• Title/Summary/Keyword: Virtual Sound

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Driving method of multiple loudspeakers for virtual sound localization system (다채널 입체음향 시스템의 스피커 구동 기법)

  • Kim Sunmin;Park Youngjin
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.121-126
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    • 2004
  • 다채널 입체음향 시스템은 다수의 스피커를 사용하여 입체음향을 재현하므로 바이너럴 사운드 시스템에 비해 정확한 정위감과 넓은 sweet spot를 얻을 수 있다. 다채널 입체음향 시스템의 스피커 구동 기법은 각 스피커들 사이의 크기를 조절하는 amplitude panning 방법이 주로 사용된다. 그러나 이 방법은 각 스피커들 사이의 거리가 다르게 배치될 경우 성능이 저하되므로 본 논문에서는 각 스피커들의 위치가 다를 경우에도 손쉽게 설계가 가능한 스피커 구동방법을 제안한다.

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Design of Virtual Engine Sound System for Green Car (그린카 가상 엔진음 발생기 설계)

  • Kwak, Bum-Moon;Son, Young-Dae
    • Proceedings of the KIEE Conference
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    • 2015.07a
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    • pp.93-94
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    • 2015
  • 본 논문에서는 전기자동차의 주행에 있어 발생되는 소음이 아주 적다는 장점이 보행자들에게 있어서는 차량이 접근하고 있다는 인지능력을 감소시키는 단점으로 발생된다. 따라서 인위적인 가상의 엔진음을 발생시켜 보행자들로 하여금 차량이 접근하고 있다는 인지능력을 향상시키기 위한 전기자동차 가상 엔진음 발생기 설계에 대한 연구내용 및 방법을 제시한다. 이 시스템은 전기자동차의 전원이 ON됨과 동시에 동작하여 가상의 엔진음을 발생시키고 적정 거리의 보행자도 무리없이 소리를 인지하여 차량의 접근을 인지할 수 있도록 하여 보행자의 안전을 보장하기 위한 시스템 개발이 최종 목적이다.

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A Study on Implementation of the Sound Field Reproduction System for Virtual Reality (가상 현실에서의 음장 재현 시스템 구현에 관한 연구)

  • 임준희;김순협;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.101-104
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    • 1999
  • 완벽한 가상 현실을 재현하려면 사람의 오감을 실제 세계 수준으로 정교하게 재현해야 한다. 현재 시각 효과는 상당히 발전해 있으나, 청각적, 음향적 부분은 아직도 발전 정도가 상대적으로 낮다. 가상 현실을 위한 음향은 크게 HRTF등을 이용한 음상 정위와, 음장 재현으로 나눌 수 있다. 본 논문에서는 가상 현실 체험자의 이동에 따라 효과적으로 음장을 재현하는 방법에 대해 논하고자 한다. 본 논문에서 제안하는 시스템은 크게 전처리 부분과 실시간 처리 부분으로 구성되어 있으며 전처리 과정에서 음장을 계산하여 실시간 처리 부분에서 체험자의 위치를 추적하여 음장을 재현한다.

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Research for Characteristics of Sound Localization at Monaural System Using Acoustic Energy (청각에너지를 이용한 모노럴 시스템에서의 음상 정위 특성 연구)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.181-189
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    • 2011
  • According to developments of digital signal processing, 3D sound come into focus on multimedia systems. Many studies on 3d sound have proposed lots of clues to create realistic sounds. But these clues are only focused on binaural systems which two ears are normal. If we make the 3d sound using those clues at monaural systems, the performance goes down dramatically. In order to use the clues for monaural systems, we have studies algorithms such as duplex theory. In duplex theory, the sounds that we listen are affected by human's body, pinna and shoulder. So, we can enhance sound localization performances using its characteristics. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio at monaural systems. To improve 3d sound, we calculate the excitation energy rates of each symmetric HRTF and extract the weights in each bark range. Finally, they are applied to emphasize the characteristics related to each direction. Informal listening tests show that the proposed method improves sound localization performances much better than the conventional methods.

Implementation of Virtual Violin with a Kinect (키넥트를 이용한 가상 바이올린 구현)

  • Shin, Young-Kyu;Kang, Dong-Gil;Lee, Jung-Chul
    • Journal of the Institute of Convergence Signal Processing
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    • v.15 no.3
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    • pp.85-90
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    • 2014
  • In this paper, we propose a virtual violin implementation using the detection of bowing and finger dropping position from the estimated finger tip and finger board information with the 3D image data from a Kinect. Violin finger board pattern and depth information are extracted from the color image and depth image to detect the touch event on the violin finger board and to identify the touched position. Final decision of activated musical alphabet is carried out with the finger drop position and bowing information. Our virtual violin uses PC MIDI to output synthesized violin sound. The experimental results showed that the proposed method can detect finger drop position and bowing detection with high accuracy. Virtual violin can be utilized for the easy and convenient interface for a beginner to learn playing violin with the PC-based learning software.

