• Title/Summary/Keyword: 3D 음향

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Stereo Audio Matched with 3D Video (3D영상에 정합되는 스테레오 오디오)

  • Park, Sung-Wook;Chung, Tae-Yun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.2
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    • pp.153-158
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    • 2011
  • This paper presents subjective experimental results to understand how audio should be changed when a video clip is watched in 3D than 2D. This paper divided auditory perceptual information into two categories; distance and azimuth that a sound source contributes mostly, and spaciousness that scene or environment contribute mostly. According to the experiment for distance and azimuth, i.e. sound localization, we found that distance and azimuth of sound sources were magnified when heard with 3D than 2D video. This lead us to conclude 3D sound for localization should be designed to have more distance and azimuth than 2D sound. Also we found 3D sound are preferred to be played with not only 3D video clip but also 2D video clip. According to the experiment for spaciousness, we found people prefer sound with more reverberation when they watch 3D video clips than 2D video clips. This can be understood that 3D video provides more spacial information than 2D video. Those subjective experimental results can help audio engineer familiar with 2D audio to create 3D audio, and be fundamental information of future research to make 2D to 3D audio conversion system. Furthermore when designing 3D broadcasting system with limited bandwidth and with 2D TV supportive, we propose to consider transmitting stereoscopic video, audio with enhanced localization, and metadata for TV sets to generate reverberation for spaciousness.

Effects of the Complexity of 3D Modeling on the Acoustic Simulations and Auralized Sounds (3D 모델의 구체성이 건축음향 시뮬레이션 및 가청화시재에 미치는 영향)

  • Park, Chan-Jae;Haan, Chan-Hoon
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.1
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    • pp.22-32
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    • 2011
  • The present study examined the effects of the complexity of the 3D models on the results of acoustic simulation which is the predominant tool of the acoustical design of buildings. Also, the effects of the 3D model on the auralized sounds were investigated. In order to carry out the study, four 3D models with different levels of complexity were introduced for a real auditorium which have different numbers of surfaces in the persuit of the guidance of odeon room acoustic software. The set-up of models was also based on the level of transition order of the program. And the acoustic experiments were performed measuring room acoustic parameters including SPL, RT, C80, D50. Acoustic computer simulations were performed using four different models. Then, the results of the computer modeling were compared with the measured acoustical parameters. In addition, sound sources were recorded in the field and auralized sounds were made in convolution with the impulse source made from acoustic modeling. Then, subjective tests were undertaken using auralized sounds. As the results, it was found that the result of the acoustic simulation were closer to the real room acoustic properties when 3D model was more particularly made. For the subjective test, the listening materials were acknowledged as similar with the real sound source when more complex 3D model was used. Then, it could be concluded that the complexity of the 3D model affects the results of the acoustic modeling as well as subjective tests.

Acoustic Properties of the Jeonju World Cup Stadium (전주월드컵 경기장의 음향특성 평가)

  • Yeon Chul-Ho;Haan Chan-Hoon
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.495-500
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    • 2002
  • 전주월드컵 경기장은 Fully Digital sidelobe-free array 방식의 음향시스템을 도입한 유일한 경기장으로서 대규모 경기장에 Line Array type의 스피커를 사용한 최초의 예가 된다. 현장음향실험을 통하여 경기장의 주요 음향 파라미터인 음압레벨(SPL), 잔향시간(RT), 음성명료도(D50), 음성이해도(RASTI) 등을 측정함으로 전주월드컵 경기장의 음향시스템의 특성과 종합적인 음향성능을 알아보고자 한다. 주음원(Messenger)만 사용하여 실험한 결과 음압레벨(SPL)은 관중석의 객석간 위치별 음압레벨 표준편차가 약 2.78dB로 나타났다. 이 값은 당초의 음압레벨분포편차의 목표치인 ${\pm}3dB$의 범위 이내로 나타났다. 또한 최대음압레벨은 평균 100.1dB로 목표치인 96dB을 초과하는 것으로 나타났다. 잔향시간(RT)은 공석시 전체 관중석 평균 2.94초로 나타났으며, 1000Hz에서의 평균 잔향시간은 2.58초로 나타났다. 잔향시간은 실제 경기장의 사용 시 약 0.3-0.4초의 감소가 발생되리라 판단된다. 음성명료도(D50)는 전체 관중석 평균 $56.2\%$로 매우 양호한 상태로 나타났고 음성이해도(RASTI)는 전체 관중석 평균 0.63으로 목표치인 0.5를 상회하는 것으로 나타났다. 이상의 현장음향실험 결과를 분석한 결과 전주월드컵 경기장의 음향성공은 음향설계 요건을 만족하는 것으로 나타났고 야외 경기장 같은 대형공간에서의 음향시스템에 있어서 Fully Digital sidelobe-free array 방식의 음향시스템의 적용가능성을 보여주고 있는 것으로 나타났다.

