• 제목/요약/키워드: Sound Player

Search Result 60, Processing Time 0.022 seconds

The Implementation of the multi-channel real sound player for User Interactive Music Service (사용자 Interactive 음원 재생을 위한 다채널 실감 Audio 재생기 구현)

  • Jung, Jong-Jin;Lim, Tae-Beom;Lee, Seok-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2010.11a
    • /
    • pp.266-269
    • /
    • 2010
  • 급속한 정보 통신 기술의 발달로 인해 멀티미디어 재생 개발 기술들은 단순히 수동적으로 보고 듣는 재생 기술에서 벗어나 청취자 감성, 취향 등에 따라 보다 실감 있고 사용자가 능동적으로 재생할 수 있는 기술로 진화 하고 있다. 지금까지의 오디오 서비스는 음원 개발자 중심의 오디오 서비스, 즉 보컬 및 모든 악기가 믹스된 단일음원이기 때문에 사용자는 단순히 오디오 음원 개발자나 음반 제작사가 발매한 단일 음원을 일방적으로 수동적 청취할 수밖에 없다. 하지만 사용자 능동형 오디오 서비스에서는 사용자가 능동적으로 자신이 원하는 음악적 취향에 따라 능동적으로 각각의 객체 기반의 독립 음원을 선택, 감성에 따른 음원 효과 추가, 최적의 음원 청취 위치(Sweet Spot) 변경, 음원 및 스피커 재생 공간 및 위치 변경 재생 등을 할 수가 있다. 본 논문에서는 디지털 음원들을 입력받아 임의의 필터링을 실행하고, 사용자 음원 보정 정보, 출력 유닛의 공간적, 음향적 특성을 상위제어기로부터 입력받아 전신호경로 상에 디지털 신호처리 하여 출력신호를 생성하는 DSP 시스템 플랫폼 및 알고리즘에 관하여 소개한다.

  • PDF

Evaluation of Acoustic Performance about Dome-typed Gymnastics Training Floor Using Auralization (가청화를 이용한 돔형 체조연습장의 음향 성능평가에 관한 연구)

  • Yun, Jae-Hyun;Ju, Duck-Hoon;Kim, Jae-Soo
    • Transactions of the Korean Society for Noise and Vibration Engineering
    • /
    • v.17 no.8
    • /
    • pp.708-719
    • /
    • 2007
  • In case of indoor gymnastics training floor, in view of its characteristics, since it is simultaneously required the related smooth communication between the coach and the player, also the acoustic performance regarding to the clearness of music, besides the sport activity, the consideration about the acoustic character has entered the stage as an indispensable element. On such viewpoint, recently constructed dome-typed gymnastic training floor was optimized acoustic design with remodeling through acoustic simulation test. And acoustic satisfaction degree and reaction was attempted to investigate about the gymnastics training floor estimating value of human's psychological(sensual) degree using auralization that enables to experience the virtual sound field at the stage of design. As the result of investigation about the research on the space of object, it could be known that the valuation regarding to the acoustic performance of 'after-improvement' was distinctly more refined than that of 'before-improvement'. It is now considering that such result of the study can be utilized as the useful data which enables to improve the retrenchment effect of the construction cost as well as the acoustic capability, 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.

A Raid-Type War-Game Model Based on a Discrete Multi-Weapon Lanchester's Law

  • Baik, Seung-Won
    • Management Science and Financial Engineering
    • /
    • v.19 no.2
    • /
    • pp.31-36
    • /
    • 2013
  • We propose a war-game model that is appropriate for a raid-type warfare in which, a priori, the maneuver of the attacker is relatively certain. The model is based on a multi-weapon extention of the Lanchester's law. Instead of a continuous time dynamic game with the differential equations from the Lanchester's law, however, we adopt a multi-period model relying on a time-discretization of the Lanchester's law. Despite the obvious limitation that two players make a move only on the discrete time epochs, the pragmatic model has a manifold justification. The existence of an equilibrium is readily established by its equivalence to a finite zero-sum game, the existence of whose equilibrium is, in turn, well-known to be no other than the LP-duality. It implies then that the war-game model dictates optimal strategies for both players under the assumption that any strategy choice of each player will be responded by a best strategy of her opponent. The model, therefore, provides a sound ground for finding an efficient reinforcement of a defense system that guarantees peaceful equilibria.

