• Title/Summary/Keyword: Virtual Sound

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Ambisonic Rendering for Diffuse Sound Field Simulations based on Geometrical Acoustics (기하음향 기반 확산 음장 시뮬레이션을 위한 앰비소닉 렌더링 기법)

  • Pilsun Eu;Franz Zotter;Jae-hyoun Yoo;Jung-Woo Choi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.26-29
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    • 2022
  • The diffuse sound field plays a crucial role in the perceptual quality of the auralization of virtual scenes. Diffuse Rain is a geometrical scattering model which enables the simulation of diffuse fields that is compatible with acoustic ray tracing, but is often computationally expensive. We develop a novel method that can reduce this cost by rendering the large number of Diffuse Rain data in Ambisonics format. The proposed method is evaluated in a shoebox scene simulation run on MATLAB, in reference to a more faithful method of rendering the Diffuse Rain data ray-by-ray. The EDC and IACC of the binaural output show that the simulated diffuse field can be rendered in Ambisonics with only minimal deviations in energy decay and spatial quality, even with 1st-order Ambisonics.

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A Study on the Evaluation of Acoustic Performance for Music Room in Middle School using Auralization (가청화(可聽化)를 이용(利用)한 중학교(中學校) 음악실(音樂室)의 음향성능평가(音響性能評價)에 관(關)한 연구(硏究))

  • Soul, Soo-Hwan;Kang, Gyu-Sun;Kim, Jae-Soo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.04a
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    • pp.272-275
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    • 2008
  • In case a middle school music room locating in Iksan City, this space had been finished its construction work with the indiscreet sound-absorbing materials despite the music lesson is taught thereat. Accordingly, when music lesson since it sounds aridly due to insufficiency of echo and sound-volume feeling in music appreciation or music performance sound, there is some difficulty in the music lesson. For the purpose to control the obstructive factors owing to such short Reverberation Time, it optimizes the acoustic factor using Acoustic Simulation after arrangement of Acoustic Design, it has conducted a Psycho-acoustics Experiment using the Auralizational Technique that can experience the Virtual Acoustic Field at its designing stage. As the result of investigation about the acoustic satisfaction on the relevant subject space and the satisfaction with regard to the pertinent each items, it was known that the valuation on acoustic performance was evidently improved at 'after-reformation' than 'before-reformation'. It is considered that such material could be utilized as the useful material that can improve the architectural acoustic factor when construction and renovation of any middle school music room in the future.

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Efficient Sound Processing and Synthesis in VR Environment Using Curl Vector of Obstacle Object (장애물 객체의 회전 벡터를 이용한 VR 환경에서의 효율적인 음향 처리 및 합성)

  • Park, Seong-A;Park, Soyeon;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.369-372
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    • 2022
  • 본 논문에서는 장애물 객체의 회전 벡터를 이용하여 VR 환경에서의 효율적으로 음향 처리 및 합성하는 방법을 제안한다. 현실에서 소리와 장애물이 있을 때, 소리는 장애물의 형태에 따라 퍼지면서 전파되는 형태를 보여준다. 이 같은 특징을 가상현실 환경에 유사하게 음향 처리하고자 하며 이를 위해 장애물 객체의 위치와 소리의 근원지 위치를 입력으로 소리의 전파 형태를 근사한다. 이때 모서리 부근에서 표현되는 소리의 회전을 계산하기 위해 장애물의 회전벡터(Curl vector)를 기반으로 소리의 회전을 추출하였으며, 장애물 형태를 컨볼루션(Convolution)하여 소리가 바깥 방향으로 전파되는 형태를 모델링한다. 또한, 장애물과 소리 벡터 사이의 거리, 소리 근원지와 소리 벡터 사이의 거리를 계산하여 소리의 크기를 감쇠 시켜 주며, 최종적으로 장애물 주변으로 퍼지는 벡터 모양인 외부벡터를 합성하여 장애물로부터 외부로 퍼지는 벡터의 방향을 설정한다. 본 논문에서 제안하는 방법을 이용한 소리는 장애물과의 거리와 형태를 고려하여 퍼지는 사운드 벡터 형태를 보여주며, 소리 위치에 따라 소리 감소 패턴이 변경되고, 장애물 모양에 따라 흐름이 조절되는 결과를 보여준다. 이 같은 실험은 실제 현실에서 소리가 장애물의 모양에 따라 나타나는 소리의 변화 및 패턴을 거의 유사하게 표현할 수 있다.

