• Title/Summary/Keyword: Sound Rendering System

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A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

A Study on Sweet Spot of Crosstalk Cancellation Schemes for Sound Rendering Systems (입체음향시스템을 위한 상호간접제거 기법의 유효청취범위 분석)

  • Lee, Jung-Hyuck;Jeong, Sang-Hyo;Yoo, Seung-Soo;Song, Iick-Ho;Kim, Sun-Yong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.5C
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    • pp.309-316
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    • 2011
  • In this paper, equalization zone of two crosstalk cancellation (CC) schemes, which are the one based on only head related transfer function (HRTF) and the other one based on interaural intensity/time difference (ITD/IID) as well as HRTF is studied. To do this, the condition numbers and ITD/IID levels of two schemes are shown.

Amplitude Panning Algorithm for Virtual Sound Source Rendering in the Multichannel Loudspeaker System (다채널 스피커 환경에서 가상 음원을 생성하기 위한 레벨 패닝 알고리즘)

  • Jeon, Se-Woon;Park, Young-Cheol;Lee, Seok-Pil;Youn, Dae-Hee
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.197-206
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    • 2011
  • In this paper, we proposes the virtual sound source panning algorithm in the multichannel system. Recently, High-definition (HD) and Ultrahigh-definition (UHD) video formats are accepted for the multimedia applications and they provide the high-quality resolution pixels and the wider view angle. The audio format also needs to generate the wider sound field and more immersive sound effects. However, the conventional stereo system cannot satisfy the desired sound quality in the latest multimedia system. Therefore, the various multichannel systems that can make more improved sound field generation are proposed. In the mutichannel system, the conventional panning algorithms have acoustic problems about directivity and timbre of the virtual sound source. To solve these problems in the arbitrary positioned multichannel loudspeaker system, we proposed the virtual sound source panning algorithm using multiple vectors base nonnegative amplitude panning gains. The proposed algorithm can be easily controlled by the gain control function to generate an accurate localization of the virtual sound source and also it is available for the both symmetric and asymmetric loudspeakers format. Its performance of sound localization is evaluated by subjective tests comparing with conventional amplitude panning algorithms, e.g. VBAP and MDAP, in the symmetric and asymmetric formats.

Smart Virtual Sound Rendering System for Digital TV (지능형 입체음향 TV)

  • Kim, Sun-Min;Kong, Dong-Geon
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2008.04a
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    • pp.939-946
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    • 2008
  • 본 논문은 시청자의 위치에 최적화된 입체음향을 제공하는 TV 개발에 관한 것으로 2 개의 TV 스피커만으로 5.1 채널 스피커가 주는 입체음향 효과를 제공해준다. 기존의 Speaker Virtualizer 기술은 시청자가 특정 위치(Sweet Spot)를 벗어나면 입체음향 성능이 현저히 저하된다. 반면, 본 논문에서 제안하는 Adaptive Virtualizer 기술은 초음파가 장착된 리모콘을 사용하여 시청자의 위치를 인식하고 인식된 시청자의 위치 정보를 활용하여 청취위치에 해당하는 HRTF로부터 설계된 Filter를 Update 하고 두 스피커의 출력레벨 및 시간지연 값을 보정함으로써 최적의 입체음향을 재현한다. 본 논문에서는 실시간 구현을 위해 Speaker Virtualizer의 계산량을 최소화하는 기술을 제안하고 다양한 청취 위치에 해당하는 Filter를 설계하고 설계된 Filter를 효율적으로 Update 하는 Adaptive Virtualizer 기술을 제안한다. 또한, 초음파를 이용한 시청자 위치 인식 기술 및 전체 시스템 통합 기술을 제시한다.

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음성인식 기반 인터렉티브 미디어아트의 연구 - 소리-시각 인터렉티브 설치미술 "Water Music" 을 중심으로-

  • Lee, Myung-Hak;Jiang, Cheng-Ri;Kim, Bong-Hwa;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.354-359
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    • 2008
  • This Audio-Visual Interactive Installation is composed of a video projection of a video Projection and digital Interface technology combining with the viewer's voice recognition. The Viewer can interact with the computer generated moving images growing on the screen by blowing his/her breathing or making sound. This symbiotic audio and visual installation environment allows the viewers to experience an illusionistic spacephysically as well as psychologically. The main programming technologies used to generate moving water waves which can interact with the viewer in this installation are visual C++ and DirectX SDK For making water waves, full-3D rendering technology and particle system were used.

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A Technique of Applying Embedded Sensors to Intuitive Adjustment of Image Filtering Effect in Smart Phone (스마트폰에서 이미지 필터링 효과의 직관적 조정을 위한 내장센서의 적용 기법)

  • Kim, Jiyeon;Kwon, Sukmin;Jung, Jongjin
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.960-967
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    • 2015
  • In this paper, we propose a user interface technique based on embedded sensors applying to apps in smart phone. Especially, we implement avata generation application using image filtering technique for photo image in smart phone. In the application, The embedded sensors are used as intuitive user interface to adjust the image filtering effect for making user satisfied effect in real time after the system produced the image filtering effect for avatar. This technique provides not a simple typed method of parameter values adjustment but a new intuitively emotional adjustment method in image filtering applications. The proposed technique can use sound values from embedded mike sensor for adjusting key values of sketch filter effect if the smart phone user produces sound. Similiarly the proposed technique can use coordinate values from embedded acceleration sensor for adjusting masking values of oil painting filter effect and use brightness values from embedded light sensor for adjusting masking values of sharp filter effect. Finally, we implement image filtering application and evaluate efficiency and effectiveness for the proposed technique.

