• Title/Summary/Keyword: Sound mapping

검색결과 61건 처리시간 0.023초

가상현실 기반의 차량 시뮬레이터의 현실감 향상에 관한 연구 (A Study on Improving the Reality of the Vehicle Simulator Based on the Virtual Reality)

  • 최영일;권성진;장석;김규희;조기용;서명원
    • 대한기계학회논문집A
    • /
    • 제28권8호
    • /
    • pp.1116-1124
    • /
    • 2004
  • In these days, a vehicle simulator has been developed with a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with natural interaction, sufficient immersion and realistic images. In addition, a VR system must present a driver with the realistic driving situation. To achieve these, it is important to obtain a fast and uniform rendering performance regardless of the complexity of virtual worlds. In this paper, the factors to improve the reality for the VR based vehicle simulator have been investigated. For the purpose, the modeling and the rendering methods which offer an improved performance for complex VR applications as the 3D road model have been implemented and verified. Then, we experiment on the influence of graphic and sound factors to the driver, and analyze each result for improving the reality such as the driver's viewport, the form of texture, the lateral distance of the side object, and the sound effect. These factors are evaluated on the driving system which is constructed for qualitative analysis. The research results could be used for improving the reality of the VR based vehicle simulator.

국립공원 내 소리 분포 특성 분석 연구 - 무등산국립공원 - (Analysis of Sound Distribution Characteristics and Its Impact on National Park - Mudeungsan National Park -)

  • 유지수;류훈재;문성준;장서일;기경석
    • 한국환경생태학회지
    • /
    • 제36권3호
    • /
    • pp.350-357
    • /
    • 2022
  • 본 연구에서는 국립공원에서 자연의 소리는 생태계의 구성요소임과 동시에 탐방객들이 공원을 체험하는 중요한 요소이다. 따라서 국립공원 내 소음 분포 특성을 파악하고 자연의 음환경(Soundscape) 보존 및 복원을 위한 노력은 국립공원 관리 차원에서 중요한 과제 중 하나이다. 그러나 여전히 국내 국립공원에서는 소음 관리 및 음환경 보존에 대한 관심이 미약한 것이 사실이다. 무등산국립공원은 호남지역에서 가장 중요한 자연보호지역 중 하나로 계절별 동물이 우는 소리, 물소리, 바람 소리 등 탐방객들에게 자연의 소리를 제공할 수 있는 최적의 장소이지만 대도시에 인접해 있고 공원 내부로 도로 및 대규모 시설지가 인접해있는 등 소음이 발생하여 공원 내 음환경에 위협이 되고 있는 상황이다. 따라서 본 연구는 소음지도, 탐방로 소리등급도, 주요 지점의 음환경 녹음 데이터, 소리자원 분포도 등의 분석을 통해 무등산국립공원 내 소리 분포 특성을 파악하고 광범위한 소음의 영향을 나타냄으로써 음환경 관리의 필요성을 시사하고 있다는 중요성을 지니고 있다. 반면 본 연구에서는 연구 인력과 장비의 한계로 인하여 소음지도, 탐방로 소리등급도, 소리자원 분포도의 속성 데이터 수집 기간이 상이한 점이 한계점으로 남는다. 그러나 본 연구의 결과는 탐방 만족도 및 자연의 음환경 보존 등을 목표로 향후 지속적인 음환경 보존 및 관리를 위해 활용될 수 있는 기초자료가 될 것으로 판단된다.

Augmented reality and dynamic infrared thermography for perforator mapping in the anterolateral thigh

  • Cifuentes, Ignacio Javier;Dagnino, Bruno Leonardo;Salisbury, Maria Carolina;Perez, Maria Eliana;Ortega, Claudia;Maldonado, Daniela
    • Archives of Plastic Surgery
    • /
    • 제45권3호
    • /
    • pp.284-288
    • /
    • 2018
  • Dynamic infrared thermography (DIRT) has been used for the preoperative mapping of cutaneous perforators. This technique has shown a positive correlation with intraoperative findings. Our aim was to evaluate the accuracy of perforator mapping with DIRT and augmented reality using a portable projector. For this purpose, three volunteers had both of their anterolateral thighs assessed for the presence and location of cutaneous perforators using DIRT. The obtained image of these "hotspots" was projected back onto the thigh and the presence of Doppler signals within a 10-cm diameter from the midpoint between the lateral patella and the anterior superior iliac spine was assessed using a handheld Doppler device. Hotspots were identified in all six anterolateral thighs and were successfully projected onto the skin. The median number of perforators identified within the area of interest was 5 (range, 3-8) and the median time needed to identify them was 3.5 minutes (range, 3.3-4.0 minutes). Every hotspot was correlated to a Doppler sound signal. In conclusion, augmented reality can be a reliable method for transferring the location of perforators identified by DIRT onto the thigh, facilitating its assessment and yielding a reliable map of potential perforators for flap raising.

