• Title/Summary/Keyword: Virtual Sound

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Physical Modeling of a Sanjo Gayageum (산조 가야금의 물리적 모델링)

  • 정의필;조상진
    • The Journal of the Acoustical Society of Korea
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    • v.23 no.7
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    • pp.521-531
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    • 2004
  • In this paper we developed the Physical modeling of the Sanio Gayageum using the improved digital waveguide theory. The frequency characteristics of the Gayageum body is implemented by an inverse filtering and the impulse response of the body. We obtained the synthesis sounds of the unit sound for the Gayageum using the simulation of the straight-line fits by the changes of the fundamental frequencies depending on the Amok location. Finally. we could obtain the virtual Sanio Gayageum sounds similar to the actual Gayageum by tuning the Amok positions.

Implementation of the Real-time Stereophonic Sound using the 4 channel Audio Output in the Virtual Environment (가상환경에서의 4채널 오디오 출력을 이용한 실시간 입체음향 구현)

  • Yang Siyoung;Lee Donoung;Jeong Jechang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.237-240
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    • 2003
  • 실제공간에서 음원이 존재하는 것처럼 음향을 재현하려 연 스테레오만으로는 완벽한 재현이 어렵다. 본 논문에서는 4채널 오디오 출력을 이용해서 가상환경의 음원이 실제 공간에 존재하는 것처럼 재생하는 방법을 기술한다. 잔향 임펄스 응답을 이용해서 공간감을 구현하였고, 음원과 청자의 거리에 따라 감을 조절하였으며, 4채널에 균일 파워 패닝 기법을 사용해서 방향감을 구현하였다. PC에서 입체음향이 되도록 구현하였으며, 실시간으로 음원과 청자의 위치를 변화시킬 수 있도록 하였다. 본 논문에서는 공간감, 음량감과 방향감을 고려하는 4채널 오디오 출력을 이용한 실시간 입체음향 구현에 대해 기술한다.

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MARKETING STRATEGIES OF NAME BRAND APARTMENTS ACCORDING TO THE BRAND LIFE CYCLE

  • Kyung-sook Kim;Hye-sung Park;Young-kon Choi;Jae-Jun Kim
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.1076-1082
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    • 2005
  • Breaking from the past convention, most construction firms are lotting out their apartments with their own brand names. They don't have, however, differentiated marketing strategies based on unique brand awareness. Rather, virtual absence of marketing strategies has brought about unfiltered introduction of architectural elements of the competition and excessive advertising efforts. Consequently confusion is at hand for consumers' purchase decision since they are not aware of the differences between the apartments. The purpose of this study is to make consumers have clear brand awareness by presenting appropriate brand strategies based on sound marketing theories for construction firms.

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Image Quality Analysis According to the of a Linear Transducer (선형 탐촉자에서 관심 시각 영역 변화에 따른 화질 분석)

  • Ji-Na, Park;Jae-Bok, Han;Jong-Gil, Kwak;Jong-Nam, Song
    • Journal of the Korean Society of Radiology
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    • v.16 no.7
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    • pp.975-984
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    • 2022
  • Since a linear transducer has an area of interest equal to the length of the transducer, the area of interest can be expanded using the virtual convex function installed in the device.However, it was thought that the change in the direction of the ultrasonic sound velocity according to the change in the visual area of interest would affect the image quality, so this was objectively confirmed. For this study, image evaluation and SNR·CNR of the phantom for ultrasound quality control were measured. As a result, in the phantom image evaluation, both images were able to identify structures in functional resolution, grayscale, and dynamic range. However, it was confirmed that the standard image was excellent in the reproducibility of the size and shape of the structure. As a result of SNR·CNR evaluation, SNR·CNR of most trapezoidal images was low, except for structures at specific locations. In addition, through the statistical analysis graph, it was further confirmed that the SNR and CNR for each depth decreased as the size of the cystic structure decreased. Through this study, it was confirmed that the use of the function has the advantage of providing a wide visual area of interest, but it has an effect on the image quality. Therefore, when using the virtual convex function, it is judged that the examiner should use it in an appropriate situation and conduct various studies to acquire high-quality images and to improve the understanding and proficiency of the equipment.

Research about the Animation Manual Application of Cellular Phone that use Multimedia (멀티미디어를 이용한 휴대폰의 애니메이션 매뉴얼 적용에 대한 연구)

  • 오재성;신수길
    • Archives of design research
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    • v.16 no.4
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    • pp.121-128
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    • 2003
  • This is the research to find out which one is the best for using manual among the 3 kinds of methods such as 'Text manual' and 'Animation I' and 'Animation II' which is made by Virtual Realities. Three kinds of methods have been experimented respectively. The manual for 'Animation I' adopt the motion video with basis sound and the additional comment and sound is added on the 'Animation II'. Every 3 manual has been studied and estimated by T-test and additional subjective estimation respectively, and the conclusions are as follows. The 1st answer is that 'Animation manual' is more easier than 'text manual', and the 2nd answer is that 'Animation II' is easier than 'Animation I'. Through post-interview and test, It is known that the animation manuals, which has been showing the multimedia, is more attractive than text manual.

