• 제목/요약/키워드: Virtual Sound

Search Result 247, Processing Time 0.032 seconds

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.405-410
    • /
    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

  • PDF

End-to-End Congestion Control of High-Speed Gigabit-Ethernet Networks based on Smith's Principle

  • Lee, Seung-Hyub;Cho, Kwang-Hyun
    • Proceedings of the IEEK Conference
    • /
    • 2000.07a
    • /
    • pp.101-104
    • /
    • 2000
  • Nowadays, the issue of congestion control in high-speed communication networks becomes critical in view of the bandwidth-delay products for efficient data flow. In particular, the fact that the congestion is often accompanied by the data flow from the high-speed link to low-speed link is important with respect to the stability of closed-loop congestion control. The Virtual-Connection Network (VCN) in Gigabit Ethernet networks is a packet-switching based network capable of implementing cell- based connection, link-by-link flow-controlled connection, and single- or multi-destination virtual connections. VCN described herein differ from the virtual channel in ATM literature in that VCN have link-by-link flow control and can be of multi-destination. VCNs support both connection-oriented and connectionless data link layer traffic. Therefore, the worst collision scenario in Ethernet CSMA/CD with virtual collision brings about end-to-end delay. Gigabit Ethernet networks based on CSMA/CD results in non-deterministic behavior because its media access rules are based on random probability. Hence, it is difficult to obtain any sound mathematical formulation for congestion control without employing random processes or fluid-flow models. In this paper, an analytical method for the design of a congestion control scheme is proposed based on Smith's principle to overcome instability accompanied with the increase of end-to-end delays as well as to avoid cell losses. To this end, mathematical analysis is provided such that the proposed control scheme guarantees the performance improvement with respect to bandwidth and latency for selected network links with different propagation delays. In addition, guaranteed bandwidth is to be implemented by allowing individual stations to burst several frames at a time without intervening round-trip idle time.

  • PDF

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
    • /
    • v.2 no.4
    • /
    • pp.490-508
    • /
    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

  • PDF

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
    • /
    • s.22
    • /
    • pp.81-97
    • /
    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

  • PDF

Evaluation of Car Prototype using CAVE-like Systems (케이브 기반 자동차 시제품 평가)

  • 고희동;안희갑;김진욱;김종국;송재복;어홍준;윤명환;우인수;박연동
    • Science of Emotion and Sensibility
    • /
    • v.5 no.4
    • /
    • pp.77-84
    • /
    • 2002
  • In this paper, we propose the NAVER, a general framework for multipurpose virtual environments, and introduce the case study of evaluating car prototypes using cave-like systems. As a framework to implement variant applications in virtual environment, NAVER is extensible, reconfigurable and scalable. NAVER consists of several external modules (Render Server, Control Server and Device Server), which communicate each other to share states and user-provided data and to perform their own functions. NAVER supports its own scripting language based on XML which allows a user to define variant interactions between objects in virtual environments as well as describe the scenario of an application. We used NAVER to implement the system for evaluating car prototyes in a CAVE-like virtual environment system. The CAVE-like virtual environment system at KIST consists three side screens and a floor screen (each of them is a square with side of 2.2m), four CRT projectors displays stereoscopic images to the screens, a haptic armmaster, and a 5.1 channel sound system. The system can provide a sense of reality by displaying auditory and tactile senses as well as visual images at the same time. We evaluate car prototypes in a CAVE-like system in which a user can observe, touch and manipulate the virtual installation of car interior.

  • PDF

Developing Landscape Analysis Method for Forest Fire Damaged Area Restoration Using Virtual GIS (Virtual GIS를 이용한 산불피해지 복구 경관분석기법 개발)

  • Jo, Myung-Hee;Lee, Myung-Bo;Kim, Joon-Bum;Lim, Ju-Hun;Kim, Sung-Jae
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.7 no.1
    • /
    • pp.75-83
    • /
    • 2004
  • In Korea the number of forest fire occurrence and its damaged area have increased drastically and the plans for afforestation such as sound erosion control restoration and forestation have performed to restore for forest fire damaged area. In this study fire resistant forest was developed by selecting fire resistance tree species and applying GIS analysis, considering the characteristic of forest fire and location environment in forest fire damaged area along the east coast. Moreover, it showed the possibility of how spatial information technology such as virtual GIS could be applied during restoring forest fire damaged area and approaching landscape ecology researches. Especially the fire resistant forest was established by using GIS analysis against large scaled forest fires then the best forest arrangement was performed through this fire resistant forest species and 3D modeling in study area. In addition, the forest landscape was established through site index on passing years and then 3D topography and tracking simulation, which is very similar to real world, were constructed by using virtual GIS.