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Acoustic responses of natural fibre reinforced nanocomposite structure using multiphysics approach and experimental validation

  • Satankar, Rajesh Kumar;Sharma, Nitin;Ramteke, Prashik Malhari;Panda, Subtra Kumar;Mahapatra, Siba Shankar
    • Advances in nano research
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    • v.9 no.4
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    • pp.263-276
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    • 2020
  • In this article, the acoustic responses of free vibrated natural fibre-reinforced polymer nanocomposite structure have been investigated first time with the help of commercial package (ANSYS) using the multiphysical modelling approach. The sound relevant data of the polymeric structure is obtained by varying weight fractions of the natural nanofibre within the composite. Firstly, the structural frequencies are obtained through a simulation model prepared in ANSYS and solved through the static structural analysis module. Further, the corresponding sound data within a certain range of frequencies are evaluated by modelling the medium through the boundary element steps with adequate coupling between structure and fluid via LMS Virtual Lab. The simulation model validity has been established by comparing the frequency and sound responses with published results. In addition, sets of experimentation are carried out for the eigenvalue and the sound pressure level for different weight fractions of natural fibre and compared with own simulation data. The experimental frequencies are obtained using own impact type vibration analyzer and recorded through LABVIEW support software. Similarly, the noise data due to the harmonically excited vibrating plate are recorded through the available Array microphone (40 PH and serial no: 190569). The numerical results and subsequent experimental comparison are indicating the comprehensiveness of the presently derived simulation model. Finally, the effects of structural design parameters (thickness ratio, aspect ratio and boundary conditions) on the acoustic behaviour of the natural-fibre reinforced nanocomposite are computed using the present multiphysical model and highlighted the inferences.

A Range Dependent Structural HRTF Model for 3D Sound Generation in Virtual Environments (가상현실 환경에서의 3 차원 사운드 생성을 위한 거리 변화에 따른 구조적 머리전달함수 모델)

  • Lee, Young-Han;Lee, Gil-Ho;Kim, Hong-Kook
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.632-637
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    • 2006
  • 본 논문에서는 가상현실 환경에서 방위각, 고도, 거리 등의 위치 정보를 인지할 수 있는 3 차원 사운드를 생성하기 위한 구조적 머리전달함수(Head-Related Transfer Function, HRTF) 모델을 제안하고 이를 구현한다. 이를 위해 우선 기존에 연구된 방위각과 고도에 관한 head model 과 pinna model 을 근간으로 거리의 변화를 고려하도록 하는 HRTF 모델을 제안한다. 제안된 거리 변화에 따른 HRTF 모델은 거리 차이에 따른 음압의 변화 모델과 근거리에서 사람의 머리에 의해 생기는 shadowing 모델로 구성된다. 본 논문에서는 제안한 모델로 부터 mono 사운드를 방위각, 고도, 거리를 인지할 수 있는 stereo 사운드로 변환하여 생성하는 3 차원 사운드 생성기를 구현하였고, 일반인을 대상으로 거리에 대한 청취 실험을 통하여 제안한 모델의 성능을 측정하였다. 그리고 제안된 모델을 가상현실의 실감모델인 MP3 에 구현하여 그 효과를 입증하였다.

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Development of Prototype VR Ship Simulator System Using HMD (HMD를 사용한 가상현실 선박 시뮬레이터 시스템의 프로토타입 개발)

  • 임정빈;공길영;구자영
    • Journal of the Korean Institute of Navigation
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    • v.24 no.3
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    • pp.133-140
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    • 2000
  • The paper deals with the implementation of prototype Ship Simulator system (VRSS) by Virtual Reality techniques with Head Mounted Display (HMD) device. The prototype VRSS was consists of PC-based human sensors, object oriented operating system. In addition, two kinds of databases arranged from Head Related Transfer Functions and 3D object models were used to create 3D sea sound, and to construct virtual world, respectively. Using the prototype system, we carried out some simulation tests for the overtaking situation to prevent collisions at sea, and discussed on the usability of the system. As results from simulations, the prototype VRSS can provide multisensory and interactive display environment. The results gave rise to the user interaction with 3D objects that give realistic reproduction of navigational environments under a given scenario. Thus, we found that the prototype VRSS should be one of the next-generation ship simulation system.

