• Title/Summary/Keyword: 가상 소리

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Incident sound fields reproduction system (입사음장재생시스템)

  • Chun Ingyu
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.373-374
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    • 2004
  • 산란체가 있을 때에 음장은 입사파와 산란파로 구분될 수 있다. 입사파는 산란체에 영향을 받지 않는다. 바꿔 말하면 음원으로부터 나온 소리는 청취자와 주위 환경에 무관하다. 이 논문에 제시된 입사음장 재생시스템은 주어진 공간내에서 입사음장을 재생하여 청취자에 독립적인 가상음장을 만드는 시스템이다. 입사음장 재생은 경계표면제어원칙에 기반하였다.

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The Conducting Motion Recognizing System Using Acceleration Sensors for the Virtual Orchestra (가속도 센서를 이용한 지휘 동작 인식 시스템)

  • Son, Dong-Kwan;Lee, Hui-Sung;Noh, Young-Hae;Wohn, Kwang-Yun;Goo, Bon-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.124-129
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    • 2006
  • 음악은 소리를 즐긴다는 뜻을 담고 있다. 감상자에게 단순한 청각적 자극을 넘어 즐거움을 주기 위해선 음악적인 경험이 뒷받침되어야 한다. 가상 현실을 이용한 사용자와 시스템 간의 상호작용을 음악 경험 제공에 접목하려는 시도는, 새로운 경험을 통해 일반인들이 보다 쉽게 음악을 접하고 체험함으로써 음악을 통해 즐거움을 얻을 수 있도록 도움을 주는 데에 그 목적이 있다. 가상 오케스트라를 구현하고 지휘 동작을 재현하는 것은 이러한 가능성을 극대화하는 연구이다. 본 논문에서는 가상 오케스트라를 구현하기 위해 필수적인 중간 단계로, 사용자의 지휘 동작을 감지하여 연주의 박자(속도)를 제어하는 지휘 시뮬레이션 시스템을 제시한다. 실제의 지휘 동작을 분석하고, 동작의 변화를 인식하기 위하여 가속도 센서를 이용, 공간상에서 지휘봉의 움직임을 가속도 정보로 수집하여 이에 상응하는 박자의 제어를 구현한다. 사용자의 박자 명시에 따라 변화하는 상하 방향의 가속도를 센서를 통해 전압 신호로 입력 받고, DSP 의 A/D conversion 모듈에서 디지털 신호로 변환, 일정 수준 이상의 신호를 박자 정보로 직렬통신을 통해 컴퓨터에 전달한다. 컴퓨터에서는 Max/MSP를 이용하여 각 박자 사이의 시간 간격을 측정하고 상응하는 MIDI 음악을 재생하는 방식으로 시스템이 구현된다. 기존 연구에서 사용된 CCD 카메라에 의한 Motion Tracking 을 보완하여 동작의 크기에 따라 음량을 조절한다. 본 논문에서 제시되는 시스템은 지휘 동작에서 가장 특징적으로 나타나는 상하 방향의 급격한 가속도 변화를 직접 입력 받기 때문에 기존 시스템에 비해 지휘 동작의 인식 성공률을 높일 수 있으며, 화상 처리 및 계산에 의한 지연을 최소화할 수 있다. 또한, 장치의 규모를 소형화하여 보다 지휘봉의 형태에 가까운 인터페이스를 제공하며, 적합한 응용 콘텐츠를 접목할 경우 게임 컨트롤러로의 발전 가능성이 있다.

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A Study of Analysis about Virtual Musical Instruments' Timbre - Focused on Violin, Erhu, Haegeum - (가상악기의 음색 분석 연구 - 바이올린, 얼후, 해금을 중심으로 -)

  • Sung, Ki-Young;Lee, You-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.219-227
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    • 2019
  • In this paper, we proactively looked at the structure and characteristics of each instrument in order to compare and analyze the sound colors of the western violin, chinese erhu and korean haegeum, which are representative bow string instruments. Also, many performers have simply been unable to fully explain how the violin is rich in pitch and the haegeum has a unique tone. Also, many performers thinks that violin sounds rich just because it has many overtones and have been unable to fully explain how haegeum makes unique tone. While previous research data show that most instruments are studied and published by analyzing their own frequencies or related cases of acoustic studies, this study provides a visual look how the harmonics composition, which determines musical instruments' timbres, consists of and suggests data specifically by analyzing each sound pressure of integer multiple overtones so that the structure of instruments' unique timbre can be understood. Based on this, we hope that it will be of considerable help to the development of virtual musical instruments of korean traditional instruments, which are relatively small compared to western virtual instruments, by reproducing instrument sounds through the synthesizers in the future.