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Speaker Adapted Real-time Dialogue Speech Recognition Considering Korean Vocal Sound System (한국어 음운체계를 고려한 화자적응 실시간 단모음인식에 관한 연구)

  • Hwang, Seon-Min;Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.4
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    • pp.201-207
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    • 2013
  • Voice Recognition technique has been developed and it has been actively applied to various information devices such as smart phones and car navigation system. But the basic research technique related the speech recognition is based on research results in English. Since the lip sync producing generally requires tedious hand work of animators and it serious affects the animation producing cost and development period to get a high quality lip animation. In this research, a real time processed automatic lip sync algorithm for virtual characters in digital contents is studied by considering Korean vocal sound system. This suggested algorithm contributes to produce a natural lip animation with the lower producing cost and the shorter development period.

A 3D Audio Broadcasting Terminal for Interactive Broadcasting Services (대화형 방송을 위한 3차원 오디오 방송단말)

  • Park Gi Yoon;Lee Taejin;Kang Kyeongok;Hong Jinwoo
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.22-30
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    • 2005
  • We implement an interactive 3D audio broadcasting terminal which synthesizes an audio scene according to the request of a user. Audio scene structure is described by the MPEG-4 AudioBIFS specifications. The user updates scene attributes and the terminal synthesizes the corresponding sound images in the 3D space. The terminal supports the MPEG-4 Audio top nodes and some visual nodes. Instead of using sensor nodes and route elements, we predefine node type-specific user interfaces to support BIFS commands for field replacement. We employ sound spatialization, directivity/shape modeling, and reverberation effects for 3D audio rendering and realistic feedback to user inputs. We also introduce a virtual concert program as an application scenario of the interactive broadcasting terminal.

Boundary Element Analysis for Head-Related Transfer Function in the Case of Korean Adults (경계요소법을 이용한 한국인 머리관련 전달함수의 특성 해석)

  • Lee, Doo-Ho;Ahn, Tae-Soo;Ki, Dong-Hwan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.8
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    • pp.1035-1044
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    • 2010
  • Head-related transfer function (HRTF) is an acoustic transfer function from a sound source to the ear canal entrance position. HRTFs are very important information in the construction of virtual sound fields. HRTFs also vary for different individuals. In this study, characteristics of HRTF for an average Korean are investigated numerically by comparing with the HRTF for a standard Knowles Electronics Manikin for Acoustic Research (KEMAR). A boundary element (BE) model for an adult Korean is developed using the computerized tomography (CT) data in order to investigate the variation in HRTFs for different individuals. The boundary conditions of the BE model are identified by comparing the numerical results with the experimental results. The numerical model shows that accurate HRTFs can be calculated efficiently over full audible frequency range for individuals.

A Study on the Model Test for the Twin Propeller Cavitation Noise (쌍축선 추진기 캐비테이션 소음 모형시험 연구)

  • Park, Cheolsoo;Kim, Gun-Do;Yim, Geun-Tae;Park, Young-Ha;Jang, Hyun-Gil;Jang, Young Hun
    • Journal of the Society of Naval Architects of Korea
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    • v.55 no.1
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    • pp.28-36
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    • 2018
  • The experimental results of the model tests for the twin propeller cavitation noise are presented. The model test was carried out by means of procedure of noise measurement followed by the signal processing and full-scale extrapolation. In order to convert the measured sound pressure level into the sound source level, transfer function measurements for three conditions were performed according to the combination of locations and number of virtual sources. White noise and LFM signal were used as a source signals to examine the influence of the input signal. For the twin propellers, 5 transfer functions were defined and the results were discussed. Cavitation noise measurement tests were performed similarly to the transfer function measurement test. Noise source localization analysis was performed to confirm the test effectiveness. It was confirmed that the source level of the twin propeller can be estimated reliably by using transfer function corrections. Finally, the model test results were converted into full-scale by applying the ITTC '87 model-ship scaling raw, and the validity of the model test was confirmed by comparison with the full-scale measurement result.

Efficient Transmission Scheme with Viewport Prediction of 360VR Content using Sound Location Information (360VR 콘텐츠의 음원위치정보를 활용한 시점예측 전송기법)

  • Jeong, Eunyoung;Kim, Dong Ho
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1002-1012
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    • 2019
  • 360VR content requires short latency, such as immediate response to viewers' viewport changes and high quality video delivery. It is necessary to consider efficient transmission that guarantees the QoE(Quality of Experience) of the 360VR contents with limited bandwidth. Several research has been introduced to reduce overall bandwidth consumption by predicting a user's viewport and allocating different bit rates to the area corresponding to the viewport. In this paper, we propose novel viewport prediction scheme that uses sound source location information of 360VR contents as auditory recognition information along with visual recognition information. Also, we propose efficient transmission algorithm by allocating a bit rate properly based on improved viewport prediction. The proposed scheme improves the accuracy of the viewport prediction and provides high quality videos to tiles corresponding to the user's viewpoint within the limited bandwidth.