승용차소음의 주관적 음질평가 실험연구 (Experimental Study on Subjective Sound Quality Evaluation of Vehicle Noises)

  • 최병호
    • 한국소음진동공학회논문집
    • /
    • 제14권12호
    • /
    • pp.1223-1232
    • /
    • 2004
  • This study is directed toward determining the number and characteristics of psychologically meaningful perceptual dimensions required for assessing the sound quality with respect to vehicle noises, and toward identifying the acoustical and/or psychoacoustical bases underlying the preference and similarity judgments. For the purpose of analyzing the paired comparison data produced by subjective ratings we used nonmetric multidimensional scaling(MDS). The perceptual dimensions based upon preference ratings could explain 76.3 % of the variance by maximum dB(A) and sharpness acum. The correlation between objective and subjective positions of the stimuli is $R^2$=0.97(F(1,13)=195.45, p < .01), corrected $R^2$=0.93. The less the intensity of the stimulus the more becomes the subjective Position would be over-estimated relative to the objective one. The same is valid for the opposite case. The perceptual dimensions based upon similarity judgments could be accounted for 47.8 % and 23.5% of the variance, each of which might be a match for the maximum dB(A) and the sharpness acum, respectively. The correlation between objective and subjective positions of the stimuli is $R^2$=0.94(F(1,13)=92.38, p < .01), corrected $R^2$=0.87. The more the intensity of the stimulus the more becomes the subjective position would be over-estimated relative to the objective one. The same is valid for the opposite case. In other words, it is likely that the larger the amount of two stimuli which to compare would be judged similar. So far it should be further clarified that whether the relationship between preference ratings and psychological distances nay be optimized through which psycho-physical models.

공간좌표로 사상된 GCC 함수를 이용한 음원 위치 추정 방법 (Sound Source Localization Method Using Spatially Mapped GCC Functions)

  • 권병호;박영진;박윤식
    • 한국소음진동공학회논문집
    • /
    • 제19권4호
    • /
    • pp.355-362
    • /
    • 2009
  • Sound source localization method based on the time delay of arrival(TDOA) is applied to many research fields such as a robot auditory system, teleconferencing and so on. When multi-microphones are utilized to localize the source in 3 dimensional space, the conventional localization methods based on TDOA decide the actual source position using the TDOAs from all microphone arrays and the detection measure, which represents the errors between the actual source position and the estimated ones. Performance of these methods usually depends on the number of microphones because it determines the resolution of an estimated position. In this paper, we proposed the localization method using spatially mapped GCC functions. The proposed method does not use just TDOA for localization such as previous ones but it uses spatially mapped GCC functions which is the cross correlation function mapped by an appropriate mapping function over the spatial coordinate. A number of the spatially mapped GCC functions are summed to a single function over the global coordinate and then the actual source position is determined based on the summed GCC function. Performance of the proposed method for the noise effect and estimation resolution is verified with the real environmental experiment. The mean value of estimation error of the proposed method is much smaller than the one based on the conventional ones and the percentage of correct estimation is improved by 30% when the error bound is ${\pm}20^{\circ}$.

동태적 분석 및 설계를 위한 인과지도 작성법의 한계와 개선방안에 관한 연구 (A Study on Theoretical Improvement of Causal Mapping for Dynamic Analysis and Design)

  • 정재운;김현수
    • 한국시스템다이내믹스연구
    • /
    • 제10권1호
    • /
    • pp.33-60
    • /
    • 2009
  • This study explores the limitation in making a causal model through an existing case and proposes an alternative plan to improve a theoretical system of causation modeling. To make a dynamic and actual model, several principles are needed such as reality based analysis of system structures and dynamics, consistent expression of causations, conversion of numerical formulas to causal relations, classification and arrangement of variables by size of concept, etc. However, it is hard to find cases to apply these considerations from existing models in System Dynamics. Therefore, this study verifies errors of derived models from literatures and proposes principles and guides that should be considered to make a sound dynamic model on a causal map. It contributes to making an opportunity for exciting public opinion to improve theory about causal maps, yet it has limitation that the study does not advance forward to the experimental step. For future study, it plans to make up by classifying and leveling causal variables, developing a dynamic BSC model.

