• Title/Summary/Keyword: 사운드디자인

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Annoyance and sportiness perception of the acceleration sound by the driver and passengers (가속 사운드에 대한 운전자와 탑승객의 성가심과 스포티함 지각)

  • Kim, Seonghyeon;Altinsoy, M. Ercan
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.6
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    • pp.566-570
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    • 2021
  • This study presents a perceptual difference in acceleration sounds of a sporty sedan between the driver and passenger. We found a significant difference in annoyance and sportiness perception according to the acceleration sound level through subjective evaluations. The multimodal reproduction system, which can reproduce the driving image, motion, vibration, and sound, was applied for the test. A subjective experiment was conducted to evaluate the perceived intensity of annoyance and sportiness by varying the acceleration sound level in five steps of 3 dB. The experimental results showed that the driver perceives the acceleration sound less annoying than the passenger at a relatively low sound level. Meanwhile, the driver has perceived the acceleration sound more sporty than the passenger at a relatively high sound level. Moreover, it was found that passengers were 35 % less sensitive to an annoyance than drivers, whereas the driver was 74 % more susceptible to sportiness than passengers according to the sound level change. This finding is expected to be applied as a sound design strategy that differentiates the acceleration sound level in active sound design.

Interaction Between Seasons and Auditory Elements, Features and Impressions of Soundscape in Influencing Auditory Preferences (청각선호도에 미치는 청각적 경관의 요소, 특징, 인상 요인과 계절의 상호작용 효과)

  • Han, Myung-Ho;Oh, Yang-Ki
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.7
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    • pp.306-316
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    • 2007
  • Based on a concept of soundscape, this study aims to investigate Koreans' preference for auditory elements, features, and impressions depending upon the season, and examine how these auditory factors of soundstape and seasons interact with each other and attempt to discover their influence on people's auditory preferences. According to an environmental psychological approach called the caption evaluation method, 45 college students examined the soundscape of Namwon City while racing the streets in four seasons. In order to analyze the interactions between seasons and such auditory factors as elements, features, and impressions, it was conducted the GLM univariate analysis and the NPAR tests for independent samples. The results of the analyses show that there are interactive effects between seasons and auditory factors like elements, features, and impressions and that the auditory factors have an effect on auditory preference. Moreover, as for seasonal preference for auditory elements, it was found that people prefer natural sound in spring, summer, and fall while they prefer social sound in winter. Concerning seasonal preference for auditory features, people place a focus on the behaviors in spring, summer, and winter while they stress the surroundings in autumn, as for seasonal preference for auditory impressions, they make much of sound characteristics in spring and winter but they value the atmosphere of streets in summer and fall. The results of this study can he utilized as useful data in determining which auditory factors among elements, features, and impressions to take into consideration in a soundscape design.

Design and implementation of Android obfuscation technique using layout file transformation (레이아웃 파일 변환을 이용한 안드로이드 난독화 기법의 설계 및 구현)

  • Park, Heewan
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.1-7
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    • 2020
  • Android apps are mostly distributed as an apk files, and when the apk file is uncompressed, resource files such as xml files, images, and sounds related to app design can be extracted. If the resources of banking or finance-related apps are stolen and fake apps are distributed, personal information could be stolen or financial fraud may occur. Therefore, it is necessary to make it difficult to steal the design as well as the code when distributing the app. In this paper, we implemented a tool to convert the xml file into Java code and obfuscate using the Proguard, and evaluated the execution performance. If the layout obfuscation technique proposed in this paper is used, it is expected that the app operation performance can be improved and the illegal copying damage caused by the theft of the screen design can be prevented.

TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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A Study on the Tendencies of the Motion Graphic Expressions in the Title sequence (타이틀 시퀀스에서 모션그래픽의 표현경향에 관한 연구)

  • Jung, Hee-Jin;Na, Jun-Ki
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.195-199
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    • 2006
  • In the field of video design, motion graphics tends to be realized to deliver a certain message properly incorporating basic motion graphics components such as space, form of expression, and time, and has continued to be used as a powerful communication tool. Many cases proved that title sequences were produced as a result of combination of a variety of quick images and effects with appropriately chosen sounds to meet the demands of audience. This study indicated that motion graphics began to be widely used as a more powerful video communication tool for title sequences and also applied for M-NET, DMB, CABLE TV, IPTV, and others.

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The Influence of Comedic Elements of the Game on the Gaming Choice by the Game Users (게임속의 코미디 요소가 사용자들의 게임 선택에 미치는 영향)

  • Maeng Jae-Hee;Hwang Ji-Yeon;Park Jin-Wan;Park Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.108-115
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    • 2006
  • This paper will study the influence of comedic elements of the game on the gaming choice by the game users, and focus its goal on establishing the foundation for the various game production environments. Within the game, the comedic elements are categorized as one of actively expressive elements and enhance the game's entertainment together with its sound qualities of graphics, scenario, sounds and level designs. Although the comedic elements are generally acknowledged as necessities, the research on how the users actually perceive those elements has been insufficient. Therefore this paper will investigate characteristics, compositions and techniques of the comedy used in the game and will analyze the influence that those comedic elements have on the users' recognition, satisfaction and royalty to the game.

