• Title/Summary/Keyword: Virtual Sound

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Development of virtual reality based simulator for road tunnel fire-training (가상현실 기반 도로터널 화재체험 시뮬레이터 개발)

  • Han, Yong-Shik;Choi, Byung-Il;Kim, Myung-Bae;Cha, Moo-Hyun;Kim, Byung-Su
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2008.04a
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    • pp.214-217
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    • 2008
  • An fire simulator has been developed for examining possibility of future engineering applications in the fire research field. This system composed of workstation on XP OS and HMD(Head Mounted Display) and visualized 3D walk-through type virtual reality graphics inside a tunnel in case of fire. By using a joystick and a viewpoint tracer, subjects can be experience interactive changes occurred both in graphics and surrounding sound.

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Optimal Operations of the Virtual Link System in Hierarchical Link-State Routing: A Multi-Criteria Genetic Algorithm Approach (계층화된 링크 - 상태 인터넷 라우팅에서 가상 링크 운용 최적화를 위한 다기준 유전자 알고리즘의 응용)

  • Kim, Do-Hoon
    • IE interfaces
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    • v.16 no.spc
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    • pp.14-20
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    • 2003
  • This paper presents a multi-criteria decision model and Multi-Criteria Generic Algorithm(MCGA) approach to improve backbone topology by leveraging the Virtual Link(VL) system in an hierarchical Link-State(LS) routing domain. Given that the sound backbone topology structure has a great impact on the overall routing performance in an hierarchical LS domain, the importance of this research is evident. The proposed decision model is to find an optimal configuration of VLs that properly meets two-pronged engineering goals in installing and maintaining VLs: i.e., operational costs and network reliability. The experiment results clearly indicates that it is essential to the effective operations of hierarchical LS routing domain to consider not only engineering aspects but also specific benefits from systematical layout of VLs, thereby presenting the validity of the decision model and MCGA.

A Study of Development and Production of Relaxing VR Content

  • Kim, Mijung
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.194-203
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    • 2021
  • Virtual reality is being increasingly used for healing and therapy for mental health. In this study, we developed VR-based immersive content that enables virtual travel without the limitations of time and physical conditions. We aim to develop and produce VR content for relaxation and meditation using the beautiful natural scenery. To make realistic and immersive content, we took a video of natural sceneries with a small UAV connected to a VR camera. The content was developed through stitching, video editing and post-processing of the initially captured video data, and then the created VR video was inserted into the VR device. The produced content will be helpful for stress and used to heal the mind and body of exhausted modern people by providing the place with great scenery and sound in an immersive way at any time.

Enhancement of the 3D Sound's Performance using Perceptual Characteristics and Loudness (지각 특성 및 라우드니스를 이용한 입체음향의 성능 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • Journal of Broadcast Engineering
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    • v.16 no.5
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    • pp.846-860
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    • 2011
  • The binaural auditory system of human has ability to differentiate the direction and the distance of the sound sources by using the information which are inter-aural intensity difference(IID), inter-aural time difference(ITD) and/or the spectral shape difference(SSD). These information is generated from the acoustical transfer of a sound source to pinna, the outer ears. We can create a virtual sound system using the information which is called Head related transfer function(HRTF). However the performance of 3D sound is not always satisfactory because of non-individual characteristics of the HRTF. In this paper, we propose the algorithm that uses human's auditory characteristics for accurate perception. To achieve this, excitation energy of HRTF, global masking threshold and loudness are applied to the proposed algorithm. Informal listening test shows that the proposed method improves the sound localization characteristics much better than conventional methods.

Interactive Interface for Virtual Korean Percussion Instruments (인터렉티브 국악 타악기 인터페이스 제작 연구)

  • Han, Ki-Yul;Park, Sang-Bum;Kim, Jun
    • Journal of Korea Multimedia Society
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    • v.14 no.11
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    • pp.1500-1506
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    • 2011
  • This paper is to propose for the production of a digital-based new interface for the percussion of samulnori which are drum, janggu, jing and kkwaenggwari. Newly designed interface is similar to a jing-shaped percussion, and it was designed to playall of four instruments from a single interface. Two batting sufaces, which are located both in front and at trunk of the interface, generate a hitting date creating when interface to be hit and a pressure data when to grip the handle by control unit located at the handle. The information generated is transmitted to a computer via a wireless communication, and then, the computer generate a synthesized sound based on the characteristic of each instrument.