Interactive Interface for Virtual Korean Percussion Instruments (인터렉티브 국악 타악기 인터페이스 제작 연구)

  • Han, Ki-Yul;Park, Sang-Bum;Kim, Jun
    • Journal of Korea Multimedia Society
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    • v.14 no.11
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    • pp.1500-1506
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    • 2011
  • This paper is to propose for the production of a digital-based new interface for the percussion of samulnori which are drum, janggu, jing and kkwaenggwari. Newly designed interface is similar to a jing-shaped percussion, and it was designed to playall of four instruments from a single interface. Two batting sufaces, which are located both in front and at trunk of the interface, generate a hitting date creating when interface to be hit and a pressure data when to grip the handle by control unit located at the handle. The information generated is transmitted to a computer via a wireless communication, and then, the computer generate a synthesized sound based on the characteristic of each instrument.

AR Traffic Book by ARToolkit: A Review of Some Selected Challenging Issues (AR툴킷에 의한 AR 트래픽 북(Traffic Book) : 매력적인 사항들에 대한 재검토)

  • Islam, Md. Zahidul;Oh, Chi-Min;Song, Dae-Hyun;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.829-834
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    • 2008
  • Augmented reality makes the relationship between real world and virtual world. The basic goal of an AR system is to enhance the user's perception of and interaction with the real world through supplementing the real world with 3D virtual objects that appear to coexist in the same space as the real world. ARToolkit is widely used toolkit to develop any AR application. However, to do so, a lot of researcher faced many challenges and limitations. In this paper we comprehensively review some selected challenging issues using ARToolkit to develop AR system. And then, we implement a real application for augmented text book with sounds and 3D virtual objects which we called here AR Traffic Book concerning these challenging issues by ARToolkit. In this paper our foremost approaches on the most common challenging issues such as virtual object rendering, camera calibration and tracking.

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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
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    • v.18 no.3
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    • pp.381-386
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    • 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.

Musical Analysis of Jindo Dasiraegi music for the Scene of Performing Arts Contents (연희현장에서의 올바른 활용을 위한 진도다시래기 음악분석)

  • Han, Seung Seok;Nam, Cho Long
    • (The) Research of the performance art and culture
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    • no.25
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    • pp.253-289
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    • 2012
  • Dasiraegi is a traditional funeral rite performance of Jindo located in the South Jeolla Province of South Korea. With its unique stylistic structure including various dances, songs and witty dialogues, and a storyline depicting the birth of a new life in the wake of death, embodying the Buddhism belief that life and death is interconnected; it attracted great interest from performance organizers and performers who were desperately seeking new contents that can be put on stage as a performance. It is needless to say previous research on Dasiraegi had been most valuable in its recreation as it analyzed the performance from a wide range of perspectives. Despite its contributions, the previous researches were mainly academic focusing on: the symbolic meanings of the performance, basic introduction to the components of the performance such as script, lyrics, witty dialogue, appearance (costume and make-up), stage properties, rhythm, dance and etc., lacking accurate representation of the most crucial element of the performance which is sori (song). For this reason, the study analyzes the music of Dasiraegi and presents its musical characteristics along with its scores to provide practical support for performers who are active in the field. Out of all the numbers in Dasiraegi, this study analyzed all of Geosa-nori and Sadang-nori, the funeral dirge (mourning chant) sung as the performers come on stage and Gasangjae-nori, because among the five proceedings of the funeral rite they were the most commonly performed. There are a plethora of performance recordings to choose from, however, this study chose Jindo Dasiraegi, an album released by E&E Media. The album offers high quality recordings of performances, but more importantly, it is easy to obtain and utilize for performers who want to learn the Dasiraegi based on the script provided in this study. The musical analysis discovered a number of interesting findings. Firstly, most of the songs in Dasiraegi use a typical Yukjabaegi-tori which applies the Mi scale frequently containing cut-off (breaking) sounds. Although, Southern Kyoung-tori which applies the Sol scale was used, it was only in limited parts and was musically incomplete. Secondly, there was no musical affinity between Ssitgim-gut and Dasiraegi albeit both are for funeral rites. The fundamental difference in character and function of Ssitgim-gut and Dasiraegi may be the reason behind this lack of affinity, as Ssitgim-gut is sung to guide the deceased to heaven by comforting him/her, whereas, Dasiaregi is sung to reinvigorate the lives of the living. Lastly, traces of musical grammar found in Pansori are present in the earlier part of Dasiraegi. This may be attributed to the master artist (Designee of Important Intangible Cultural Heritage), who was instrumental in the restoration and hand-down of Dasiaregi, and his experience in a Changgeuk company. The performer's experience with Changgeuk may have induced the alterations in Dasiraegi, causing it to deviate from its original form. On the other hand, it expanded the performative bais by enhancing the performance aspect of Dasiraegi allowing it to be utilized as contents for Performing Arts. It would be meaningful to see this study utilized to benefit future performance artists, taking Dasiraegi as their inspiration, which overcomes the loss of death and invigorates the vibrancy of life.