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A Study on Stage Background Image Design utilizing the Motion Graphics (모션그래픽을 활용한 배경영상디자인 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.365-368
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    • 2011
  • Image is the one of the media that satisfy the wants of people. A motion graphics is a new media stimulating not only a visual but also a hearing of people, and has gained attention by an important emotion communication way that communicates the sound and the visual messages to the audience. In this paper we study on what feelings the motion graphics used on the stage background communicates to the audience, and what its effects and efficiencies are. Because it is not generalized to apply the motion graphics to the stage background, the range of the study can't help being limited. However, recently during two or three years, the use of the motion graphics is increasing more and more, and we expect that its utilization is more expanded.

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A Study on Web Identity of Online Education Contents for Foreign Languages -Focused on Foreign Language Education in English, Japanese and Chinese) (온라인 외국어 교육 콘텐츠의 웹 아이덴티티 연구 -영어, 일어, 중국어 교육을 중심으로)

  • Kim, Mirea;Hwang, Jung-Hye
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.493-498
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    • 2006
  • 본 연구에서는 온라인 상에서 대학학위 과정 교육을 목적으로 제작된 외국어 콘텐츠의 웹 아이덴티티 규명의 필요성과 규명된 웹 아이덴티티와 학습동기유발간의 상관관계를 연구하는데 중점을 둔다. 본 연구에서 채택된 외국어 교육 콘텐츠는 타 교육 분야보다 각 민족 언어의 아이덴티티가 시각적으로 재현되는 방식이 다양하다는 점에서 연구대상으로 부각되었다. 본 연구는 기존에 제시된 바 있는 웹 아이덴티티 분석 기준에서 출발하여 온라인 교육 콘텐츠 측면에서 이를 적용 및 재해석하고, 온라인 교육 콘텐츠 의 웹 아이덴티티 기준을 추가하였다. 따라서, 본 연구는 4년제 학사 학위를 수여하는 국내 0 사이버대학교의 외국어 교육 콘텐츠(영어, 일어, 중국어)의 사례를 웹 아이덴티티를 구현하는 세부 요소--시각디자인측면, 사운드측면, 인터페이스측면--에 맞추어 분석을 시도하였다. 또한 웹 아이덴티티가 적용된 각 외국어 교육 콘텐츠의 교육 효과 획득을 위한 학습동기유발 효과와의 상관관계를 알기 위하여 웹 아이덴티티가 적용, 제작된 외국어 교육 콘텐츠와 웹 아이덴티티가 적용되지 않은 채 제작된 외국어 교육 콘텐츠 간의 주의력, 관련성, 자신감, 만족감 등 학습동기유발 효과를 비교하는 설문 조사를 진행하였다. 이를 통해 온라인 외국어 교육 콘텐츠에 있어서 웹 아이덴티티의 개발과 적용이 외국어 교육 효과를 높이는 학습동기유발에 유의미한 역할을 한다는 것이 확인되었다.

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Engine Technology Design of On-line 3D Game (온라인 3D 게임의 엔진 테크놀러지 디자인)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.579-586
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    • 2007
  • The process of developing a online 3D game engine involves designing details of the engine, alpha test, adjustment, supplementation, beta test and introduction, and an online 3D game engine is made of a server engine and client engine. The server engine, which is made of server construction part, distribution center and DB construction part for building asymmetric multiple servers, is developed by Linux, and the client engine, which is made of a graphic part, sound part, AI part and object management part, is developed by using DirectX in Windows, and it proposes an engine configuration and method based on 3D engine technology by analyzing the network technology, which is a common engine technology.

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Sound Visualization based on Emotional Analysis of Musical Parameters (음악 구성요소의 감정 구조 분석에 기반 한 시각화 연구)

  • Kim, Hey-Ran;Song, Eun-Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.104-112
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    • 2021
  • In this study, emotional analysis was conducted based on the basic attribute data of music and the emotional model in psychology, and the result was applied to the visualization rules in the formative arts. In the existing studies using musical parameter, there were many cases with more practical purposes to classify, search, and recommend music for people. In this study, the focus was on enabling sound data to be used as a material for creating artworks and used for aesthetic expression. In order to study the music visualization as an art form, a method that can include human emotions should be designed, which is the characteristics of the arts itself. Therefore, a well-structured basic classification of musical attributes and a classification system on emotions were provided. Also, through the shape, color, and animation of the visual elements, the visualization of the musical elements was performed by reflecting the subdivided input parameters based on emotions. This study can be used as basic data for artists who explore a field of music visualization, and the analysis method and work results for matching emotion-based music components and visualizations will be the basis for automated visualization by artificial intelligence in the future.