• Title/Summary/Keyword: 사운드디자인

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Practical Application of Virtual Acoustic Field Simulation System(VAFSS) (능동형 음장조성시스템의 적용 사례)

  • Park, Sa-Keun;Jang, Gil-Soo;Kook, Chan;Song, Min-Jeong;Jeon, Ji-Hyeon;Shin, Hoon
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2006.05a
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    • pp.738-741
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    • 2006
  • Virtual Acoustic Field Simulation System (VFASS) has been developed through soundscape technique research for making comfortable acoustic environment in urban public places. This system could suggest Introducing sounds which are suitable for certain area, Also this system gives certain area vitalities and amenity through with the correspondence to time, temperature, humidity, wind velocity and sunshine of the area. In this paper, Application possibility of VFASS is examined how can be adapted to D University square as a case study.

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Emotional Palette: Mapping Affective User experience Elements based on Trend (Emotional Palette: Trend에 따른 감성적 사용자 경험 요소 매핑)

  • Jeon, Myoung-Hoon;Lee, Ju-Hwan;Yang, Jung-Min;Heo, U-Beom;Lim, Tae-Hoon;Ahn, Jung-Hee;Kim, Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.451-455
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    • 2008
  • Emotional design gets more and more important. However, the systematical approaches to integration of user experience elements in product design have been rarely tried. This study consists of three parts. We extracted affective words fitting to design direction based on trend analysis. Then, user experience elements were matched with affective words. Finally, a prototype system was made to guide designing affective factors in electronic products. In the present study, user experience elements were defined as color, material & finishing, and sound. Through various documents analysis and trend analysis, trend analysis experts and user experience designers extracted 31 affective keywords which could fully reflect current trend. After paired-comparison of selected keywords, 2 sensibility dimensions were obtained by multidimensional scaling. Trend affective keywords could be explained by 2 dimensions of human-centered' vs. 'techno-centered' and 'warm vs. cool'. Next, user experience elements stimuli were matched with each keyword by user direct positioning on the 2 dimensions affective map. Based on the result of the experiment, the prototype system was developed for the product designers. The results of the current study could guide designers to design emotionally satisfactory products.

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The study on Quantitative Analysis of Emotional Reaction Related with Step and Sound (스텝과 사운드의 정량적 감성반응 분석에 관한 연구)

  • Jeong, Jae-Wook
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.211-218
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    • 2005
  • As digital Information equipment is new arrival, new paradigm such as 'function exist but form don't' is needed in the field of design. Therefore, the activity of design is focused on the relationship of human and machine against visual form. For that reason, it is involved emotional factor in the relationship and studied on new field, the emotional interlace. The goal of this paper is to suggest the way of emotional interface on searching multimedia data. The main target of paper is effect sound and human's step and the main way of research is visualization after measuring and analyzing numerically similarity level among emotion-words. This paper suggests the theoretical bad(ground such as personal opinion, the character of auditory information and human's step and case studies on the emotion research. The experimental content about sound is fueled from my previous research and the main experimental content about human's step is made with regression-expression to substitute Quantification method 1 for value about stimulation. The realistic prototype to apply the research result will is suggested on the next research after studying the search environment.

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Haptic Effects Design for Haptic Dial System (햅틱 다이얼 시스템에서의 햅틱 효과 디자인)

  • Shin, Sang-Kyun;Kim, Lae-Hyun;Han, Man-Chul;Cho, Hyun-Chul;Park, Se-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.335-339
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    • 2009
  • The purpose of this study is to propose a new Haptic Dial System (HDS) for Virtual Prototyping by developing upgraded systems and various Haptic effects. The Haptic Effect Design (HED) which gives users sensations like handling actual products has a function of controlling loudness by force and changing Haptic effects on GUI windows in real-time. In addition, the HED has another function of editing intervals to express Haptic effects as graphical force and notch on windows. Many kind of dial knob can be attached and removed easily for testing the performance of actual product designs. The HDS can be remotecontrolled through giving and taking the information between motor part and GUI part with TCP communication. The HDS can be applied to the output devices of Haptic effects as well as input-interfaces.

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Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2473-2478
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    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audience in pavilion(limit place and limit period). However, It will be possible, Digital Art can use place digital form media even there are indoor, outdoor, anywhere. Prior to study, I was to analyze the feature of Digital Art in order to using Digital Art, Interactivity make communication between humans and the art as well as cause audience participation, and take a role of bridge between human and space. A study was base on the relationship between human and space, space and Digital Art, Digital Art and human taken the focus interaction between human and space, and Interactivity of Digital Art. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.

A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, JaeHeon;Park, Byeong-Ju;Choi, Yeong-Geun;Park, Su-Jin;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.635-638
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    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audiance in pavilion(limit place and limit period). However, It will be possible, If Digital Art can use place digital form media even there are indoor, outdoor, anywhere. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.

