• Title/Summary/Keyword: 비가청성

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Audio Watermarking with Highly Non-Audible using Micro QR Code (마이크로 QR코드를 활용한 높은 비가청성을 갖는 오디오 워터마킹)

  • Kim, Won-Sik;Jeong, Hwi-Sang;Ha, Seong-Min;Kim, Jin-Deog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.116-117
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    • 2017
  • 본 연구에서는 기존의 1차원 코드의 워터마킹이 가지는 많은 정보의 저장이 어렵다는 것을 해결하기 위해 마이크로 QR 코드를 이용한 워터마킹 방법에 대해서 제안한다. 오디오의 비가청성 영역에 국제 표준 녹음 코드(ISRC)를 이용한 오디오 고유의 코드를 마이크로 QR코드화 하여 오디오를 주파수 영역으로 변환한 뒤, 비가청성 영역에 삽입한다. 이를 손실 압축 기법인 AAC로 압축하고 워터마크를 추출함으로써 오디오 워터마킹의 강인성, 비가청성을 확인할 수 있었다.

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Sequence generation and measuring threshold of audio watermarking using sinusoidal function pattern (Sinusoidal Function Pattern을 이용한 오디오 워터마킹의 시퀀스 생성 및 Threshold 설정 방안)

  • 김태훈;김형중
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.87-90
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    • 2003
  • 본 논문에서는 정현파를 이용한 spread-spectrum watermarking 에서 비가청성을 높이기 위한 방법과 효율적인 threshold 설정 방법을 제안한다. 제안하는 방법에서는 spread-spectrum 기법을 사용할 때 계산량이 많이 요구되는 심리음향모델 계산을 피하면서도 가청잡음을 줄이기 위한 방법을 제시한다. 또한 outlier 를 이용하여 워터마크 검출에서 적절한 threshold 설정방법을 제안한다.

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Study on the Amplitude Modification Audio Watermarking Technique for Mixed Music with High Inaudibility (높은 비가청성을 갖는 믹스 음악의 크기 변조 오디오 워터마킹 기술에 관한 연구)

  • Kang, Se-Koo;Lee, Young-Seok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.1
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    • pp.67-74
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    • 2016
  • In this paper, we propose a watermarking technology for a mixed music. The mixed music means recreated music that contained a number of musics in one audio clip. Royalty associated with the audio content is typically imposed by the full audio content. However, the calculation of royalties gives rise to conflict between copyright holders and users in the mixed music because it uses not full audio content but a fraction of that. To solve the conflict related with the mixed music, we propose a audio watermarking technique that inserts different watermarks for each audio in the audio that make up the mixed music. The proposed watermarking scheme might have poor SNR (signal to noise ratio) to embed to each audio clip. To overcome poor SNR problem, we used inaudible pseudo random sequence which modifies typical pseudo random sequence to canonical signed digit (CSD) form. The proposed method verifies the performance by each watermark extraction and the time internal estimation valies from the mixed music.

Study on Sound Quality Improvement in Bluetooth Headset (블루투스 헤드셋에서의 음질 향상에 관한 연구 - 개인 청각손실 방지측면 고려 -)

  • Kim, Hyun-Tae;Park, Jang-Sik;Song, Jong-Kwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1188-1193
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    • 2009
  • Todays, many young people suffer from noise-induced hearing loss by using wearable hearing devices, such as Bluetooth headset. This paper present hearing loss reduction and more natural volumn control algorithms considering individual hearing characteristics and threshold of feeling for Bluetooth headset. Experimental results using CSR Bluetooth headset example design board(DEV-PC-1645) show that individuals maybe able to perceive without the inconvenience at the less sound intensity and the more sensitive frequency bands. As a result, we may prevent hearing loss to reduce excessive sound energy in each frequency bands.

Development of Hearing Loss Reduction Algorithms for Bluetooth Headset (블루투스 헤드셋용 청각 손실 방지 알고리즘 개발)

  • Kang, Jeong-eun;Kim, Hyun-tae;Park, Jang-sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.383-386
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    • 2009
  • Todays, many young people suffer from noise-induced hearing loss by using wearable hearing devices, such as Bluetooth headset. This paper present hearing loss reduction algorithms considering individual hearing characteristics and threshold of feeling for Bluetooth headset. Experimental results using CSR Bluetooth headset example design board(DEV-PC-1645) show that individuals may be able to perceive without the inconvenience at the less sound intensity and the more sensitive frequency bands. As a result, we may prevent hearing loss to reduce excessive sound energy in each frequency bands.

