• Title/Summary/Keyword: Virtual Sound

Search Result 247, Processing Time 0.028 seconds

A Perception Based Active Matrix Decoder with Virtual Source Location Information (가상 음원 위치 정보를 이용한 능동 메트릭스 디코더)

  • Moon, Han-Gil
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.47 no.5
    • /
    • pp.18-24
    • /
    • 2010
  • In this paper, a new matrix decoding system using vector based Virtual Source Location Information (VSLI) is proposed as an alternative to the conventional Dolby Pro logic II/IIx system for reconstructing multi-channel output signals from matrix encoded two channel signals, Lt/Rt. This new matrix decoding system is composed of passive decoding part and active part. The passive part makes crude multi-channel signals using linear combination of the two encoded signals(Lt/Rt) and the active part enhances each channel regarding to the virtual source which is emergent in each inter channel. Since the virtual sources are related to the perceptual sound images in virtual sound field, the reconstructed multi-channel sound results in good dynamic perception and stable image localization. Moreover, the good channel separation is maintained with nonlinear trigonometric enhancing function.

Research on methods to extract standard head-related transfer function (표준 머리전달함수 추출 기법에 관한 연구)

  • Son, Daehyuk;Park, Youngjin;Jang, Sei-jin
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2014.10a
    • /
    • pp.572-574
    • /
    • 2014
  • Researches on three-dimensional multimedia has been performed actively in recent years. Virtual sound technology corresponding to virtual image should be provided to implement 3D multimedia with high quality. Head-related transfer function (HRTF) plays a key role in this research area. HRTFs measured in changing azimuth, elevation, and distance for each and every subject is necessary for ideal solution. However, it is practically impossible to measure all subjects' HRTFs, so various HRTF databases have been built by many researchers. Because HRTF displays quite different aspects from subject to subject, HRTF of dummy head has been used for generic usage. However, mannequin's HRTF showed much worse performance comparing with individual case so this solution should be improved. From previous work, standardization of HRTF based on tensor-singular value decomposition method has been proposed. For effective extraction of standard HRTF, three different decomposition methods are compared in this paper.

  • PDF

2D SOUND TECHNOLOGY AND ITS TRENDS (입체음향 기반 기술 및 동향)

  • Kim, Hyun-Bin;Myung, Hyun;Kim, Ki-Hong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 1999.03a
    • /
    • pp.177-181
    • /
    • 1999
  • 최근 PC의 멀티미디어 성능이 향상되고 디지털 신호처리 기술이 발달함에 따라 복잡한 수식과 방대한 정보처리가 요구되는 입체음향(3D Sound) 처리를 PC상에서도 구현하는 것이 가능하게 되면서, 입체음향에 대한 사용자의 관심이 고조되고 있다. 입체음향을 이용한 청각효과는 3D 영상의 시각효과에 못지 않은 강한 인상을 줄 수 있는 수단으로써 인정받고 있어 게임, 가상현실, 멀티미디어 컨텐트 등에서 사용자의 몰입감과 체험 효과를 최대한을 증대시킬 수 있는 새로운 수단으로 활용되고 있고, 이와 관련하여 입체 음향에 대한 연구와 개발이 국내외에서 활발히 진행중에 있다. 본 논문에서는 2채널 방식의 입체음향 기반기술과 최근의 입체음향 기술개발 동향을 살펴본다.

  • PDF

Improvement of 3D Sound Using Psychoacoustic Characteristics (인간의 청각 특성을 이용한 입체음향의 방향감 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
    • /
    • v.30 no.5
    • /
    • pp.255-264
    • /
    • 2011
  • The Head Related Transfer Function (HRTF) means a process related to acoustic transmission from 3d space to the listener's ear. In other words, it contains the information that human can perceive locations of sound sources. So, we make virtual 3d sound using HRTF, despite it doesn't actually exist. But, it can deteriorate some three-dimensional effect by the confusion between front and back directions due to the non-individual HRTF depending on each listener. In this paper, we proposed the new algorithm to reduce the confusion of sound image localization using human's acoustic characteristics. The frequency spectrum and global masking threshold of 3d sounds using HRTF are used to calculate the psychoacoustical differences among each directions. And perceptible cues in each critical band are boosted to create effective 3d sound. As a result, we can make the improved 3d sound, and the performances are much better than conventional methods.

Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
    • /
    • v.9 no.2
    • /
    • pp.203-211
    • /
    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

  • PDF

Improvement of Head Related Transfer Function to Create Realistic 3D Sound (현실감있는 입체음향 생성을 위한 머리전달함수의 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.18 no.3
    • /
    • pp.381-386
    • /
    • 2008
  • Virtual 3D audio methods that create 3D sound effects are researched highly for multimedia devices using 2 speakers or headphone. The most typical method to create 3D effects is a technology through use of head related transfer function (HRTF) which contains the information that sound arrives from a sound source to the ears of the listener. But it can decline some 3D effects by cone of confusion between front and back directions due to the non-individual HRTF depending on each listener. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio. In order to improve 3D sound, we calculate the excitation energy of each symmetric HRTF and extract the ratio of energy of each bark range. Informal listening tests show that the proposed method improves the front-bach sound localization characteristics much better than the conventional methods.

Modification of Pitch Algorithm and Its Application to Noise (피치 알고리즘 수정 및 소음에의 적용)

  • Shin, Sung-Hwan;Ih, Jeong-Guon
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2002.11a
    • /
    • pp.354.1-354
    • /
    • 2002
  • Pitch is a perception related to frequency, one of the psychological aspects or attributes of tones, and an important factor to determine sound quality of sound together with loudness and timber. while a study on pitch has been actively achieved In the part of speech recognition and speech separation, that for analysis and improvement of product sound quality is not yet enough. (omitted)

  • PDF

A Study on Improving the Reality of the Vehicle Simulator Based on the Virtual Reality (가상현실 기반의 차량 시뮬레이터의 현실감 향상에 관한 연구)

  • Choi Young-Il;Kwon Seong-Jin;Jang Suk;Kim Kyu-Hee;Cho Ki-Yong;Suh Myung-Won
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.28 no.8 s.227
    • /
    • pp.1116-1124
    • /
    • 2004
  • In these days, a vehicle simulator has been developed with a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with natural interaction, sufficient immersion and realistic images. In addition, a VR system must present a driver with the realistic driving situation. To achieve these, it is important to obtain a fast and uniform rendering performance regardless of the complexity of virtual worlds. In this paper, the factors to improve the reality for the VR based vehicle simulator have been investigated. For the purpose, the modeling and the rendering methods which offer an improved performance for complex VR applications as the 3D road model have been implemented and verified. Then, we experiment on the influence of graphic and sound factors to the driver, and analyze each result for improving the reality such as the driver's viewport, the form of texture, the lateral distance of the side object, and the sound effect. These factors are evaluated on the driving system which is constructed for qualitative analysis. The research results could be used for improving the reality of the VR based vehicle simulator.