• Title/Summary/Keyword: Virtual Sound

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New Performance Evaluation Method of Focused Ultrasonic Transducers By Using Virtual 3D Graphic (가상 3D 그래픽을 이용한 집속형 초음파 탐촉자 성능평가 방법)

  • Lee, Sun-Heum;Choi, Kwan-Sun;Kim, Dong-Sik
    • The KIPS Transactions:PartB
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    • v.14B no.6
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    • pp.407-412
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    • 2007
  • The performance of ultrasonic testing systems for industrial or medical purpose largely depends on the performance of ultrasonic transducers. Generally, the information about an ultrasonic transducer performance characteristics are expressed by the ultrasonic R/F signal back from a reflector and its frequency characteristics in the data sheet provided by manufacturers. In case of focused ultrasonic transducers, the two pieces of information can, however, hardly assure that the focused ultrasonic transducer would produce well-focused C-scan images. Therefore, we propose the measured size of focal spot and the reconstructed shape of effective focal zone in the focused sound field as novel measures for the performance evaluation of the focused ultrasonic transducers. The process of getting the both measures of the transducers is conducted by the implemented software including sound field scanning and virtual 3D reconstruction functions which requires the echo of a point reflector. The proposed method could, otherwise impossible in the existing method, effectively and simply distinguish superior ones among many transducers made in the same specification and be also used to detect the performance degradation due to the aging of the transducers. Eventually, the quality of performance of the ultrasonic testing systems for industrial or medical purpose is secured.

A Study on the Analysis of the Characteristics of the Real-time Behavior Space Design - Focused on the Works of onl and NOX - (물리구축환경의 지능적 부활로서의 실시간 행태 공간의 특성 분석 - onl과 NOX의 작품을 중심으로 -)

  • Lee Hanna;Park Hyun-Ok
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.19-26
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    • 2005
  • Digital technology continually makes a space evolves. The real-time behavior design communicates the data with the situation of circumference of the space(visitors moving, interior and exterior situations). The space form was changed because it interfaces in real time. The purpose of this study was finding out the characteristics of real-time behavior space design through the analysis of space formative languages, sensorium, S-R and material. This study will be the one of basic references for the digital space design. The boundary of this study set limits to the works of digital space designer who applies the real-time exchanging data to their design among the digital space design works from 1996 to 2004. But it excepted from the real-time behavior space in virtual realty. Therefore, the objects of this study were the works of onl and NOX(paraSITE, Trans-port 2001, Muscle, MotormeCCa, Handdrawspace, Saltwater Pavilion, Son-O-House, H2O Expo). The method was the contents analysis of space formative languages(Greg Lynn's ten space formative languages; bleb, blob, branch, flower, fold, lattice, teeth, shred, skins and strand), sensorium, S-R and material. The results of the study are as follows: 1) The organizational elements; Space formative languages(bleb, blob, fold, shred, skins, strand), stimulation(Human Participation, Human Moving, Weather Conditions), and response(Spatial Moving, Sound Pattern, Lighting Pattern, color Pattern, Activating Particles, Moving Picture, Virtual Friend) 2) The material Use; Sound, lights, and network have been used in the space. Immaterial matter will be used the main material of space design in 21"'century, 3)The spatial types; formal changing of space, projecting immaterial elements, and changing the sound.

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.

Headphone-based multi-channel 3D sound generation using HRTF (HRTF를 이용한 헤드폰 기반의 다채널 입체음향 생성)

  • Kim Siho;Kim Kyunghoon;Bae Keunsung;Choi Songin;Park Manho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.1
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    • pp.71-77
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    • 2005
  • In this paper we implement a headphone-based 5.1 channel 3-dimensional (3D) sound generation system using HRTF (Head Related Transfer Function). Each mono sound source in the 5.1 channel signal is localized on its virtual location by binaural filtering with corresponding HRTFs, and reverberation effect is added for spatialization. To reduce the computational burden, we reduce the number of taps in the HRTF impulse response and model the early reverberation effect with several tens of impulses extracted from the whole impulse sequences. We modified the spectrum of HRTF by weighing the difference of front-back spec01m to reduce the front-back confusion caused by non-individualized HRTF DB. In informal listening test we can confirm that the implemented 3D sound system generates live and rich 3D sound compared with simple stereo or 2 channel down mixing.

