• 제목/요약/키워드: Virtual Sound Source

검색결과 56건 처리시간 0.027초

서라운드시스템을 위한 가상 음상정위 알고리즘 (Virtual Sound Localization algorithm for Surround Sound Systems)

  • 이신렬;한기영;이승래;성굉모
    • 한국음향학회:학술대회논문집
    • /
    • 한국음향학회 2004년도 춘계학술발표대회 논문집 제23권 1호
    • /
    • pp.81-84
    • /
    • 2004
  • In this paper, we propose a virtual sound localization algorithm which improves the sound localization accuracy and sound color preservation for two channel and multi-channel surround speaker layouts. In conventional CPP laws, the sound direction is different from the panning angle and the sound color is different from real sound source especially when the speakers are spread out widely. To overcome this drawback, we design a virtual sound localization algorithm using directional psychoacoustic criteria (DPC) and sound color compensator (SCC). The analysis results show that in the case of the proposed system, the sound direction is the same as the panning angle in the audible frequency range and the sound color is less deviated from a real sound source than the conventional CPP law. In addition, its performance is verified by means of subjective tests using a real sound source.

  • PDF

능동 가상 임피던스를 이용한 이동 음원 추종 로봇의 장애물 회피 (Obstacle Avoidance of a Moving Sound Following Robot using Active Virtual Impedance)

  • 한종호;박숙희;노경욱;이동혁;이장명
    • 제어로봇시스템학회논문지
    • /
    • 제20권2호
    • /
    • pp.200-210
    • /
    • 2014
  • An active virtual impedance algorithm is newly proposed to track a sound source and to avoid obstacles while a mobile robot is following the sound source. The tracking velocity of a mobile robot to the sound source is determined by virtual repulsive and attraction forces to avoid obstacles and to follow the sound source, respectively. Active virtual impedance is defined as a function of distances and relative velocities to the sound source and obstacles from the mobile robot, which is used to generate the tracking velocity of the mobile robot. Conventional virtual impedance methods have fixed coefficients for the relative distances and velocities. However, in this research the coefficients are dynamically adjusted to elaborate the obstacle avoidance performance in multiple obstacle environments. The relative distances and velocities are obtained using a microphone array consisting of three microphones in a row. The geometrical relationships of the microphones are utilized to estimate the relative position and orientation of the sound source against the mobile robot which carries the microphone array. Effectiveness of the proposed algorithm has been demonstrated by real experiments.

Listener Auditory Perception Enhancement using Virtual Sound Source Design for 3D Auditory System

  • Kang, Cheol Yong;Mariappan, Vinayagam;Cho, Juphil;Lee, Seon Hee
    • International journal of advanced smart convergence
    • /
    • 제5권4호
    • /
    • pp.15-20
    • /
    • 2016
  • When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.

The Design and Study of Virtual Sound Field in Music Production

  • Wang, Yan
    • 한국컴퓨터정보학회논문지
    • /
    • 제22권7호
    • /
    • pp.83-91
    • /
    • 2017
  • In this paper, we propose a thorough solution for adjusting virtual sound field with different kinds of devices and software in preliminary procedure and late stage of music processing. The basic process of music production includes composing, arranging and recording at pre-production stage as well as sound mixing and mastering at post-production stage. At the initial stage of music creation, it should be checked whether the design of virtual sound field, the choice of the tone and the instrument used in the arrangement match the virtual sound field required for the final work. In later recording, mixing and mastering, elaborate adjustments should be done to the virtual sound field. This study also analyzed how to apply the parameter of the effectors to the design and adjustment of the virtual sound field, making it the source of our creation.

소음원의 영향이 고려된 가상 세탁음 제작을 통한 드럼 세탁기의 음질 인덱스 구축 (Sound Quality Evaluation for Laundry Noise by a Virtual Laundry Noise Considering the Effect of Various Noise Sources in a Drum Washing Machine)

  • 정재은;양인형;누룰 파와지;정운창;이정윤;오재응
    • 한국소음진동공학회논문집
    • /
    • 제22권6호
    • /
    • pp.564-573
    • /
    • 2012
  • The objective of this study is to determine the effect for the sound quality according to the noise source and to build the sound quality index of the laundry noise. In order to compare laundry noise among the influence of noise sources, we made virtual laundry noises by synthesizing an actual laundry noise and each noise source such as a dropping noise, water noise, motor noise and circulation pump noise. We conducted a listening test by customers using virtual laundry noises. As a result of listening test, we found that the dropping noise has a decisive effect on the sound quality of the laundry noise. We conducted the multi regression analysis of sound quality for the laundry noise using the statistical data processing. It is verified to the reliability of the multi regression index by comparison with listening results and index results of other actual laundry noises. This study is expected to provide a guide line for improvement of the laundry noise.

다채널 스피커 환경에서 가상 음원을 생성하기 위한 레벨 패닝 알고리즘 (Amplitude Panning Algorithm for Virtual Sound Source Rendering in the Multichannel Loudspeaker System)

