• Title/Summary/Keyword: Virtual speaker

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A Study on Real -Tine 3B Sound Rendering System for Virtual Reality Environment (VR 환경에 적합한 실시간 음장 재현 시스템에 관한 연구)

  • Chae SooBok;Bhang SungBeum;Hwang Shin;Ko HeeDong;Kim SoonHyob
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.353-356
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    • 2000
  • 본 논문은 VR시스템에서 실시간으로 3D Sound를 Rendering하기 위한 음장재현 시스템구현에 관한 것이다. 2개의 Speaker 또는 헤드폰을 사용하여 음장을 제어할 수 있다. 음장 제어는 레이 트레이싱(Ray Tracing)기법을 이용하여 음장을 시뮬레이션하고 가상 공간의 음장 파라미터를 추출하여 음원에 적용하면서 실시간으로 음장효과를 렌더링한다. 이 시스템은 펜티엄-II 333MHz, 128M RAM, Sound Blaster Sound Card를 사용한 시스템에서 구현하였다. 최종적으로 청취자는 2개의 스피커 또는 헤드폰을 이용하여 3D 음장을 경험하게 된 다.

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VR Companion Animal Communion System for Pet Loss Syndrome (펫로스 증후군을 위한 VR 반려동물 교감 시스템)

  • Choi, Hyeong-Mun;Moon, Mikyeong;Lee, Gun-ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.563-564
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    • 2021
  • 반려동물 보유 가구 수가 증가하면서 반려동물의 상실로 인한 펫로스 증후군을 호소하는 반려인 또한 증가하고 있다. 펫로스 증후군을 치유하기 위해 반려동물을 가상으로라도 만나서 평소에 하던 말과 행동을 할 수 있도록 하여 차츰 이별을 할 수 있도록 할 필요가 있다. 본 논문에서는 VR을 통하여 반려인이 3D로 모델링 된 반려동물과 직접 교감할 수 있는 시스템에 대한 연구 내용을 기술한다. 이 시스템을 통해 떠나보낸 반려동물과 평소와 같은 말과 행동을 할 수 있도록 도와주어 감정의 정화를 서서히 할 수 있도록 해준다.

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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.

Subjective Listening Test based on Frontal Loudspeaker Array Reproduction System (전방 스피커 어레이 재생 방식 기반 음향 재현 성능 평가)

  • Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.20 no.5
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    • pp.667-675
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    • 2015
  • As the interest on the high-definition and high-quality broadcasting is increased, the request on the high quality sound signal is enlarged as well as on the video signal's quality. One factor contributing to the high-quality of audio signal is an expansion of reproduction channels like 10.2channel and 22.2channel, but there is a problem of speaker installation issue of these many channels. One solution to solve this problem, we can use frontal loudspeaker array reproduction technique making virtual surround sound. So in this paper, we introduce theocratical analysis on the Wave Field Synthesis used for speaker array based sound reproduction and also present the result about the subjective listening test of reproduction performance based on this technique to check the perfoemance of this system. As a result, we showed WFS based frontal loudspeaker array reproduction method could provide sufficient performance compared to conventional discrete 5.1 channel reproduction method.

3DImmersion Type Virtual Environment System : Training Interruption-free Live-Line Workers (무정전 활선작업 피교육자를 위한 3차원 몰입형 가상환경 교육시스템의 개발)

  • 정영범;박창현;김기현;장길수
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.1
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    • pp.22-30
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    • 2004
  • As an information-oriented society comes, many people use PC and depend on database that network server has. However, the online data can be missed when a blackout happens and also a power failure effects on standard of judgment on Power Quality. Thus, it is reason of a trend using interruption-free live-line work when a trouble happens to power system. However, the 83% among the number of people who receive an electric shock experience when a laborer is doing interruption-free live-line works. In interruption-free method, the education and the training problem has been issued. However, we have a few instructors for that training. Furthermore, the trainees have short training period, just 4 weeks. In this paper, to develope the method that has no restriction of a time and place and reduce the wasteful materials, immersion type virtual reality(or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by doing same action in the real safe environment. Thus, it can be valuable to apply this training system to a dangerous work like as "Interruption-free live-line work exchanging COS(Cut-Out-Switch)". In this program, the user works with a instruction on the window and speaker and can't work other tasks until each part of the task completed. The workers using this system can use their hands and viewpoint movement as he is in a real environment but the trainee can't use all parts and senses of a real body with the current VR technology. Despite of this weak point, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has a high potentiality.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
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    • v.4A no.4
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    • pp.171-177
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    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

Gaze Matching Based on Multi-microphone for Remote Tele-conference (멀티 마이크로폰 기반 원격지 간 화상회의 시선 일치 기법)

  • Lee, Daeseong;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.429-431
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    • 2021
  • Recently, as an alternative to replace face-to-face meetings, video conferencing systems between remote locations has increased. However, video conferencing systems have limitations in terms of mismatch of the eyes of remote users. Therefore, it is necessary to apply a technology that can increase the level of immersion in video conferences by matching the gaze information of participants between different remote locations. In this paper, we propose a novel technique to realize video conferencing with the same gaze by estimating the speaker's location based on a multi-microphone. Using our method, it can be applied to various fields such as robot interaction and virtual human interface as well as video conferencing between remote locations.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

A Phenomenological Study on the Meaning of Economic Life of Marriage Immigrant Women (결혼이주여성의 경제생활 의미에 관한 현상학적 연구)

  • Lee, Hyoung-Ha
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.149-157
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    • 2013
  • The purpose of this study is to listen to vivid story on economic life of marriage immigrant women using phenomenological study out of qualitative study methods, and to analyze the meaning of dynamicity of experiences through in-depth interviews. The research question is "What is the meaning of economic life that marriage immigrant women experience?" From the research, 67 meaningful statements were abstracted and 15 core meanings were organized. The 15 core meanings were categorized as 5 theme categories such as 'Tough Life', 'Unstable Income such as Children Education Expense and Insurance Premium', 'Search for Changes in Life Style for Adaptation', 'Pursuit of Economic Stability through Employment', 'Expectation of Supports and Return to Married Woman's Parents' Home.' The researcher made structural description through first person speaker for the application of hermeneutical writing. In other words, the meaning of economic life of marriage immigrant women in Korea is 'difficult coping process to family-oriented culture pursuing changes in life style to adapt themselves to difficult reality.' Various undertones of practice were proposed through those statements such as policy to expand opportunities to receive an old-age pension by applying 'Joint Scheme for Couples' (Virtual Name) to People's pension for stable economic life of marriage immigrant women in old age.