• Title/Summary/Keyword: 사운드

Search Result 583, Processing Time 0.025 seconds

Efficient Sound Control Method in Virtual Environments Using Raytracing Based Diffraction

  • Kim, Jong-Hyun;Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.11
    • /
    • pp.81-87
    • /
    • 2022
  • In this paper, we propose diffraction-based sound control method to improve sound immersion in a virtual environment. The proposed technique can express the wave and flow of sound in a physical environment and a pattern similar to diffraction in real-time. Our approach determines whether there is an obstacle from the location of the sound source and then calculates the position of the new sound reflected and diffracted by the obstacle. Based on ray tracing, it determines whether or not it collides with an obstacle, and predicts the sound level of the agent behind the obstacle by using the vector reflected and refraction by the collision. In this process, the sound attenuation according to the distance/material is modeled by attenuating the size of the sound according to the number of reflected/refracted rays. As a result, the diffraction pattern expressed in the physics-based approach was expressed in real time, and it shows that the diffraction pattern also changes as the position of the obstacle is changed, thereby showing the result of naturally spreading the size of the sound. The proposed method restores the diffusion and diffraction characteristics of sound expressed in real life almost similarly.

Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.405-408
    • /
    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

  • PDF

Sound Analysis on <Masculine Feminine> (영화 <남성 여성>의 사운드 분석)

  • Lee, Sang In
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.5
    • /
    • pp.18-29
    • /
    • 2014
  • was somewhat of a turning point for Godard, allowing the Novelle Vague auteur to address for the first time the current political climate of the world in one of his film, and this film is a film of constant questioning and is, in the truest sense, a 'talking film'. In this paper, I attempt to analyse the sound of this film to interpret the complicated sound structure in . Godard was aware of the power of sound and experimented diverse methods such as 'direct sound', interviewing using the effect of on-sound and off-sound, multiple narration, reading a text aloud, sound effect and music which are controled and selected by himself in this film. , with its largely improvised dialogue, was a work of journalism which was recorded a generation of Marx Coca-Cola.

Sound Direction through Listening Point Application (청점운용을 통한 사운드연출)

  • Kim, Eun-Dong
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.11
    • /
    • pp.50-59
    • /
    • 2014
  • A basic role of sound is to give realism to the expressions on the screen or to highlight the images using exaggerated effect as a supporting role. In that way, sound effect makes it possible for audiences to naturally understand realistic images. However, the sound effect in movies is not real 'sound' in fact. Rather, sound effect is a separate cinematic tool that needs a separate direction to manipulate sounds in order to create appropriate effects for particular intention in the movie. While watching the movie, the audiences go through unique experience where they comprehend the manipulated world as the real world. Therefore, direction for sound effect must help deliver realism to the images by auditory factors. Thus, effective sound direction shall have precise and independent design for identification, reason and eurythmical match with the screen and occurred sounds shall be designed based on the subjective listening point to see who is actually listening.

State-of-the-art Studies on Infrasound Monitoring in Korea (국내 인프라사운드 관측기술의 최신 연구 동향)

  • Che, Il-Young;Lee, Hee-Il;Jeon, Jeong-Soo;Shin, In-Cheul;Chi, Heon-Cheol
    • Geophysics and Geophysical Exploration
    • /
    • v.13 no.3
    • /
    • pp.286-294
    • /
    • 2010
  • Korea Institute of Geoscience and Mineral Resources (KIGAM) has installed and operated seven seismoacoustic (infrasound) arrays as well as seismic stations in Korea. The seismo-acoustic array, which consists of co-located seismometers and micro-barometers, can observe both seismic and infrasonic signals from distant explosive phenomena. The infrasound is defined as low frequency (<20 Hz) acoustic waves in atmosphere. In particular, it can be detectable at long distance due to its low energy attenuation during propagation in atmosphere. KIGAM adopted the infrasound technology to discriminate surface explosions from earthquakes only because the surface explosion generally generates infrasound following seismic signal. In addition to surface explosions, these arrays have detected diverse geophysically natural and artificial phenomena, such as infrasound signal from the North Korean nuclear test. This review introduced the state-of-the-art studies and examples of infrasonic signals in and around the Korean Peninsula. In conclusion, infrasound technology would be clearly accepted itself as a new Earth monitoring technology by expanding its detectable regime to lithosphere-Earth surface-atmosphere. In future, an advanced technology, which allows to analyze seismic and infrasonic wave fields together, will enlarge the understanding of geophysical phenomena and be used as a robust analysis method for remote explosive phenomena in the broad infrasound regime.