The Present Situation and Challenges of the Russian Music Industry: Centered on the Digital Sound Sources (러시아 음악 산업 현황과 과제 - 디지털 음원을 중심으로 -)

  • Kwon, ki-bae;Kim, Se-il
    • Cross-Cultural Studies
    • /
    • v.50
    • /
    • pp.395-424
    • /
    • 2018
  • The purpose of this paper is to examine the current situation and background of the Russian consumer music market, where digital music sources are making great strides in the noted recent years. In addition, music storage technology, media and change are considered together in this report. Moreover, Russia is the 12th largest music market in the world. The Russian music industry is following the recent trend of the global music industry, where the digital music market is growing rapidly on many different levels. The explosive growth of the digital sound sources in Russia's music industry is attributed to the explosive increase in available consumer downloads, streaming sound source service, and the increase in the number of digital sound sources using mobile technologies due to the development of the Internet. In particular, the sales of the available and accessible streaming sound sources are expected to grow explosively by the year 2020, which is expected to account for more than 85% of total digital music sales. In other words, the spread of smartphones and the resulting changes in the lifestyle of the Russians have created these changes for the global consumer of music. In other words, the time has come for anyone to easily access music and listen to music without a separate audio or digital player. And the fact that the Russian government's strong policy on the eradication of illegal copying of music is becoming an effective deterrent, as is also the factor that led to the increase of the share of the digital sound source to increase sales in Russia. Today, the Russian music industry is leading this change through the age and process of simply adapting to the digital age. Music is the most important element of cultural assets, and it is the beneficial content, which drives the overall growth of the digital economy. In addition, if the following five improvements(First, strengthen the consciousness of the Russian people about copyright protection; Second, utilizing the Big Data Internet resources in the digital music industry; Third, to improve the monopoly situation of digital music distributors; Fourth, distribution of fair music revenues; and Fifth, revitalization of a re-investment in the current Russian music industry) are effective and productive, Russia's role and position in the world music market is likely to expand.

A Study on a Real Time Presentation Method for Playing of a Multimedia mail on Internet (인터넷상의 동영상 메일을 재생하기 위한 실시간 연출 기법 연구)

  • Im, Yeong-Hwan;Lee, Seon-Hye
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.4
    • /
    • pp.877-890
    • /
    • 1999
  • In this paper, a multimedia mail including video, sound, graphic data has been proposed as the next generation mail of the text based mail. In order to develop the multimedia mail, the most outstanding problem is the fact that the multimedia data are too huge to send them to the receiving end directly. The fact of big data may cause many problems in both transferring and storing the data of the multimedia mail. Our main idea is to separate between a control program for the multimedia presentation and multimedia data. Since the size of a control program is as small as a plain text mail, it has no problem to send it attached to the internet mail to the receiver directly. Instead, the big multimedia data themselves may remain on the sender's computer or be sent to a designated server so that the data may be transferred to the receiver only when the receiver activates the play of the multimedia mail. In this scheme, our research focus is paced on the buffer management and the thread scheduling for the real time play of the multimedia mail on internet. Another problem is to provide an easy way of editing a multimedia presentation for an ordinary people having no programming knowledge. For the purposed, VIP(Visual Interface Player) has been used and the results or multimedia mail implemented on LAN has been described.

