 것이다.Although the present invention has been described above, the present invention can be applied not only to a violin but also to a stringed instrument which makes a bow and sounds such as a cello and a viola. Therefore, it will be apparent that the present invention is not limited to violins.

Claims (4)

  1. 멀티터치스크린을 구비한 휴대용 정보기기에서 현악기를 구현하는 방법에 있어서,In the method of implementing a string instrument in a portable information device having a multi-touch screen,
    멀티터치스크린 상에 음정을 짚는 가상스트링이 표시되는 운지영역과 활을 켜는 운궁영역이 표시되고,On the multi-touch screen, the fingering area where the virtual strings for pitches are displayed and the clouding area for bows are displayed.
    상기 운궁영역에서 드래그가 일어나면, 드래그의 방향에 따라 서로 다른 가상스트링이 연주되는 것으로 처리하는 것을 특징으로 하는 현악기 연주신호 입력 방법.If the drag occurs in the cloud area, the string instrument playing signal input method, characterized in that different virtual strings are played according to the direction of the drag.
  2. 제 1항에 있어서,The method of claim 1,
    상기 드래그의 방향에 맞추어 평행하게 움직이는 가상활이 화면에 더 표시되는 것을 특징으로 하는 현악기 연주신호 입력 방법.The string instrument performance signal input method, characterized in that the virtual bow moving in parallel with the direction of the drag is further displayed on the screen.
  3. 제 1항에 있어서,The method of claim 1,
    상기 운지영역에서 일어나는 터치신호가 기준시간보다 길게 일어나면 음을 짚는 동작으로, 기준시간보다 짧게 일어나면 현을 뜯는 동작으로 구분하여 처리하는 것을 특징으로 하는 현악기 연주신호 입력 방법.If the touch signal generated in the fingering area is longer than the reference time occurs, the operation to put the sound, if the shorter than the reference time, the string instrument playing signal input method, characterized in that the processing to divide.
  4. 제 1항에 있어서,The method of claim 1,
    화면에 하나 이상의 효과버튼이 제공되고,One or more effect buttons are provided on the screen,
    상기 효과버튼이 눌러진 상태에서 운궁신호가 입력되면 연주음에 정해진 효과를 처리하여 출력하는 것을 특징으로 하는 현악기 연주신호 입력 방법.If the sound effect signal is input while the effect button is pressed, the string instrument playing signal input method, characterized in that for processing and outputting a predetermined effect on the performance sound.
PCT/KR2009/000841 2008-02-23 2009-02-23 Pocket violin implementation method WO2009104934A2 (en)

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