Low-bitrate Multichannel Audio Coding (저비트율 멀티채널 오디오 부호화)

  • Jang, Inseon;Seo, Jeongil;Beak, Seungkwon;Kang, Kyeongok
    • Journal of Broadcast Engineering
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    • v.10 no.3
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    • pp.328-338
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    • 2005
  • Technology for compressing low-bitrate multichannel audio coding is being standardized owing to the increasing need of consumer for multichannel audio contents. In this paper we propose the sound source location cue coding (SSLCC) for extremely compressing multichannel audio to be suitable at the narrow bandwidth transmission environment. To improve the compression capability of the conventional binaural cue coding(BCC), the SSLCC adopts the virtual source location information (VSLI) as a spatial cue parameter, a symmetric uniform quantizer, and Huffman coder. The objective and subjective assessment results show that the SSLCC provides lower bitrate and better audio quality than conventional BCC method.

A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

The Future of NVH Research - A Challenge by New Powertrains

  • Genuit, Ing. K.
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2010.05a
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    • pp.48-48
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    • 2010
  • Sound quality and NVH-issues(Noise, Vibration and Harshness) of vehicles has become very important for car manufacturers. It is interpreted as among the most relevant factors regarding perceived product quality, and is important in gaining market advantage. The general sound quality of vehicles was gradually improved over the years. However, today the development cycles in the automotive industry are constantly reduced to meet the customers' demands and to react quickly to market needs. In addition, new drive and fuel concepts, tightened ecological specifications, increase of vehicle classes and increasing diversification(increasing market for niche vehicles), etc. challenge the acoustic engineers trying to develop a pleasant, adequate, harmonious passenger cabin sound. Another aspect concerns the general pressure for reducing emission and fuel consumption, which lead to vehicle weight reductions through material changes also resulting in new noise and vibration conflicts. Furthermore, in the context of alternative powertrains and engine concepts, the new objective is to detect and implement the vehicle sound, tailored to suit the auditory expectations and needs of the target group. New questions must be answered: What are appropriate sounds for hybrid or electric vehicles? How are new vehicle sounds perceived and judged? How can customer-oriented, client-specific target sounds be determined? Which sounds are needed to fulfil the driving task, and so on? Thus, advanced methods and tools are necessary which cope with the increasing complexity of NVH-problems and conflicts and at the same time which cope with the growing expectations regarding the acoustical comfort. Moreover, it is exceedingly important to have already detailed and reliable information about NVH-issues in early design phases to guarantee high quality standards. This requires the use of sophisticated simulation techniques, which allow for the virtual construction and testing of subsystems and/or the whole car in early development stages. The virtual, testing is very important especially with respect to alternative drive concepts(hybrid cars, electric cars, hydrogen fuel cell cars), where complete new NVH-problems and challenges occur which have to be adequately managed right from the beginning. In this context, it is important to mention that the challenge is that all noise contributions from different sources lead to a harmonious, well-balanced overall sound. The optimization of single sources alone does not automatically result in an ideal overall vehicle sound. The paper highlights modern and innovative NVH measurement technologies as well as presents solutions of recent NVH tasks and challenges. Furthermore, future prospects and developments in the field of automotive acoustics are considered and discussed.

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Cache simulation for measuring cache performance suitable for sound rendering (사운드 렌더링에 적합한 캐시 성능 측정을 위한 캐시 시뮬레이션)

  • Joo, Yejong;Hong, Dukki;Chung, Woonam;Park, Woo-Chan
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.123-133
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    • 2017
  • Cache performance is an important factor in hardware system. We proceed with a cache simulation to analyze the cache performance suitable for sound rendering. In addition, we introduce hardware models based on ray tracing used in geometric method and studies to improve cache performance. Cache simulation is performed on various conditions for cache size, way and block. Various simulations can be found to influence the cache hit rate. We compare cache simulation results with actual hardware performance to analyze cache performance suitable for sound rendering.

Development of the VR Simulation System for the Study of Driver's Perceptive Response (운전자 인지반응 연구를 위한 VR 시뮬레이션 시스템 개발)

  • Jang, Suk;Kwon, Seong-Jin;Chun, Jee-Hoon;Cho, Ki-Yong;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.13 no.2
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    • pp.149-156
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    • 2005
  • In this paper, the VR(Virtual Reality) simulation system is developed to analyze driver's perceptive response on the ASV(Advanced Safety Vehicle). The ASV is the vehicle of next generation equipped with various warning systems. For the purpose, the VR simulation system consists of VR database, vehicle dynamic model, graphic/sound system, and driving system. The VR database which generates 3D graphic and sound information is organized for the driving reality. Mathematical models of vehicle dynamic analysis are constructed to represent the dynamic behavior of a vehicle. The driving system and the graphic/sound system provide a driver with the operation of a vehicle and the feedback of a driving situation. Also, the real-time simulation algorithm synchronizes the vehicle dynamic model with the VR database. To check the validity of the developed system, a simple scenario is applied to investigate driver's perceptive response time and vehicle acceleration on an emergency situation. It is confirmed that the proposed system is useful and helpful to design the FVCWS(Forward Vehicle Collision Warning System).