MPEG-I Immersive Audio Standardization Trend (MPEG-I Immersive Audio 표준화 동향)

  • Kang, Kyeongok;Lee, Misuk;Lee, Yong Ju;Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.723-733
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    • 2020
  • In this paper, MPEG-I Immersive Audio Standardization and related trends are presented. MPEG-I Immersive Audio, which is under the development of standard documents at the exploration stage, can make a user interact with a virtual scene in 6 DoF manner and perceive sounds realistic and matching the user's spatial audio experience in the real world, in VR/AR environments that are expected as killer applications in hyper-connected environments such as 5G/6G. In order to do this, MPEG Audio Working Group has discussed the system architecture and related requirements for the spatial audio experience in VR/AR, audio evaluation platform (AEP) and encoder input format (EIF) for assessing the performance of submitted proponent technologies, and evaluation procedures.

The study of sound source synthesis IC to realize the virtual engine sound of a car powered by electricity without an engine (엔진 없이 전기로 구동되는 자동차의 가상 엔진 음 구현을 위한 음원합성 IC에 관한 연구)

  • Koo, Jae-Eul;Hong, Jae-Gyu;Song, Young-Woog;Lee, Gi-Chang
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.6
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    • pp.571-577
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    • 2021
  • This study is a study on System On Chip (SOC) that implements virtual engine sound in electric vehicles without engines, and realizes vivid engine sound by combining Adaptive Difference PCM (ADPCM) method and frequency modulation method for satisfaction of driver's needs and safety of pedestrians. In addition, by proposing an electronic sound synthesis algorithm applying Musical Instrument Didital Interface (MIDI), an engine sound synthesis method and a constitutive model of an engine sound generation system are presented. In order to satisfy both drivers and pedestrians, this study uses Controller Area Network (CAN) communication to receive information such as Revolution Per Minute (RPM), vehicle speed, accelerator pedal depressed amount, torque, etc., transmitted according to the driver's driving habits, and then modulates the frequency according to the appropriate preset parameters We implemented an interaction algorithm that accurately reflects the intention of the system and driver by using interpolation for the system, ADPCM algorithm for reducing the amount of information, and MIDI format information for making engine sound easier.

인터렉티브 하이브리드 미디어 응용기술 -MPEG-4 SNHC를 중심으로-

  • 김형곤
    • Broadcasting and Media Magazine
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    • v.3 no.2
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    • pp.44-58
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    • 1998
  • 최근의 멀티미디어 기술은 정보의 디지털화와 온라인화에 따라 가전, 컴퓨터, 통신 및 방송 기술이 융화되어 가는 추세에 있으며, 대화형의 하이브리드 멀티미디어 기술을 그 특징으로 하고있다. 하이브리드 멀티미디어는 컴퓨터 그래픽 및 미디(MIDI) 기술로 인위적으로 생성한 2D/3D그래픽 및 음향을 실제의 자연적인 영상과 소리에 추가하여 합성하므로 생성된다. MPEG-4는 이렇게 인위적으로 합성되거나 자연적인 영상 혹은 음향 정보의 디지털 하이브리드 멀티미디어 부호화를 목적으로 하며, 활성화된 혼합 미디어의 내용기반 처리, 상호, 동작 및 사용자의 쉬운 접근 등을 가능하게 한다. SNHC(Synthetic-Natural Hybrid Coding)는 기존의 수동적인 미디어의 전달뿐 아니라 실시간 처리가 가능한 인터랙티브 응용 분야까지 다루고 있으며, 통합된 시공간 부호화 기법을 사용하여 시각, 청각, 2차원, 3차원 컴퓨터 그래픽스 등 다양한 형태의 표준 AV(Aural/Visual) 객체를 처리한다. 표준화는 주로mesh-segmented 비디오 부호화, 구조물 부호화, 객체간의 동기화, AV 객체 스트림의 멀티플렉싱, 혼합 미디어 형태의 시-공간 통합화 등에서 이루어지게 되는데, 이는 궁극적으로 네트워크로 연결되는 가상 환경(Virtual Environment)에서 다수의 사용자가 서로 상호작용 할 수 있는 틀을 제공하는데 있다. 이러한 틀이 제공되면, 대화형 하이브리드 멀티미디어라는 새로운 형태의 정보를 사용함으로써 기존의 미디어로는 경험하지 못하는 다양한 응용과 서비스를 경험할 수 있을 것이다.

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