  • PDF

A Study of Feature-Extraction from the Specifically Intended Product Designs (제품의 특성추출을 통한 디자인 적용 방법에 관한 연구)

  • Hyoung, Sung-Eun;Cho, Un-Dea;Cho, Kwang-Soo
    • Science of Emotion and Sensibility
    • /
    • v.10 no.1
    • /
    • pp.87-98
    • /
    • 2007
  • The aim of this study is to grasp the features of the object which reveals its own specific purposes, and to apply them to the product concept and design forms when designers develop products. For this study, the subjects of the experiment were chosen to fill out a basic questionnaire, and an image analysis of them was performed. After the analysis, the functional design elements of the subjects were extracted and coded. They preyed the correlation between the results of the image analysis and the characteristics of the subjects. The questionnaire was carried out to determine the characteristics of the subjects. As the features of specific products were extracted through this experiment, they can be used as basic data to analyze consumer needs and to better understand the products when we design for them. This can be useful fundamental data enabling designers to understand products easily and to establish concepts for their designs. In the case of the MP3 player in this study, the results of the image analysis of it are turned out to be sound quality, compatibility, portability, employment, interface, and personality. Their respective related features were investigated as well. The important features of designing the MP3 player were presented. Through this fundamental study, it will be possible to understand consumer's needs more effectively, which will bring about the development of the fundamental basis of various fields in design.

  • PDF

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.155-170
    • /
    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.127-142
    • /
    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

A Study on Valuation of Acoustic Performance about Dome-typed Gymnastics Training Floor utilizing Auralization (가청화를 이용한 돔형 체조연습장의 음향 성능평가에 관한 연구)

  • Yun, Jae-Hyun;Ju, Duck-Hoon;Jung, Eun-Jung;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2007.05a
    • /
    • pp.132-136
    • /
    • 2007
  • In case of indoor gymnastics training floor, in view of its characteristics, since it is simultaneously required the related smooth communication between the coach and the player, also the acoustic performance regarding to the Clearness of Music, besides the sport activity, the consideration about the acoustic character has entered the stage as an indispensable element. On such viewpoint, on the object of the recently built dome-typed gymnastics training floor, after making the optimized acoustic design with the remodeling through acoustic simulation, by means of measurement and valuation on human's psychological(sensual) degree utilizing Auralization that enables to experience the virtual sound field at the stage of design, this thesis has attempted to survey of the acoustic satisfaction degree and its reaction about the gymnastics training floor. As the result of investigation about the research on the space of object, it could be known that the valuation regarding to the acoustic performance of 'After-Improvement' was distinctly more refined than that of 'Before-Improvement'. It is now considering that such result of the study can be utilized as the useful data which enables to improve the retrenchment effect of the construction cost as well as the acoustic capability, 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.

  • PDF

The Effect of Features and Motivators of Mobile Phone on Repurchasing Intention: Focusing on Difference Between Korea and Indonesia (휴대폰의 재구매 동기에 관한 국가간 비교 연구 : 한국과 인도네시아를 중심으로)

  • Lee, Jong-Oh;Whang, Jae-Hoon
    • Journal of Information Technology Applications and Management
    • /
    • v.14 no.4
    • /
    • pp.159-174
    • /
    • 2007
  • The purpose of this research is to investigate the relationships among the perceived satisfaction, the perceived the trust, the commitment, the key features for mobile phone, the brand image, the switching cost and the repurchasing intention. We also examine the differences between Korean and Indonesian markets concerning the relationships of these key successfactors. The structural model is tested with the data form each of the sub-samples (i. e. Korean and Indonesian users taken separately). Properties of the casual paths, including standardized path coefficients, the significance of difference, and variance explained for trust, satisfaction, commitment and repurchasing in the hypothesized model, are presented. This study indicated that hardware (sound quality, LCD display, design) user interface (GUI, Menu, Key pad) and extra functions (camera phone, wireless internet, MP3 player) are the three important factors effecting the trust and the satisfaction. The proposed model has been newly tested from the technological prospective in order to get the more practical result. Following the model test, we conduct a test of the differences in path coefficients between Korean and Indonesian users. MSEM show that, compared to Korean market, Indonesian had more emphasized on extra-function for the mobile phone as well as giving more influence to the satisfaction from the brand image. It means Korean market consider the extra-function as basic or no-premium points. And the satisfaction has been effected by switching-cost in Korea but the trust in Indonesia. Other interesting result from the structural weight invariance indicate that, compared to Korean market, the brand-image has effected the satisfaction in addition to placing more the trust on determining the commitment in Indonesia.

  • PDF