Building Korean Head-related Transfer Function Database (한국형 머리전달함수 데이터베이스 구축)

  • Son, Daehyuk;Park, Youngjin;Park, Yoonsik;Jang, Sei-Jin
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.24 no.4
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    • pp.282-288
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    • 2014
  • Three-dimensional multimedia industry such as 3D TV, movie and broadcast has been developed vividly. For generating 3D contents with high quality, virtual auditory display, so called VAD, is being researched to offer more realistic experience to listeners. When people render VAD using headphones or two speakers, head-related transfer function(HRTF) plays a key role. The best solution is measuring all individuals' HRTFs, but it is hard to measure all listeners' HRTFs. To overcome this difficulty, many research groups have tried to construct their own measurement system and to build HRTF databases. However, some of them have not enough subjects or spatial resolution and they are mainly focused on Caucasian. There exists difference between Korean and Caucasian in a view of physical features. In other words, if Koreans hear three-dimensional sound rendered by HRTF database based on Caucasian, performance might be hindered. To verify this possibility and remedy the drawbacks, construction of new HRTF database aimed at Korean is needed. Therefore, our laboratory built HRTF measurement system which can measure HRTF of three-dimensional space with dense spatial resolution. With this system, 55 Korean males and 45 females' HRTFs were measured and Korean HRTF database was built based on these data.

An Accuracy Improvement Method on Acoustic Source Localization Using Ground Reflection Effect (지면반사효과를 이용한 폭발 소음원의 위치 추정 정밀도 향상법)

  • Go, Yeong-Ju;Choi, Donghun;Lee, Jaehyung;Choi, Jong-Soo;Ha, Jae-Hyoun;Na, Taeheum
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.26 no.1
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    • pp.69-74
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    • 2016
  • A technique for improving estimation accuracy is introduced in order to locate the impact position of artillery shell during the weapon scoring test. Study on localization of impacts using acoustic measurement has been conducted and the usability of sensor array is verified with experiments. When the blast occurs above the ground in the firing range, the acoustic sensor above the ground can measure the directly propagated sound with the ground-reflected one. In this study, a method for reducing estimation error by using the reflection signal measurements based on the time difference of arrival method. Considering the reflection sound works as same as placing a virtual sensor symmetrically through the ground. This idea enables a virtual three-dimensional array configuration with a two-dimensional plane array above the ground as such. The time difference between the direct and the reflected propagations can be estimated using cepstrum analysis. Performance test has been made in the simulation experiment in the football size area.

VR Journalism's Image Text Analysis - Based on The New York Times' (VR(Virtual Reality) 저널리즘의 영상텍스트 분석 - 뉴욕타임즈의 <난민(THE DISPLACED)>을 중심으로)

  • Park, Man Su;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.173-183
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    • 2017
  • In this research, analysis based on VR journalism outlet the New York Times' was carried out. The image analysis of was done through the frames of angle, shot (size, length, movement), and limited user-directed interaction (point, sound). The result of this is as follows. Firstly, the direction was done using a basis of normal and low angles. Secondly, it was able to be confirmed that the shooting was done in order by medium, full, and long shot. Thirdly, with regard to the length of the shot, most direction was done through long takes. Fourthly, most images came to consist of fixed shots. Lastly, this is limited user-directed interaction. This may be separated into 2 aspects: sound, and movement of the independent free agent. Through these, interaction was guided through free point of view concerning realistic situations to point of view guidance and users. This research may be referred to as foundational research for the further advancement of in-depth discussion pertaining to VR journalism.

Haptic and Sound Grid for Enhanced Positioning in 3-D Virtual Environment (햅틱 / 사운드 그리드를 이용한 3차원 가상 환경 내의 위치 정보 인식 향상)

  • Kim, Seung-Chan;Yang, Tae-Heon;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.447-454
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    • 2007
  • 본 논문에서는 사용자의 가상환경 내의 위치 정보에 대한 감각을 향상시키는 방법론으로서 햅틱 피드백(haptic feedback)과 사운드 피드백(sound feedback)의 모달리티를 활용한 그리드(grid)를 제안한다. 제안된 그리드는 사용자의 3차원 공간 내의 움직임(explorative procedure)에 추가적인 비 시각적인(non-visual) 위치정보 피드백을 부여하는데 그 목적을 두고 있다. 햅틱 모달리티를 활용한 3차원 그리드는 SensAble사의 PHANTOM(R) Omni$^{TM}$ 를 활용하여 설계되었으며, 사운드 모달리티를 활용한 경우 저주파 배경음의 주파수 특성(frequency characteristics of sound source)을 사용자 손의 공간 좌표값에 근거하여 재생 시의 표본 추출 비율(sampling rate)를 연속적으로 바꾸는 방식으로 설계되었다. 이러한 공간 그리드는 두 모달리티 각각의 독립적인 제시 및 동시 제시/제거를 통해 평가되었으며, 동시 제시의 경우 두 모달리티간의 어긋남(cross-modal asynchrony)이 없도록 설계되어 사용자의 공간 작업 시 모달리티간의 조화 (manipulating congruency)를 확보할 수 있도록 하였다. 실험을 통해 얻어진 결과는 그것의 통계적 유의미성을 분석하기 위해 다원변량분석과 사후검증(Turkey. HSD)을 거쳐 해석이 되었다. 공간 내 특정 좌표 선택을 기준으로 하는 그리드의 사용자 평과 결과, 3차원 내의 움직임에 대해 햅틱 및 사운드 피드백의 비 시각적 피드백은 사용자의 공간 작업의 오차를 줄여 주고 있음이 확인되었다. 특히 시각적인 정보만으로 확인하기 어려운 Z축 상의 움직임은 그리드의 도움으로 그 오차정도가 50% 이상 줄어 드는 것으로 확인되었다(F=19.82, p<0.01). 이러한 시각적 정보를 보존하는 햅틱, 사운드 피드백 방식을 HCI의 중요한 요소인 사용성과 유용성과 연관시켜 MMHCI(multimodal human-computer interaction) 방법론으로의 적용 가능성을 검토해 본다.

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Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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