• Title/Summary/Keyword: Sound Player

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A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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Sensibility Satisfaction Evaluation of MP3 Sound on Mobile Phone (휴대폰 무선서비스 MP3 사운드의 감성만족도 평가)

  • Kweon, O-Seong;Choi, Jae-Hyun
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.481-489
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    • 2007
  • The purpose of this study was to investigate whether there were differences in sound quality among telecommunication service providers(SPs). To avoid the influence of brand of SPs and mobile phone manufacturer, a series of structured experiments was planed. Possible source of sound difference were tested such as specific genres of music, contents providers, mp3 players for PC, and mobile phone manufacturers. The results show there are differences of sound quality among telecommunication service providers(SPs). But the difference comes from contents, mobile phone, and MP3 player for PC. The same model of mobile phone from the manufacturer sounded differently depending on telecommunication service providers(SPs). The genre of music did not show consistent difference in sound quality.

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A Fast Implementation of JPEG and Its Application to Multimedia Service in Mobile Handset

  • Jeong Gu-Min;Jung Doo-Hee;Na Seung-Won;Lee Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.8 no.12
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    • pp.1649-1657
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    • 2005
  • In this paper, a fast implementation of JPEG is discussed and its application to multimedia service is presented for mobile wireless internet. A fast JPEG player is developed based on several fast algorithms for mobile handset. In the color transformation, RCT is adopted instead of ICT for JPEG source. For the most time-consuming DCT part, the binDCT can reduce the decoding time. In upsampling and RGB conversion, the transformation from YCbCr to RGB 16 bit is made at one time. In some parts, assembly language is applied for high-speed. Also, an implementation of multimedia in mobile handset is described using MJPEG (Motion JPEG) and QCELP(Qualcomm Code Excited Linear Prediction Coding). MJPEG and QCELP are used for video and sound, which are synchronized in handset. For the play of MJPEG, the decoder is implemented as a S/W upon the MSM 5500 baseband chip using the fast JPEG decoder. For the play of QCELP, the embedded QCELP player in handset is used. The implemented multimedia player has a fast speed preserving the image quality.

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A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.

A Method of Reducing Vibration of Vibroisolating Part of Multi Changer Player Deck Mechanism (멀티 체인저 플레이어 데크 메카니즘의 방진부 진동 저감 대책)

  • 강영규;박혁성
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 1994.10a
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    • pp.46-51
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    • 1994
  • 자동차용 MCP(Multi Changer Player)는 조용하고 깨끗한 음악을 감상하고 싶어하는 소비자들에게 큰 호응을 얻고 있다. 그러나 주행중에 외력이 자동차용 MCP 데크를 통하여 클렘핑부(Clamping부 : 이하 방진부라 함)에 전달되어 방진부에 진동이 발생할 수 있다. 이때 방진부에 장착되어 있는 CD(Compact Disc)의 음재생에 영향을 줄 수 있다. 따라서 본 연구에서는 자동차용 MCP 데크 메카니즘의 중요 구성 부분인 방진부를 설계 및 실험 해석에 의해 진동 저감 대책을 세움으로써 기초 자료를 확보하고 제품의 성능을 향상시키고자 한다. 자동차용 MCP 데크에 장착된 방진부의 진동 저감 문제를 해결하기 위해 먼저 다음과 같은 사항이 방진부에 미치는 영향도를 알아본다. 1) 아이들링(Idling) 중일때의 자동차의 특성과 주행중일때의 자동차의 특성 및 노면 외란이 진장부에 미치는 영향도를 파악한다. 2) CD가 클램핌되어 있을 때의 CD의 모드를 해석해 본다. 그리고 방진재로 사용된 스프링의 설계 및 방진 고무의 물성치 변화에 따른 방진부의 특성변화를 실험에 의해 해석하여 적절한 방진재를 선정한다. 또한 결정된 방진재를 사용한 MCP의 음비(Sound Skip) 특성을 측정해본다.

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Development of MPEG-4 Audio Streaming Player on Mobile Terminal with Embedded Linux Processor (내장형 리눅스 기반 이동 단말기에서의 MPEG-4 오디오 스트리팅 재생기의 구현)

  • Cha, Kyung-Ae
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.5
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    • pp.117-123
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    • 2008
  • In this paper, we develop MPEG-4 AAC streaming player on embedded Linux processor such as mobile terminals. Moreover we show the experimental results that the player preforms the decoding processes of MPEG-4 AAC data effectively. MPEG-4 AAC technology supports a wide range encoding rates and high sound quality so it is appropriate to adopt various applications. In particular, the need in the development of the application of audio data increases according to significantly increase in devices used in mobile environments, such as cell phones and PDAs. In this environment, it is necessary to optimize the decoding processes to the ability of the terminal hardware in order to play audio data without delays. We also implement the decoding module to optimize the processor capabilities and make the player to decode and play streaming audio data from streaming server.