Development of the VR Simulation System for the Dynamic Characteristics of the Adaptive Cruise Controlled Vehicle (ACC 차량의 동특성 해석을 위한 VR 시뮬레이션 시스템 개발)

  • Kwon, Seong-Jin;Jang, Suk;Yoon, Kyoung-Han;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.4
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    • pp.163-172
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    • 2004
  • Nowadays, to analyze the dynamic characteristics of the automotive driving system, the computer simulation linked up with VR(Virtual Reality) technology is treated as the useful method with the improvement of computing ability. In this paper, the VR simulation system has been developed to investigate the driving characteristics of the ASV(Advanced Safety Vehicle) equipped with an ACC(Adaptive Cruise Control) system. For the purpose, VR environment which generates 3D graphic and sound information of the vehicle, the road, the facilities, and the terrain has been organized for the driving reality. Mathematical models of vehicle dynamic analysis including the ACC model have been constructed for computer simulation. The ACC modulates the throttle and brake functions to regulate the vehicle speed so that vehicles could keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamic simulation with the graphic rendering. With the developed VR simulation system, simple scenarios are applied to analyze the dynamic characteristics. It is shown that the VR simulation system could be useful to evaluate the adaptive cruise controlled vehicle on various driving conditions.

Driving Performance Analysis of the Adaptive Cruise Controlled Vehicle with a Virtual Reality Simulation System

  • Kwon Seong-Jin;Chun Jee-Hoon;Jang Suk;Suh Myung-Won
    • Journal of Mechanical Science and Technology
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    • v.20 no.1
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    • pp.29-41
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    • 2006
  • Nowadays, with the advancement of computers, computer simulation linked with VR (Virtual Reality) technology has become a useful method for designing the automotive driving system. In this paper, the VR simulation system was developed to investigate the driving performances of the ASV (Advanced Safety Vehicle) equipped with an ACC (Adaptive Cruise Control) system. For this purpose, VR environment which generates visual and sound information of the vehicle, road, facilities, and terrain was organized for the realistic driving situation. Mathematical models of vehicle dynamic analysis, which includes the ACC algorithm, have been constructed for computer simulation. The ACC algorithm modulates the throttle and the brake functions of vehicles to regulate their speeds so that the vehicles can keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamics simulation with VR rendering. With the developed VR simulation system, several scenarios are applied to evaluate the adaptive cruise controlled vehicle for various driving situations.

A Spatial Audio System Using Multiple Microphones on a Rigid Sphere

  • Lee, Tae-Jin;Jang, Dae-Young;Kang, Kyeong-Ok;Kim, Jin-Woong;Jeong, Dae-Gwon;Hamada, Hareo
    • ETRI Journal
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    • v.27 no.2
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    • pp.153-165
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    • 2005
  • The main purpose of a spatial audio system is to give a listener the same impression as if he/she were present in a recorded environment. A dummy head microphone is generally used for such purposes. Because of its human-like shape, we can obtain good spatial sound images. However, its shape is a restriction on its public use and it is difficult to convert a 2-channel recording into multi-channel signals for an efficient rendering over a multi-speaker arrangement. In order to solve the problems mentioned above, a spatial audio system is proposed that uses multiple microphones on a rigid sphere. The system has five microphones placed on special points of the rigid sphere, and it generates audio signals for headphone, stereo, stereo dipole, 4-channel, and 5-channel reproduction environments. Subjective localization experiments show that front/back confusion, which is a common limitation of spatial audio systems using the dummy head microphone, can be reduced dramatically in 4-channel and 5-channel reproduction environments and can be reduced slightly in a headphone reproduction.

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Virtual Reality Using X3DOM (X3DOM을 이용한 가상현실)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.1
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    • pp.165-170
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    • 2017
  • Web 3D technology can be used to simulate the experiments of scientific, medical, engineering and multimedia visualization. On the web environment, 3D virtual reality can be accessed well without strictly on operating system, location and time. Virtual Reality (VR) is used to depict a three-dimensional, computer generated realistic images, sound and other sensations to replicated a real environment or an imaginary setting which can be explored and interacted with by a person. That person is immersed within virtual environment and is able to manipulate objects or perform a series of action. Virtual environment can be created with X3D which is the ISO standard for defining 3D interactive, web-based 3D content and integrating with multimedia. In this paper, we discuss about X3D VR stereo rendering scene and propose new X3D nodes for the HMD VR (head mounted display virtual reality). The proposed nodes are visualized by the web browser X3DOM of X3D.