• Title/Summary/Keyword: 사운드

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User Experience Design of Interior Driving Sound for Electric Vehicle : Focusing on the Contextual Information and Quietness (전기자동차 실내 주행 사운드의 사용자 경험 디자인 : 맥락정보성과 정숙성을 중심으로)

  • Lee, Dahye;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.14-24
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    • 2016
  • Recently, the sound design of the electric vehicle has emerged as one of the new research objects. This study was conducted to explore and examine major values of interior driving sound of the electric vehicle from the perspective of user experience. An exploratory study based on the ground theory extracted contextual information and quietness as independent variables, and then we analyzed the main and interaction effects of those two variables on the usefulness, emotion, and satisfaction through a $2{\times}2$ factorial experimental design. The experimental study demonstrated that the effect on the user experience of electric vehicle can be conditioned by the combination of contextual information sound and quietness. Based on the results of this study, we suggested future research agendas for the optimization of user needs which reflect individual preference of interior driving sound values.

Real-time Implementation of Sound into Color Conversion System Based on the Colored-hearing Synesthetic Perception (색-청 공감각 인지 기반 사운드-컬러 신호 실시간 변환 시스템의 구현)

  • Bae, Myung-Jin;Kim, Sung-Ill
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.8-17
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    • 2015
  • This paper presents a sound into color signal conversion using a colored-hearing synesthesia. The aim of the present paper is to implement a real-time conversion system which focuses on both hearing and sight which account for a great part of bodily senses. The proposed method of the real-time conversion of color into sound, in this paper, was simple and intuitive where scale, octave and velocity were extracted from MIDI input signals, which were converted into hue, intensity and saturation, respectively, as basic elements of HSI color model. In experiments, we implemented both the hardware system for delivering MIDI signals to PC and the VC++ based software system for monitoring both input and output signals, so we made certain that the conversion was correctly performed by the proposed method.

Real Time Monitoring of Smart Baby Bed using Sound Sensor (사운드 센서 이용한 Smart 아기 침대의 실시간 모니터링)

  • Kwon, Mi-Rae;Park, Hwa-Jung;Kim, Nam-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.230-232
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    • 2021
  • As the ratio of double-income households and parental leave use increase, there is an increasing demand for products that help when raising children alone. In particular, there is a lot of demand for baby beds that help raise children without difficulty even by themselves. Therefore, in this paper, we propose a real-time monitoring of a smart crib using a sound sensor. The proposed bed uses a sound sensor to detect the child's crying and condition, and the measured sensor output value can be checked with a mobile application. When the sound sensor output value is more than a certain value, a voice file such as a lullaby recorded with the voice of the parents is played, and if the sensor output value is less than a certain value, the playing voice file is stopped. If the sensor output value continues to exist after a certain period of time, a pop-up notification is sent to the mobile application. This allows the child to quickly calm down with a sense of stability and comfort through the recorded voices of the parents, and the parents can remotely monitor the child's condition in real time.

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Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.

A Study on Relation of Visual/Auditory Factors in Video Communication. (영상 커뮤니케이션의 시각과 청각의 연관성에 관한 연구)

  • Ham, Gi-Hun;Jeong, Seong-Hwan;Jo, Dong-Min
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.111-114
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    • 2009
  • 멀티미디어(Multimedia) 시대에 있어 메시지(Message)를 통한 사회적 상호작용, 즉 커뮤니케이션 (Communication)은 시각적인 요소, 색채, 형태, 시간, 움직임 뿐 만 아니라 청각적인 요소도 메시지를 전달하는 표현요소로 자리 잡고 있다. 왜냐하면 시각이나 청각 어느 하나만으로 메시지를 전달할 때보다 시 청각을 조화시켜 메시지를 전달 할 경우에 인지도가 훨씬 높기 때문이다. 그리하여 본 연구는 영상 커뮤니케이션이 가지고 있는 시 청각적 요소들의 연관성을 찾고자 하였다. 오늘날 TV 이나 영화 인터넷 등등의 멀티미디어에서 우리는 정보전달과 설득의 영상 메시지들을 쉽게 접할 수 있다. 그 중에 특히 영상메시지의 역할을 극적으로 나타낼 수 있는 광고영상에 속한 시각적 요소 타이포그래피와 청각적 요소 사운드를 통해서 시 청각적 요소의 연관성에 대해 연구하였다. 먼저 다양한 광고영상을 소구방법과 내용에 따른 분류를 통해 분야별로 나누고 그 분야에 따른 시 청각요소의 사용 빈도와 유형을 조사하였다. 타이포그래피는 전달방법에 따라, 사운드는 사용 유형에 따라 나누어 빈도와 유형을 조사하였다. 영상의 시각요소와 청각요소의 적절한 사용이 수용자로 하여금 선호도 및 인지도에 높은 효과가 있다는 분석 결과를 가지고 국내와 국외 광고영상의 시 청각요소의 분포도를 조사, 분석하였다. 그리하여 향후 효과적인 영상 커뮤니케이션의 역할을 하기 위해 시 청각요소의 연관성을 고려한 효율적인 광고영상 제작방향을 제시하고자 한다.