  • PDF

A Study on Valuation of Acoustic Performance for Indoor Swimming Pool utilizing Auralization (가청화를 이용한 실내수영장의 음향 성능평가에 관한 연구)

  • Jung, Chul-Woon;Kook, Jung-Hoon;Yun, Jae-Hyun;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2007.05a
    • /
    • pp.720-724
    • /
    • 2007
  • Recently, in accordance with increase of the desire for Sports for All(Life Sports), the swimming pools in many areas are under construction. However, since they used many of the reflexible finish-materials on account of the characteristics of hydrophilic space, most of the Indoor Swimming Pools are generating the excessive reverberation. Such reverberation is bringing about the problem that obstructs the oral communication between the coach and the player, and the Clearness of Sound, besides the sport activity. On this viewpoint, on the object of the actually built indoor swimming pool, after the conduct of an optimized acoustics design by the remodeling through a computer simulation, and by carrying out the Psycho-Acoustics Experiment utilizing of Auralization Technique which is able to experience Virtual Sound Field at the stage of designing, then this thesis has attempted to appraise on the acoustic condition after the completion of construction. It is considered that such result of the study could be utilized as the useful data that enables to improve the curtailment effect of construction cost as well as the acoustic capability, by means of the presupposition control on the acoustic problem from the stage of design, for the occasion when the similar indoor swimming pool is planning to build, henceforth.

  • PDF

A Study on Valuation about Acoustic Performance utilizing Auditory-Evocation for Grand Performance Hall of G Art Hall (가청화를 이용한 G예술회관의 대공연장 음향 성능평가에 관한 연구)

  • Kim, Nam-Don;Yun, Jae-Hyun;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2007.05a
    • /
    • pp.623-627
    • /
    • 2007
  • In case of the Grand Performance Hall, in view of its distinctiveness, since various Assembly Activity as well as Lecture together with the use for Music are important besides the purpose of Performance itself, the consideration with regard to the sound environment which enables to minimize the acoustic defect has appeared on the stage as an essential factor. On this viewpoint, this Study has attempted to examine the acoustic satisfaction degree and its response regarding to the grand performance hall by means of the measurement and valuation about the psychological volume of human-being using the auditory-evoked technology that possible to experience the Virtual Sound Field at the designing stage, after practice of the optimized acoustic design for the object of the grand performance hall on the step of construction. As the result of auditory-evocation, it was known that the valuation about the acoustic performance after reformation has been improved affirmatively than before reformation. It is considered that such outcome of the study could be utilized as the useful material that enables to improve the curtailment effect of construction cost and the acoustic performance, by means of the presupposition control about the acoustic problem from the stage of design, for the occasion when the similar Performance Hall is planning to build, hereafter.

  • PDF

Spectral Distortion of Head-Related Transfer Function Due to Wearing Clothes and Glasses (옷가지와 안경 착용에 따른 머리전달함수의 스펙트럼 왜곡)

  • Jo, Hyun;Hwang, Sung-Mok;Lee, Yun-Jae;Park, Young-Jin;Park, Youn-Sik
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2009.04a
    • /
    • pp.103-107
    • /
    • 2009
  • Because individual HRTFs (Head-Related Transfer Functions) vary from a person to a person, a HRTF database has been measured by researchers to investigate the inter-subject variation, and to generate high fidelity virtual sound image. Individual HRTFs not only vary between subjects but also vary due to wearing clothes and glasses in daily life. However, influence of different dressing condition on the measured HRTF was not sufficiently investigated. To quantify the effect of wearing clothes and glasses, dummy's HRTF is measured in an anechoic chamber with various dressing condition, and is evaluated in the sense of spectral distortion. HRTFs are measured both in the median plane and in the horizontal plane. In the median plane, under 6kHz, effect of different wearing clothes and glasses is negligible. Over 6kHz, however, effect of clothing distorts HRTF about 6dB in the sense of spectral distortion. Moreover, at high frequencies, effect of glasses is no longer negligible. In the horizontal plane, at some azimuths, even additional light cloth over the dummy can change the spectrum of HRTF (6dB spectral distortion) especially when sound source is at contralateral positions. Therefore, HRTF measurement with different wearing conditions can broaden the capability of HRTF customization whose technique utilizes a HRTF database.

  • PDF

A DIRECT INVERSE-BASED CROSS-TALK CANCELLATION METHOD FOR STEREO AUDIO SYSTEMS (직접 역필터 설계법을 이용한 스테레오 재생시스템의 Cross-talk 제거)

  • Kim, Sang-Myeong;Dogeun Han;Semyung Wang
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2002.05a
    • /
    • pp.559-564
    • /
    • 2002
  • Cross-talk cancellation, inverse filter design or deconvolution in a generic term, is a vital process for a virtual sound realization in the stereo sound reproduction system. Most, if not all, of the design algorithms available for the inverse filter are based on a linearized model of the real physical plant. The result of such a plant-based design method, which may be referred to here as the indirect method, is biased due to both modelling and inversion errors. This paper presents a novel direct cross-talk cancellation method that may be free from the inversion error. The direct method can directly models the inverse filter by a suitable rearrangement of the input and output ports of the original plant so that no inversion is required here. Advantages are discussed with various experiments in an anechoic chamber using a PC soundcard. Binaural reproduction tests conducted showed that the conventional indirect method yields about 8 % reproduction performance error on both ear positions, whereas the direct method offers about 3 %.

  • PDF