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Acoustic Performance Improvement for Dome-typed Gymnastics Training Floor using Acoustic Simulation (음향 시뮬레이션을 이용한 돔형 체조연습장의 음향성능 개선)

  • Yun, Jae-Hyun;Jung, Chul-Woon;Kuk, Joung-Hun;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.696-700
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    • 2007
  • In case of dome-typed gymnastics training floor, since its form takes shape of the focus of sound, in the occasion when the finishing-material was used with the sandwich panel that prominent in reflexibility, and because the reverberation of sound in indoor is too loud, a smooth practice and teaching is very difficult. As this indoor gymnastics training floor, standing at its character, is required simultaneously the idea communication between the player and the coach, and the acoustic capability regarding to the clearness of music, besides the sport activity, the method to minimize the acoustic defect should be urgently contrived from the stages of design and beginning of construction. On this viewpoint, after investigation on the confidence of the surveyed value and the estimated value using acoustic simulation, and use of the changed finish-material, this thesis intends to design the dome-typed gymnastics training floor that secured the optimized acoustic condition. It is also considered that such result of the study could be utilized as the useful data that enables to improve the retrenchment effect of the construction cost as well as the acoustic performance, by means of the prediction control on the acoustic problem from the stage of design, for the occasion when the similar indoor sport gymnasium is planning to build for the near future.

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Development of A Method for The Musical Expression of Cognitive Food Taste

  • Kim, So-Eun;Lim, Seock-Won;Chun, Jae-Kun
    • Food Science and Biotechnology
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    • v.14 no.6
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    • pp.738-742
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    • 2005
  • We developed a musical composition and performing method for the dynamic expression of food taste, to replace the static expression obtained from a numerical sensory score and linguistic method. The musical score was composed using cognitive food sensory data gathered while eating potato chips via a computer equipped with a sound card and a master keyboard, as well as Cakewalk 9.0, Goldwave 5.0, and Windows Media Player. The music score included four lines, one representing sensory data and three reflecting three layers of human consciousness. Different time units were applied by incorporating different repetition cycles for the relevant consciousness layers. The musical scores of individual subjects differed in terms of the score pattern and its sound. The music representing food taste was played by four instruments and showed different sound and acoustic frequency patterns for each individual subject during the consumption of potato chips. The musical expression method was applied to analyze the individual taste characteristics in the cognition of food.

Implementation of Music Source Classification System by Embedding Information Code (정보코드 결합을 이용한 음원분류 시스템 구현)

  • Jo, Jae-Young;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.10 no.3
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    • pp.250-255
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    • 2006
  • In digital multimedia society, we usually use the digital sound music ( Mp3, wav, etc.) system instead of analog music. In the middle of generating or recording and transmitting, if we embed the digital code which is useful to music information, we can easily select as well as classify the music title by using Mp3 player that embedded sound source classification system. In this paper, sound source classification system which could be classify and search a music informations by way of user friendly scheme is implemented. We performed some experiments to testify the validity of proposed scheme by using implemented system.

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Audio Contents Adaptation Technology According to User′s Preference on Sound Fields (사용자의 음장선호도에 따른 오디오 콘텐츠 적응 기술)

  • 강경옥;홍재근;서정일
    • The Journal of the Acoustical Society of Korea
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    • v.23 no.6
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    • pp.437-445
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    • 2004
  • In this paper. we describe a novel method for transforming audio contents according to user's preference on sound field. Sound field effect technologies. which transform or simulate acoustic environments as user's preference, are very important for enlarging the reality of acoustic scene. However huge amount of computational power is required to process sound field effect in real time. so it is hard to implement this functionality at the portable audio devices such as MP3 player. In this paper, we propose an efficient method for providing sound field effect to audio contents independent of terminal's computational power through processing this functionality at the server using user's sound field preference, which is transfered from terminal side. To describe sound field preference, user can use perceptual acoustic parameters as well as the URI address of room impulse response signal. In addition, a novel fast convolution method is presented to implement a sound field effect engine as a result of convoluting with a room impulse response signal at the realtime application. and verified to be applicable to real-time applications through experiments. To verify the evidence of benefit of proposed method we performed two subjective listening tests about sound field descrimitive ability and preference on sound field processed sounds. The results showed that the proposed sound field preference can be applicable to the public.