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Networked Visualization for a Virtual Bicycle Simulator (가상현실 자전거 시뮬레이터에서 시각화 네트워크)

  • Lee J.H.;Han S.H.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.3
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    • pp.212-219
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    • 2004
  • This paper presents the visualization method of the KAIST interactive bicycle simulator. The simulator consists of two bicycles of 6 DOF and 4 DOF platforms, force feedback handlebars and pedal resistance systems to generate motion feelings; a real-time visual simulator, a HMD and a beam projection system; and a 3D sound system. The system has an integrating control network with the server-client network structure for multiple simulators. The visual simulator generates dynamic images in real-time while communicating with other modules of the simulator. The operator of the simulator can have realistic visual experience of riding on a velodrome or through the KAIST campus, while being able to watch the other bicycle with an avatar.

A Method of Frequency Response Normalization of Smart Phones Based on Deep Neural Networks for Virtual Reality Sound Reconstruction (가상현실 음향 재구성을 위한 심층신경망 기반 스마트폰의 주파수응답 정규화 방법)

  • Choi, Jaegyu;Yun, Deokgyu;Choi, Seung Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.19-20
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    • 2017
  • 본 논문은 사용자제작콘텐츠 (User Created Contents, UCC)를 이용한 가상현실 (virtual reality, VR) 음향 재구성을 위한 스마트폰의 주파수응답 정규화에 관한 연구이다. 서로 다른 스마트폰들로 취득한 음향들을 연결할 때, 부자연스러운 음향이 발생하며, 이것은 주로 스마트폰별로 다른 주파수 응답에 기인한다. 이러한 문제를 해결하기 위하여 스마트폰의 주파수응답을 정규화 하는 과정이 필요하며, 본 연구에서는 심층신경망 (deep neural network)을 이용하는 방법을 제안한다. 심층신경망의 입력은 처리하고자 하는 스마트폰 음향의 스펙트럼이고 출력은 이것과 기준 스마트폰 음향의 스펙트럼과의 비율이다. 실험결과, 서로 다른 스마트폰으로 취득한 음향신호가 연결되었을 때, 객관적 및 주관적 평가를 통해 음향의 자연성이 개선됨을 확인 하였다.

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Advanced Multimedia Processor Architecture (진보된 멀티미디어 프로세서 구조)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.664-665
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    • 2013
  • This paper present a method of constructing the multimedia processor architecture. The proposed multimedia processor architecture be able to handle each text, sound, and video in one chip. Also it have interactive function that is a characteristics of multimedia. Specially, the proposed multimedia processor be able to addressing nodes in memory map without software, and it is completely reconfigurable depend on data. Also it as able to process time and space common that have synchronous/asynchronous and it is able to protect continuous and dynamic media bus collision, and local and overall common memory structure. The proposed multimedia processor architecture apply to virtual reality and mixed reality.

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A method to generate virtual intensity at arbitrary position: Methodology and its physical meanings (임의의 위치에 가상 인텐시티 형성 방법: 방법론과 그 물리적 의미)

  • 최정우;김양한
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2003.05a
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    • pp.652-657
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    • 2003
  • This paper proposes a method to generate virtual intensity field in space. The sound field of a zone enclosing the listener position is controlled to have maximum acoustic intensity to the desired direction. In order to control acoustic intensity of a zone, space-averaged active intensity is introduced. The ratio of space-averaged active intensity and control effort is defined as a cost function and expressed as a function of source control signals. It is shown that the cost function represents radiation efficiency of multiple sources. The control signals maximizing the cost function is found through eigenvalue analysis. The proposed method is verified by numerical simulations performed in free field condition, and the results provide a relation between wavelength and the size of controllable intensity field.

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