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Research on the Soundscape for Excavation, Preservation and Promotion of Soundscape Resources in Hongdo Island (홍도의 소리경관 자원의 발굴, 보존 및 육성을 위한 사운드스케이프 조사연구)

  • Han, Myung-Ho;Oh, Yang-Ki;Roh, Tae-Hak
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.4
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    • pp.343-355
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    • 2009
  • In order to restore the identity of sound environment and expand the sound culture of a region, the purpose of this study are to excavate the resources of soundscape and find out the plans for the preservation and promotion of soundscape resources peculiar to the region. For this purpose, this research is conducted through an interview survey of residents and an observation survey using listening walk in Hongdo, one of the southwesten island of Korea. The results of survey confirm that there are so many sounds to hear around Hongdo island, those are, natural sounds such as the song of the birds, the roar of the waves, the whistling sounds, the shriek of the seagulls, and the pebbles sounds washed away by the waves, and artificial sounds such as the steam-whistle signals, the ship's broadcasts, the voice of tourists, the sounds of church bells, lighthouse sirens etc. The results suggest that it is necessary to consider several ways for restoration of an unique soundscape in Hongdo island, those are, improvement for efficient management of a ship's broadcasts in public areas, removal of a ferry in Hongdo swimming beach, management of Dangsanje (a religious service), preservation of a lighthouse siren and a foghorn, restoration and improvement of underground stream, management and control of public fish market, restoration of brooklet, management of cooperative system for a fish market, restoration of PoongO-Gut (a ritual for a large harvest) and a skate festival, management of a Hongdo sports meeting, sound quality modification of a boat whistle, restoration of orientalia such as a funeral bier, ecosystem preservation activity of the shore and ocean, and promotion of amenity for fascination and vitality in a rural community. Also, a sound map is drawn up for many tourists so as to realize the importance of sound environment and identity of soundscape and to gain their experience at first hand in Hongdo island.

A Study on Visualization of Musical Rhythm Based on Music Information Retrieval (Music Information Retrieval(MIR)을 활용한 음악적 리듬의 시각화 연구 -Onset 검출(Onset Detection) 알고리즘에 의한 시각화 어플리케이션)

  • Che, Swann
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1075-1080
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    • 2009
  • 이 글은 Music Information Retrieval(MIR) 기법을 사용하여 오디오 콘텐츠의 리듬 정보를 자동으로 분석하고 이를 시각화하는 방법에 대해 다룬다. 특히 MIR을 활용한 간단한 시각화(sound visualization) 어플리케이션을 소개함으로써 음악 정보 분석이 디자인, 시각 예술에서 다양하게 활용될 수 있음을 보이고자 한다. 음악적 정보를 시각 예술로 담아내려는 시도는 20세기 초 아방가르드 화가들에 의해 본격적으로 시작되었다. 80년대 이후에는 컴퓨터 기술의 급속한 발전으로 사운드와 이미지를 디지털 영역에서 쉽게 하나로 다룰 수 있게 되었고, 이에 따라 다양한 오디오 비주얼 예술작품들이 등장하였다. MIR은 오디오 콘텐츠로부터 음악적 정보를 분석하는 DSP(Digital Signal Processing) 기술로 최근 디지털 콘텐츠 시장의 확장과 더불어 연구가 활발히 진행되고 있다. 특히 웹이나 모바일에서는 이미 다양한 상용 어플리케이션이 적용되고 있는데 query-by-humming과 같은 음악 인식 어플리케이션이 대표적인 경우이다. 이 글에서는 onset 검출(onset detection)을 중심으로 음악적 리듬을 분석하는 알고리즘을 살펴보고 기본적인 조형원리에 따라 이를 시각화하는 어플리케이션의 예를 소개한다.

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A Survey on the Sound Environment for Soundscape Design in the Street around Insa-Dong (사운드스케이프 디자인을 위한 인사동 전통문화의 거리의 음환경 특성에 관한 연구)

  • Jeon, Ji-Hyeon;Jang, Gil-Soo;Kim, Sun-Woo
    • KIEAE Journal
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    • v.4 no.1
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    • pp.33-38
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    • 2004
  • There are many attempts to make more comfortable amenity in city districts and streets to provide a soundscape design. And the sound which reflects the culture and peculiarity of characterized the street must be preserved. Thus these attempts are recognized as another noise control to give the suitable environmental sound, not to reduce noise level. This study aims to analyze the behavior of the pedestrian and sound environment of the street sound, by measuring the sound level for the Insa-Dong Traditional Culture street. As the results, it is advisable to use the natural water sound dominating the district and to provide the staying spot to watch the event to be held. The results of this study could be used as fundamental data to recover the image of Insa-Dong Traditional Culture street to consider design concept of soundscape.