A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
    • /
    • s.15
    • /
    • pp.221-235
    • /
    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

  • PDF

Study on Analysis of Queen Bee Sound Patterns (여왕벌 사운드 패턴 분석에 대한 연구)

  • Kim Joon Ho;Han Wook
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.867-874
    • /
    • 2023
  • Recently, many problems are occurring in the bee ecosystem due to rapid climate change. The decline in the bee population and changes in the flowering period are having a huge impact on the harvest of bee-keepers. Since it is impossible to continuously observe the beehives in the hive with the naked eye, most people rely on knowledge based on experience about the state of the hive.Therefore, interest is focused on smart beekeeping incorporating IoT technology. In particular, with regard to swarming, which is one of the most important parts of beekeeping, we know empirically that the swarming time can be determined by the sound of the queen bee, but there is no way to systematically analyze this with data.You may think that it can be done by simply recording the sound of the queen bee and analyzing it, but it does not solve various problems such as various noise issues around the hive and the inability to continuously record.In this study, we developed a system that records queen bee sounds in a real-time cloud system and analyzes sound patterns.After receiving real-time analog sound from the hive through multiple channels and converting it to digital, a sound pattern that was continuously output in the queen bee sound frequency band was discovered. By accessing the cloud system, you can monitor sounds around the hive, temperature/humidity inside the hive, weight, and internal movement data.The system developed in this study made it possible to analyze the sound patterns of the queen bee and learn about the situation inside the hive. Through this, it will be possible to predict the swarming period of bees or provide information to control the swarming period.

Geophysical Study Through Infrasound Observation (인프라사운드 관측을 통한 지구물리학적 연구)

  • Che, Il-Young;Jeon, Jeong-Soo
    • Economic and Environmental Geology
    • /
    • v.39 no.4 s.179
    • /
    • pp.495-505
    • /
    • 2006
  • Atmospheric infrasound is defined as low frequency inaudible sound waves generated from natural phenomena and human activities. One property of long-distance travelling of infrasound makes it possible to detect the wave propagated from remote sound sources and to understand many geophysical phenomena generating it. Recently, advanced global infrasound sensor arrays are being deployed to monitor the clandestine nuclear test and to study geophysical phenomena in the world. In Korea, five seismo-acoustic arrays consisting of co-located seismometer and micro-barometer have been operated to discriminate the artificial explosions from the natural earthquakes in and around the Korean Peninsula. In addition to the discrimination purpose, these ways also record distinct infrasonic signals from natural phenomena on global scale such as large earthquake, bolide event, volcanic explosion, typhoon, and so on. As a new frontier in monitoring the earth, infrasound is being applied to understand various phenomena in and above the earth's surface.

Analysis on Topics in Soundscape Research based on Topic Modeling (토픽 모델링을 이용한 사운드스케이프 연구 주제어 분석)

  • Choe, Sou-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.7
    • /
    • pp.427-435
    • /
    • 2019
  • Soundscape provides important resources to understand social and cultural aspects of our society, however, it is still its infancy to study on the research framework to record, conserve, categorize, and analyze soundscapes. Topic modeling is an automatic approach to discover hidden themes that are disperse in unstructured documents, thus topic modeling is robust enough to find latent topics such as research trends behind a collection of documents. The purpose of this paper is to discover topics on current soundscape research based on topic modeling, furthermore, to discuss the possibilities to design a metadata system for sound archives and to improve Soundscape Ontology which is currently developing.

A Range Dependent Structural HRTF Model for 3D Sound Generation in Virtual Environments (가상현실 환경에서의 3 차원 사운드 생성을 위한 거리 변화에 따른 구조적 머리전달함수 모델)

  • Lee, Young-Han;Lee, Gil-Ho;Kim, Hong-Kook
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.632-637
    • /
    • 2006
  • 본 논문에서는 가상현실 환경에서 방위각, 고도, 거리 등의 위치 정보를 인지할 수 있는 3 차원 사운드를 생성하기 위한 구조적 머리전달함수(Head-Related Transfer Function, HRTF) 모델을 제안하고 이를 구현한다. 이를 위해 우선 기존에 연구된 방위각과 고도에 관한 head model 과 pinna model 을 근간으로 거리의 변화를 고려하도록 하는 HRTF 모델을 제안한다. 제안된 거리 변화에 따른 HRTF 모델은 거리 차이에 따른 음압의 변화 모델과 근거리에서 사람의 머리에 의해 생기는 shadowing 모델로 구성된다. 본 논문에서는 제안한 모델로 부터 mono 사운드를 방위각, 고도, 거리를 인지할 수 있는 stereo 사운드로 변환하여 생성하는 3 차원 사운드 생성기를 구현하였고, 일반인을 대상으로 거리에 대한 청취 실험을 통하여 제안한 모델의 성능을 측정하였다. 그리고 제안된 모델을 가상현실의 실감모델인 MP3 에 구현하여 그 효과를 입증하였다.

  • PDF