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A Study on Enhancement of 3D Sound Using Improved HRTFS (개선된 머리전달함수를 이용한 3차원 입체음향 성능 개선 연구)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.6
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    • pp.557-565
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    • 2009
  • To perceive the direction and the distance of a sound, we always use a couple of information. Head Related Transfer Function (HRTF) contains the information that sound arrives from a sound source to the ears of the listener, like differences of level, phase and frequency spectrum. For a reproduction system using 2 channels, we apply HRTF to many algorithms which make 3d sound. But it causes a problem to localize a sound source around a certain places which is called the cone-of-confusion. In this paper, we proposed the new algorithm to reduce the confusion of sound image localization. The difference of frequency spectrum and psychoacoustics theory are used to boost the spectral cue among each directions. To confirm the performance of the algorithm, informal listening tests are carried out. As a result, we can make the improved 3d sound in 2 channel system based on a headphone. Also sound quality of improved 3d sound is much better than conventional methods.

Comparison of the acoustical performance of auditoria by shapes using acoustic simulation and listening tests (시뮬레이션과 청감실험을 통한 공연장 형태별 음향성능 비교분석)

  • Chanwoo Kang;Chan-Hoon Haan
    • The Journal of the Acoustical Society of Korea
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    • v.42 no.3
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    • pp.189-202
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    • 2023
  • In this study, the acoustic performance was analyzed by architectural shapes of the hall. There are four architectural shapes of halls. They are rectangular, horseshoe, surround, and fan-shape. Eight acoustic parameters were used to determine the acoustic performance. These are RT60, EDT, C80, BQI, LF, Gmid, G125 and ITDG. First, measurement data of famous concert halls around the world were analyzed. The correlation coefficient R was obtained by regression analysis of the relationship between the subjective ranking of the halls and the acoustic parameters. It was found that BQI, G, and ITDG have higher correlation coefficients R. Also the average of acoustic parameters for each architectural shape were obtained. The total acoustic performance for each shape was calculated by using the correlation coefficient R as a weight for each acoustic parameters. As a result, rectangular halls and horseshoe halls showed good acoustical performances. Second, 3D models of each architectural shape were created and acoustic simulation had been performed. The simulation was performed by creating 3D models of each four shapes of concert halls with the same volume and sound absorption coefficient. Listening test was carried out using the sound source which is created from impulse responses of 3D model. As a result, rectangular hall and horseshoe hall showed the best performance however surround hall and fan-shaped hall showed relatively poor performance.

Real Time 3D Audio System using Fixed Point DSP(TMS320C5416) Processor (TMS320C5416을 이용한 3D 입체 음향 시스템의 실시간 구현)

  • Lim, Tae-Sung;Lee, Kyo-Sik;Ryu, Dae-Hyun;Lee, Seung-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.04a
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    • pp.453-456
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    • 2001
  • 21세기에 새로운 분야로 대두되고 있는 가상현실은 많은 사람들의 흥미를 끌고 있다. 상상 속에서나 가능하던 일들을 현실감과 입체감을 통해 실제처럼 느낄 수 있게 해준다는 것이 가상현실의 가장 큰 매력일 것이다. 가상현실을 요하는 멀티미디어 기기들의 활발한 시장진출로 3D 효과를 가진 오디오/비디오의 하드웨어 구현이 불가피하다. 본 연구에서는 휴대용 기기들에서 실시간 3D 입체음향 효과를 얻을 수 있도록 하드웨어를 구성하였다. 기존의 입체음향 기술에서 사용되는 콘볼루션 방법은 계산량이 많기 때문에 실시간 구현이 어렵다. 그러나 제안된 방식은 FFT를 사용하여 주파수 영역에서 처리함으로써 계산량을 줄여 하나의 프로세서로도 실시간 처리가 가능하도록 하였다. 저가/저전력/소형화조건을 요구하는 휴대용 기기에서 3D 입체 음향 효과를 얻을 수 있는 것이다. DSP는 TI(Texas Instruments)사의 16비트 고정소수점(fixed-point) 프로세서인 TMS320C5416을 사용한다. 구현된 3D 입체음향 칩은 입체음향을 필요로 하는 휴대용 MP3 Player, 가전용 오디오/비디오 등에 응용될 수 있다.