  • 전세운;박영철;이석필;윤대희
    • 한국음향학회지
    • /
    • 제30권4호
    • /
    • pp.197-206
    • /
    • 2011
  • 본 논문에서는 다채널 스피커를 사용하는 음향 시스템에서의 가상 음원 생성 알고리즘을 제안하고 있다. 영상 신호의 표준은 보다 높은 해상도와 더 넓은 시야각을 제공하는 HD급이나 그 이상의 UHD급 등의 규격이 점차 상용화되고 있다. 그에 따라 음향 신호 또한 더 넓어진 음향 공간에서의 효과적인 음원 생성에 대한 필요성이 증가하고 있다. 기존의 스테레오 스피커 시스템으로는 원하는 사운드 효과를 재생하는데 한계를 가질 수밖에 없기 때문에, 여러 개의 스피커를 사용한 다양한 배치의 다채널 스피커 시스템이 제안되고 있다. 그러나 다수의 스피커를 사용한 시스템에서 기존의 사운드 패닝 알고리즘과 같은 가상 음원 생성 기술을 그대로 적용할 경우, 불연속적인 방향성 문제나 음색 열하 등의 또다른 문제가 발생할 수 있다. 이를 해결하기 위하여 임의의 배치의 다채널 스피커 시스템에서 적용 가능한 벡터 기반의 가상 음원 생성 알고리즘을 제안하였다. 제안된 알고리즘은 벡터 기반의 게인 조절 함수를 이용하여 음원의 방향감을 쉽고 효과적으로 생성할 수 있으며, 대칭 혹은 비대칭의 다채널 스피커 배치에 대해서 모두 적용 가능하다. 기존에 잘 알려진 VBAP와 MDAP의 레벨 패닝 방법과 의 청취 비교 실험을 통하여 보다 정확한 패닝 성능을 유지할 수 있는 것으로 확인되었다.

주파수영역 빔형성 기법을 이용한 3차원 소음원 가시화 (Study on 3D Sound Source Visualization Using Frequency Domain Beamforming Method)

  • 황은수;이재형;이욱;최종수
    • 한국소음진동공학회:학술대회논문집
    • /
    • 한국소음진동공학회 2009년도 춘계학술대회 논문집
    • /
    • pp.490-495
    • /
    • 2009
  • An approach to 3D visualization of multiple sound sources has been developed with the application of a moving array technique. Frequency-domain beamforming algorithm is used to generate a beam power map and the sound source is modeled as a point source. When a conventional delay and sum beamformer is used, it is considered that 2D distribution of sensors leads to have deficiency in spatial resolution along a measurement distance. The goal of moving an array in this study is to form 3D array aperture surrounding multiple sound sources so that the improved spatial resolution in a virtual space can be expected. Numerical simulation was made to examine source localization capabilities of various shapes of array. The 3D beam power maps of hemispherical and spherical distribution are found to have very sharp resolution. For experiments, two sound sources were placed in the middle of defined virtual space and arc-shaped line array was rotated around the sources. It is observed that spherical array show the most accurate determination of multiple sources' positions.

  • PDF

주파수영역 빔형성 기법을 이용한 3차원 소음원 가시화 (Study on 3D Sound Source Visualization Using Frequency Domain Beamforming Method)

  • 황은수;이재형;이욱;최종수
    • 한국소음진동공학회논문집
    • /
    • 제19권9호
    • /
    • pp.907-914
    • /
    • 2009
  • An approach to 3D visualization of multiple sound sources has been developed with the application of a moving array technique. Frequency domain beamforming algorithm is used to generate a beam power map and the sound source is modeled as a point source. When a conventional delay and sum beamformer is used, it is considered that 2D distribution of sensors leads to have deficiency in spatial resolution along a measurement distance. The goal of moving an array in this study is to form 3D array aperture surrounding multiple sound sources so that the improved spatial resolution in a virtual space can be expected. Numerical simulation was made to examine source localization capabilities of various shapes of array. The 3D beam power maps of hemispherical and spherical distribution are found to have very sharp resolution. For experiments, several sound sources were placed in the middle of defined virtual space and arc-shaped line array was rotated around the sources. It is observed that spherical array shows the most accurate determination of multiple sources' positions.

가상 콘서트홀 기반의 인터랙티브 음향 체험 인터페이스 (Interactive sound experience interface based on virtual concert hall)

  • 조혜승;김형국
    • 한국음향학회지
    • /
    • 제36권2호
    • /
    • pp.130-135
    • /
    • 2017
  • 본 논문에서는 가상 콘서트홀에서 사용자가 인터랙티브한 음향 체험을 할 수 있는 인터페이스에 대해 제안한다. 제안하는 인터페이스는 가상 콘서트홀을 기반으로 좌석 위치별 음향 체험 시스템과 악기 제어 및 음향 체험 시스템으로 구성된다. 제안하는 인터페이스의 각 시스템을 구현하기 위해 인공 잔향 알고리즘과 멀티채널 음원 분리, 머리전달함수를 적용하였다. 제안하는 인터페이스는 유니티(Unity)를 사용하여 구현되었으며 사용자는 가상현실기기인 오큘러스 리프트(Oculus Rift)를 통해 가상 콘서트홀을 체험할 수 있고 립 모션(Leap Motion)을 통해 별도의 입력 도구없이 손동작만으로 시스템을 제어할 수 있으며 헤드폰을 통해 시스템이 제공하는 음향을 체험할 수 있다.

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

  • 이영한;김홍국
    • 대한음성학회지:말소리
    • /
    • 제59호
    • /
    • pp.89-99
    • /
    • 2006
  • This paper proposes a new structural head-related transfer function(HRTF) model to produce sounds in a virtual environment. The proposed HRTF model generates 3-D sounds by using a head model, a pinna model and the proposed distance model for azimuth, elevation, and distance that are three aspects for 3-D sounds, respectively. In particular, the proposed distance model consists of level normalization block distal region model, and proximal region model. To evaluate the performance of the proposed model, we setup an experimental procedure that each listener identifies a distance of 3-D sound sources that are generated by the proposed method with a predefined distance. It is shown from the tests that the proposed model provides an average distance error of $0.13{\sim}0.31$ meter when the sound source is generated as if it is 0.5 meter $\sim$ 2 meters apart from the listeners. This result is comparable to the average distance error of the human listening for the actual sound source.

  • PDF