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Audio Watermarking in Sub-band Signals Using Multiple Echo Kernel (다중 반향 커널을 이용한 부대역 신호 기반 오디오 워터마킹)

  • Oh In-Jung;Cho Jae-Won;Chung Hyun-Yeol;Jung Ho-Youl
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.355-358
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    • 2004
  • 최근 웨이블릿 변환을 이용하여 저주파수 부대역 신호를 반복적으로 분해하고 삽입된 워터마크 비트에 따라 특정 부대역 신호에 두개의 다른 반향 중 하나를 삽입하는 반향 삽입 기법을 제안하였다. 이 기법은 오디오 신호의 주파수 특성을 고려했기 때문에 시간 영역에서의 기존의 반향 삽입 기법에 비해 비가청성(inaudibility), 워터마크의 강인성(robustness) 및 용적성(capacity)을 모두 증가시킬 수 있다. 기존의 부대역 신호 기반 반향 삽입 기법이 단일 반향 커널만을 이용하였으나, 본 논문에서는 부대역 신호에 다중 반향 커널을 이용한 반향 삽입 기법을 제안한다. 이 기법은 주관적 왜곡(perceptibility)과 SNR(signal to Noise Ratio)과 같은 객관적인 왜곡 면에서, 원본 오디오 신호의 왜곡을 줄일 수 있다. 실험 결과를 통하여 기존의 방법에 비해 제안된 방법이 SNR과 DR(Detection Rate) 모두 좋은 성능을 보여 제안된 방법의 유효성을 입증하였다.

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Analysis of Hearability in Geolocation Using Mobile WiMax Network (WiBro 망을 이용한 지상파 측위 시스템의 가청성 분석)

  • Song, Seung-Hun;Park, Ji-Won;Sung, Tae-Kyung
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.1
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    • pp.35-42
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    • 2010
  • Geo-location using a cellular network is a core technology for LBS together with GPS. With preamble symbols broadcasted in each frame, geo-location using WiBro network can be easily implemented. Because the WiBro network has a cellular structure, it is difficult for a mobile station to detect signals from multiple base stations. In order to get user position using trilateration, long integration techniques for sensitivity enhancement should be employed. This paper presents hybrid integration scheme for WiBro network. By analyzing coherent and non-coherent integration loss according to frequency residual and SNR respectively, optimal combination of the hybrid integration is proposed. Simulation results show that the hybrid integration method is profitable in WiBro network when the frequency residual is estimated and compensated accurately.

A Subband Structured Digital Hearing Aid Design for Compensating Sensorineural Hearing Loss (감음성 난청 보상을 위한 부밴드 구조 디지털 보청기 설계)

  • Park Jo-Dong;Choi Hun;Bae Hveon-Deok
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.5
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    • pp.238-247
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    • 2005
  • In this Paper. we Presents subband design techniques of a compensating filter and adaptive feedback canceller for the digital hearing aid. The sensorineural hearing loss has a hearing threshold that shows a nonlinear characteristic in frequency domain. and its compensation suffers from an echo that produced by an undesired time varying feedback path. Therefore. the digital hearing aid requires the compensator that can adjust gains nonlinearly in frequency bands and eliminate the echo rapidly In the Proposed digital hearing aid. the compensating filter is designed by the adaptive system identification method in subband structure, and the adaptive feedback canceller is designed by the subband affine projection algorithm. The designed compensation filter can control the nonlinear gain in each subband respectively, therefore precise compensation is possible. And the feedback canceller using the subband adaptive filter achieves fast convergence rate. The Performances of the Proposed method are verified by computer simulations as comparing with the behaviors of the previous trials.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Design of High Frequency Boosting Circuits Compensating for Hearing Loss (청력 보정을 위한 고주파 증폭 회로 설계)

  • Lee, Kwang;Jung, Young-Jin
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.3
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    • pp.138-144
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    • 2017
  • In this paper, we propose a high frequency boosting circuits compensating for age-related hearing loss. The frequency response of this hearing loss is quite similar to that of a low-pass filter of which the critical frequency get lower with age. Therefore the voltage gain of this compensation circuits increase proportionally to the frequency of signals when the frequency is higher than the critical frequency and the voltage is constant irrespective of the frequency of signals when the frequency is lower than the critical frequency. The proposed circuits consist of a differential circuit and a unity gain amplifier. Because the critical frequency of the proposed circuits is controlled simply in the shape of a volume control lever, the aged people can adjust the high frequency boosting level easily according to one's hearing loss level. The critical frequency is continuously controllable in the whole audible frequency band and the gain of this high frequency boosting circuits is above 80dB at 10kHz.