A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation (음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.57-65
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    • 2014
  • The role of sound in producing 3D animation clip is one of the important factor to maximize the immersive effects of the scene. Especially interaction between video and sound makes the scene expressions more apparent, which is diversely applied in video production. One of these interaction techniques, the out-focussing technique is frequently used in both real video and 3D animation field. But in 3D animation, out-focussing is not easily implemented as in music videos or explosion scenes in real video shots. This paper analyzes the sound data to synchronize the depth of field with it. The novel out-focussing technique is proposed, where the object's field of depth is controlled by beat rhythm in the sound data.

Recognition of Individual Cattle by His and /or Her Voice

  • Yoshio, Ikeda;Yohei, Ishii
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 1998.06b
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    • pp.270-275
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    • 1998
  • It was assumed that the voice of cattle is generated with the virtual white noise through the digital filter called the linear prediction filter, and filter parameters (prediction coefficients) were estimated by the maximum entropy method (MEM) , using the sound signal of the animal . The feature planes were defined by the pairs of two parameters selected appropriately from these parameters. The cattle voices were divided into three levels, that is the high, medium and low levels according to their total power equivalent to the variances of the sound signal . It was found that the straight lines could be used for recognizing tow cow and one calf for high level voices. For high and medium level voices, however, it was difficult or impossible to recognize individual cattle on the parameters planes.

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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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Effect on Audio Play Latency for Real-Time HMD-Based Headphone Listening (HMD를 이용한 오디오 재생 기술에서 Latency의 영향 분석)

  • Son, Sangmo;Jo, Hyun;Kim, Sunmin
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2014.10a
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    • pp.141-145
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    • 2014
  • A minimally appropriate time delay of audio data processing is investigated for rendering virtual sound source direction in real-time head-tracking environment under headphone listening. Less than 3.7 degree of angular mismatch should be maintained in order to keep desired sound source directions in virtually fixed while listeners are rotating their head in a horizontal plane. The angular mismatch is proportional to speed of head rotation and data processing delay. For 20 degree/s head rotation, which is a relatively slow head-movement case, less than total of 63ms data processing delay should be considered.

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3D Sound Solutions for Portable Device (휴대용 기기를 위한 입체음향 솔루션)

  • Kim, Hyoun-Suk;Lee, Dong-Woo;Choi, Yong-Suk;Lee, In-Ho;Lee, Simon;Kim, Poong-Min
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11a
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    • pp.633-636
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    • 2005
  • 최근의 전자기기는 소형, 경량화가 가속화되고 있고, 특히 휴대용 기기에서의 MP3, MOD, VOD, DMB, 3D 게임, 등 다양한 멀티미디어 콘텐츠에 대한 일반인의 접근성이 확대됨에 따라 휴대용 기기에서의 입체음향 효과에 대한 사용자의 관심이 고조되고 있다. 하지만, 휴대용 기기에서의 입체음향 효과 구현은 PC 환경에서의 구현과는 다르게, 적은 CPU 점유율, 작은 메모리 사용, 등 열악한 재생환경에서의 구현이 필요해, 기대만큼의 성능을 내기가 쉽지 않다. 이러한 제약된 환경에서 만족스러운 입체음향 효과의 구현을 위해서는 기기별 H/W 특성을 감안한 알고리듬 최적화가 필수이다. 본 논문에서는 휴대용 기기 환경에 최적화된 입체음향 기술과 동향, 국내에서 상용화된 XEN$^{TM}$ 솔루션에 대해 살펴봄으로서 향후 휴대용 기기를 위한 입체음향 기술개발 방향을 제시하고자 한다.

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A Sound Interpolation Method Based on Deep Neural Networks for Virtual Reality Sound (가상현실 음향을 위한 심층신경망 기반 사운드 보간 기법)

  • Choi, Jaegyu;Choi, Seung Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.194-196
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    • 2018
  • 본 논문은 가상현실 음향 구현을 위한 심층신경망 기반 사운드 보간 방법에 관한 것으로서, 이를 통해 두 지점에서 취득한 음향 신호들을 사용하여 두 지점 사이의 음향을 생성한다. 산술평균이나 기하평균 같은 통계적 방법으로 사운드 보간을 수행할 수 있지만 이는 실제 비선형 음향 특성을 반영하기에 미흡하다. 이러한 문제를 해결하기 위해서 본 연구에서는 두 지점들과 목표 지점의 음향신호를 기반으로 심층신경망을 훈련하여 사운드 보간을 시도하였으며, 실험결과 통계적 방법에 비해 심층신경망 기반 사운드 보간 방법의 성능이 우수함을 보였다.

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