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Improvement of Head Related Transfer Function to Create Realistic 3D Sound (현실감있는 입체음향 생성을 위한 머리전달함수의 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.3
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    • pp.381-386
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    • 2008
  • Virtual 3D audio methods that create 3D sound effects are researched highly for multimedia devices using 2 speakers or headphone. The most typical method to create 3D effects is a technology through use of head related transfer function (HRTF) which contains the information that sound arrives from a sound source to the ears of the listener. But it can decline some 3D effects by cone of confusion between front and back directions due to the non-individual HRTF depending on each listener. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio. In order to improve 3D sound, we calculate the excitation energy of each symmetric HRTF and extract the ratio of energy of each bark range. Informal listening tests show that the proposed method improves the front-bach sound localization characteristics much better than the conventional methods.

3D Sound Solutions for Portable Device (휴대용 기기를 위한 입체음향 솔루션)

  • Kim, Hyoun-Suk;Lee, Dong-Woo;Choi, Yong-Suk;Lee, In-Ho;Lee, Simon;Kim, Poong-Min
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11a
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    • pp.633-636
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    • 2005
  • 최근의 전자기기는 소형, 경량화가 가속화되고 있고, 특히 휴대용 기기에서의 MP3, MOD, VOD, DMB, 3D 게임, 등 다양한 멀티미디어 콘텐츠에 대한 일반인의 접근성이 확대됨에 따라 휴대용 기기에서의 입체음향 효과에 대한 사용자의 관심이 고조되고 있다. 하지만, 휴대용 기기에서의 입체음향 효과 구현은 PC 환경에서의 구현과는 다르게, 적은 CPU 점유율, 작은 메모리 사용, 등 열악한 재생환경에서의 구현이 필요해, 기대만큼의 성능을 내기가 쉽지 않다. 이러한 제약된 환경에서 만족스러운 입체음향 효과의 구현을 위해서는 기기별 H/W 특성을 감안한 알고리듬 최적화가 필수이다. 본 논문에서는 휴대용 기기 환경에 최적화된 입체음향 기술과 동향, 국내에서 상용화된 XEN$^{TM}$ 솔루션에 대해 살펴봄으로서 향후 휴대용 기기를 위한 입체음향 기술개발 방향을 제시하고자 한다.

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3D Acoustic Field Analysis in an Annular Combustor System under a Cold Flow Condition (환형 연소기 시스템에서 비연소 3D 음향장 해석)

  • Lim, Jaeyoung;Kim, Daesik
    • Journal of the Korean Society of Propulsion Engineers
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    • v.21 no.6
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    • pp.49-56
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    • 2017
  • The current study has developed an in-house 3D FEM code in order to model thermoacoustic problems in an annular system and compared the acoustic field calculation results with measured ones from a benchmark combustor. From the comparison of calculation results with the measured data, the current acoustic code could successfully capture the various acoustic mode found in the annular system. In addition, it was found that the transverse waves in the combustor were strongly affected by the nozzle acoustic impedances, as well, the pressure distributions were closely related with the combustor acoustic pressure field.

Improvement of 3D Sound Using Psychoacoustic Characteristics (인간의 청각 특성을 이용한 입체음향의 방향감 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.5
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    • pp.255-264
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    • 2011
  • The Head Related Transfer Function (HRTF) means a process related to acoustic transmission from 3d space to the listener's ear. In other words, it contains the information that human can perceive locations of sound sources. So, we make virtual 3d sound using HRTF, despite it doesn't actually exist. But, it can deteriorate some three-dimensional effect by the confusion between front and back directions due to the non-individual HRTF depending on each listener. In this paper, we proposed the new algorithm to reduce the confusion of sound image localization using human's acoustic characteristics. The frequency spectrum and global masking threshold of 3d sounds using HRTF are used to calculate the psychoacoustical differences among each directions. And perceptible cues in each critical band are boosted to create effective 3d sound. As a result, we can make the improved 3d sound, and the performances are much better than conventional methods.