  • PDF

Numerical modeling and simulation technique in time-domain for multibeam echo sounder

  • Jung, Donghwan;Kim, Jeasoo;Byun, Gihoon
    • International Journal of Naval Architecture and Ocean Engineering
    • /
    • 제10권2호
    • /
    • pp.225-234
    • /
    • 2018
  • A Multibeam Echo Sounder (MBES) is commonly used for rapid seafloor mapping. We herein present a time-domain integrated system simulation technique for MBES development. The Modeling and Simulation (M&S) modules consist of four parts: sensor array signal transmission, propagation and backscattering modeling in the ocean environment, beamforming of the received signals, and image processing. Also, the simulation employs a ray-theory-based algorithm to correct the reconstructed bathymetry, which has errors due to the refraction caused by the vertical sound velocity profile. The developed M&S technique enables design parameter verification and system parameter optimization for MBES. The framework of this technique can also be potentially used to characterize the seabed properties. Finally, typical seafloor images are presented and discussed.

「상고천진론(上古天眞論)」과 「사기조신대론(四氣調神大論)」의 서사(敍事)에 대한 연구(硏究) (A Study on the Narratives of the Chapters Shanggutianzhenlun and Siqidiaoshendalun)

  • 김용진
    • 대한한의학원전학회지
    • /
    • 제35권4호
    • /
    • pp.11-23
    • /
    • 2022
  • Objectives : Recently in the field of medical education, the study of narrative has been gaining much attention. This study examines the Huangdineijing in terms of narrative studies. Methods : The chapter Shanggutianzhenlun, which is narratively sound in its composition, and the chapter Siqidiaoshendalun, whose narrative structure is simple but composed in a way that is difficult to understand were studied. Results : The narrative structure of Shanggutianzhenlun is interrogatory with a main character, making it appropriate for narrative study. However, the Siqidiaoshendalun arranges its content rather simply. Conclusions : The Shanggutianzhenlun needs to be converted into appropriate narrative terminology, while the Siqidiaoshendalun needs narrative supplementation using methods such as visual thinking and mind mapping.

라즈베리 파이 4 기반의 저가형 소나 센서를 이용한 선저하부 오손생물 탐지를 위한 격자지도 작성 (Building Grid Map for Detection Biofouling of Side Bottom Using Low-Cost SONAR Sensor Based on Raspberry Pi 4)

  • 설권;이종현;권혁인;김형석;안해성;차은영;김정창
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송∙미디어공학회 2021년도 하계학술대회
    • /
    • pp.283-285
    • /
    • 2021
  • 본 논문에서는 수중에서 선박 하부에 붙은 오손생물(fouling organism)을 탐지하고 격자지도(grid map)로 나타내는 시스템을 제안한다. 제안하는 시스템은 소나(sound navigation and ranging: SONAR) 센서와 오손생물사이의 시간 데이터를 수집한 후, 라즈베리 파이 4(raspberry pi 4)에서 수집된 데이터를 이용해 격자지도에 맵핑(mapping)함으로써, 선저하부의 상태를 파악하는데 도움을 줄 수 있다. 본 논문에서는 제안된 지도 시스템을 이용하여 선박 하부에 붙은 오손생물의 분포를 확인할 수 있다.

  • PDF

과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발 (Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum)

  • 김태욱;박남기
    • 한국융합학회논문지
    • /
    • 제11권7호
    • /
    • pp.137-144
    • /
    • 2020
  • 본 연구에서는 과학박물관의 기본 개념과 역할을 바탕으로 일상생활과 직접 관련 있는 과학 원리의 전시, 교육, 체험의 제공을 목표로 한 '소리 빛' 인터랙션 전시 콘텐츠와 체험 전시공간을 연구 개발해 국립광주과학관의 '소리 빛' 전시 공간에 구현한다. 연구의 범위는 기존 과학관의 체험형 콘텐츠 선행 연구 사례와 현황을 살펴, 과학관 체험형 전시의 조건과 요소를 정의하고 그를 바탕으로 체험형 전시 시나리오와 어린이를 대상으로 한 콘텐츠를 연구 개발했다. 본 연구 개발 콘텐츠의 성과는 첫째, 빛과 소리를 테마로 인터랙티브 홀로그램 체험 콘텐츠를 개발한다. 둘째, 다수의 프로젝터에 의한 프로젝션 매핑을 통해 미디어 파사드 면을 다면화해 시각적으로 넓고 스펙터클한 화면 구성과 애니메이션을 실현한다. 셋째, 다양한 컬러와 소리를 함께 움직이며 관람객과의 상호작용이 가능한 관람객 중심의 전시, 체험을 실현한다. 마지막으로 홀로 스크린을 통한 홀로그램 인터페이스를 통해 인터랙티브 콘텐츠를 제공하여 전시 정보의 단순한 전달이 아닌 관람에 대한 다수 관람객의 적극적 참여를 유도하며 전시 재방문을 증진한다. 일련의 연구를 통해 최근 과학관의 추세인 테마파크적 성격을 지닌 콘텐츠 및 체험 전시공간 연구 개발이 가능했다.