• Title/Summary/Keyword: 바이노럴 사운드

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A study on 3-D sound design for 3-D broadcast (입체방송을 위한 입체음향 제작기법 연구)

  • Lee Sin-lyul;Lee Jun-soo;Sung Koeng-Mo
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.259-262
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    • 2001
  • 인간이 실제 생활에서 느끼는 입체음향을 녹음해서 재생기를 통해 듣고자하는 시도는 역사적으로 이미 한 세기가 지났으나 아직도 실감 있는 입체음향 녹음 및 재생기법 연구는 계속진행 중에 있다. 스피커 혹은 헤드폰으로 전후, 좌우, 상하의 모든 방향 및 거리감까지도 재생시킬 수 있는 있어야 진정한 입체음향이라 말할 수 있겠지만 많은 오디오 기기 제조업체들이 홍보효과를 위해 입체음향을 부적절하게 사용함으로써 일반 사용자들은 입체음향에 대해 많이 혼돈하고 있는 실정이다. 정확한 의미로 오늘날 대부분의 오디오 기기를 차지하고 있는 스테레오 사운드는 1차원(좌우 축)사운드라고 말할 수 있으며, 극장 사운드는 2차원(좌우, 전후 축)사운드이며 상용화된 3차원 사운드 제품은 아직 존재하지 않는다고 말할 수 있다 본 논문에서는 현재 연구 중인 "방송을 위한 입체음향 생성 및 재생 기법" 중 대표적인 바이노럴 기법과 Ambisonic 기법 및 문제점에 대해 알아보았다

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Audio Format Comparative Study and Suggestion for Next Generation DTV (차세대 디지털 TV 방송을 위한 오디오 규격 비교 분석 및 제언)

  • Lee, Jae-Hong
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.6
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    • pp.337-343
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    • 2011
  • With commencing trial 3D digital broadcasting, the studies on next generation digital broadcasting technology for coming UHDTV era is being actively progressing. In this paper, I propose surround audio formats for next-generation digital TV broadcasting, along with comparative study of major surround audio formats in use or under development. I did comparative study on current major competing surround formats such as Dolby True HD and DTS HD MA, along with NHK proposed 22.2 channel surround format for UHDTV system. Upon this comparative study and our housing situation consideration, I propose lossy compression 3D surround 7.1 channel surround format along with loosless 2.0 and 4.0 hi-fi format as next generation digital TV broadcasting standard. In lieu with this, I also propose transmitting binaural 2 channel audio data as sub-audio. It will give holographic sound experience when properly processed with individual HRTF (Head Related Transfer Function) with headphone. The table for data rate of each proposed audio format is also presented.

IIR Filter Design of HRTF for Implementation of 3D Sound (입체음향 구현을 위한 머리전달함수의 IIR필터 설계)

  • Kim Pan-Gon;Park Jang-Sik;Kim Hyun-Tae
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.341-345
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    • 2005
  • In this paper, we propose an algorithm for the approximation of FIR filters by IIR filters. The algorithm is based on a concept of the balanced model reduction. Head-related transfer functions(HRTFs) of dummy-head are approximated by 32-order IIR filters. The binaural sounds using the approximated HRTFs are reproduced by headphone, and serves as a cue of sound image localization. Experiment of sound image are carried out for 10 participants with computer simulation and DSP board respectively. The results of the experiments show that the localization using the approximated HRTFs by IIR filters is the same accuracy as the case of FIR filters that simulate the HRTFs.

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IIR Filter Design of HRTF for Real-Time Implementation of 3D Sound by Synthetic Stereo Method (합성 스테레오 방식 3차원 입체음향의 실시간 구현을 위한 머리전달 함수의 IIR 필터 설계)

  • Park Jang-Sik;Kim Hyun-Tae
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.74-86
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    • 2005
  • In this paper, we proposed an algorithm for the approximation of high order FIR filters by low order IIR filters to efficient implementing two channel 3-D surround sound systems using Head-related transfer functions(HRTFs). The algorithm is based on a concept of the balanced model reduction. The binaural sounds using the approximated HRTFs are reproduced by headphone, and serves as a cue of sound image localization. HRTFs of dummy-head are approximated from 512-order FIR filters by 32-order IIR filters and compare with each other. .Experiment of sound image are carried out for 10 participants. We perform the experiment based on computer simulation and hardware experiment with TMS320C32. The results of the experiments show that the localization using the approximated HRTFs is the same accuracy as the case of FIR filters that simulate the HRTFs.

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Preferred masking levels of water sounds according to various noise background levels in small scale open plan offices (소규모 개방형 사무실 배경 소음 레벨에 따른 최적 물소리 마스킹 레벨)

  • Tae-Hui Kim;Sang-Hyeon Lee;Chae-Hyun Yoon;Hyo-Won Sim;Joo-Young Hong
    • The Journal of the Acoustical Society of Korea
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    • v.42 no.6
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    • pp.617-626
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    • 2023
  • This study aims to investigate the preferred sound level of water sound for various levels of open-plan-office noise regarding soundscape quality and speech privacy. And assessment of the work efficiency of the water sound. For the laboratory experiment, office noise was recorded using a binaural microphone in a real open-plan office. For the assessment of the soundscape quality and speech privacy, Overall Soundscape Quality (OSQ) and Listening Difficulty (LD) were evaluated under three different sound levels (55 dBA, 60 dBA, and 65 dBA) and five different signal-to-noise ratios (SNR -10 dB, -5 dB, 0 dB, +5 dB, and +10 dB). After the evaluation, the preferred SNR was proposed according to OSQ and LD. For the assessment of to work efficiency of water sound, this study evaluated the cognitive performance of both of the condition noise only and combine the water sound with office noise. The results showed that LD increased as the water sound level increased, but OSQ decreased. When the water sound level was more than the office noise level, the OSQ decreased from noise only. Therefore, considering OSQ and LD, the preferred SNR of water sound was -5 dB for all noise levels. At the preferred level of water sound, the cognitive performance results were shown to decrease at 55 dBA compared to noise only, but at 60 dBA and 65 dBA combine the water sound results were increased than the noise only.

Analyses on limitations of binaural sound based on the first order Ambisonics for virtual reality audio (1차 Ambisonics에 의해 생성되는 가상현실 오디오용 양이 사운드의 한계에 대한 분석)

  • Chang, Ji-Ho;Cho, Wan-Ho.
    • The Journal of the Acoustical Society of Korea
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    • v.38 no.6
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    • pp.637-650
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    • 2019
  • This paper analyzes the limitations of binaural sound that is reproduced with headphones based on Ambisonics for Virtual Reality (VR) audio. VR audio can be provided with binaural sound that compensates head rotation of a listener. Ambisonics is widely used for recording and reproducing ambient sound fields around a listener in VR audio, and the First order Ambisonics (FOA) is still being used for VR audio because of its simplicity. However, the maximum frequencies with this order is too low to perfectly reproduce ear signals, and thus the binaural reproduction has inherent limitations in terms of spectrum and sound localization. This paper investigates these limitations by comparing the signals arrived at ear positions in the reference field and the reproduced field. An incidence wave is defined as a reference field, and reproduced over virtual loudspeakers. Frequency responses, inter-aural level differences, and inter-aural phase differences are compared. The results show, above the maximum cut off frequency in general, that the reproduced levels decrease, and the horizontal localization can be provided only around the forward direction.