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Sound Synthesis of Gayageum by Impulse Responses of Body and Anjok (안족과 몸통의 임펄스 응답을 이용한 가야금 사운드 합성)

  • Cho Sang-Jin;Choi Gin-Kyu;Chong Ui-Pil
    • Journal of the Institute of Convergence Signal Processing
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    • v.7 no.3
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    • pp.102-107
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    • 2006
  • In this paper, we propose a method of a sound synthesis of Korean plucked string instrument, gayageum, by physical modeling which use impulse responses of body and Anjok. Gayageum consists of three kinds of systems: string, body, and Anjok. These are a serial combination of linear time invariant systems. String can be modeled by digital delay line. Body and Anjok can be estimated by their impulse responses. We found three resonance frequencies in the body impulse response, and implemented resonator as body. Anjok was implemented as high pass filter in fundamental frequency band of gayageum. RMSEs of synthesized sounds are distributed from 0.01 to 0.03. It was difficult to distinguish the resulting synthesized sounds from the originals sound by ear.

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Arrangement for Auditory Display of Object's Position in Augmented Reality (증강현실에서 대상 위치 정보의 청각적 제시를 위한 공간 배열)

  • Lee, Ju-Hwan;Kim, Moon-Ju;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.161-168
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    • 2006
  • 본 연구는 공간적 정보의 청각적 제시 가능성을 확인하기 위해 머리전달함수(head-related transfer function: HRTF)를 통해 생성된 3D 사운드를 가상공간상 대상 위치의 직각형태(orthogonal pattern), 혹은 대각형태(diagonal pattern)의 조합으로 배열하여 투시장치(See-Through HMD)로 증강현실을 경험하고 있는 사용자 과제수행의 정확성을 측정하였다. 본 연구에서 실시한 실험들의 결과를 종합하면, 3D 사운드로 대상의 위치 정보를 제시할 때는 사용자로부터의 방향은 직각으로 위치시키는 정보 배열이 정확성을 확보할 수 있고, 또한 가상적 깊이를 이용하여 정보를 배열하는 것도 그 깊이를 구분할 수 있으나 정확성이 떨어짐을 확인하였다. 특히 보다 현실적인 과제 상황에서의 수행을 비교하기 위해 일차과제(primary task)를 하는 동안 제시된 청각자극 조건에서 이런 정확성의 차이가 마찬가지로 나타났다. 이런 결과를 통해 3D 사운드로 대상의 위치와 같은 공간적 정보를 제시 가능한 최적의 배열 형태를 제안하는데, 이는 어떤 패턴으로 정보를 구조화하여 제시하느냐에 따라 청각적 위치 정보 제시의 성공 여부가 결정된다는 것을 의미한다.

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Historical Development Process of World Soundscape Project and the Accomplishments (세계 사운드스케이프 프로젝트의 역사적 전개과정과 성과)

  • Han, Myung-Ho;Oh, Yang-Ki
    • KIEAE Journal
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    • v.11 no.4
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    • pp.37-45
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    • 2011
  • In order to have better understanding of the concept and meaning of soundscape, it is very important to consider entirely the objectives, activities, historical development processes and accomplishments of world soundscape project leading by R. Murray Schafer. Therefore, the ultimate purpose of this study is to inquire into the concrete development processes and practical activities of the soundscape in order to correspond to Schafer's conception of a tuning of the world. The establishment of WSP is based on noise pollution, listening attitudes and noisy music. Schafer formulated 5 types of item as a target, and wrote down concrete activities to achieve the goals. Especially, he devised the conceptual, educational, political and social strategies as the practical strategies of WSP. It is obtained various products by the activities of WSP from the planning starting year in 1969 to the stagnation period in 1979. That is, there are the social survey on noise-vancouver 1969, the book of noise, Okeanos, a study of community noise by-laws in canada 1972, the music of the environment, the vancouver soundscape, european sound diary, five village soundscapes, handbook for acoustic ecology and so on. The research activities of WSP arouse inspiration in many people interested in sound. Specially, it is emphasized the importance of increasing for their social roles in order to more actively improve and create the quality of sound environment. Also, it shows us the directions on how to lead our furture sound.

Development of a Haptic Based Video and Audio Streaming Method (촉각기반 비디오 및 오디오 스트리밍 기술 개발)

  • You, Yong-Hee;Cho, Dong-Hyun;Lee, Hwan-Mun;Kim, Ki-Kwon;Jun, Kyung-Koo;Sung, Mee-Young
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.538-541
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    • 2009
  • In this paper, we explain a haptic based video and audio streaming method. The proposed method is to stream tactile and vibration information along with video and audio information. The video screen is divided into a grid, and each cell has tactile information which is corresponding to the content. At the same time, the sound stream is also analyzed and vibration information is applied. These data are streamed to clients and displayed through a haptic device and a vibration interface. So, a client will be more immersed into the video and audio by touching and getting vibrations.

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Implementation of FPGA-based SoC Design Verification System for a Soundbar with Embedded Processor (사운드바(Soundbar)를 위한 프로세서 내장 SoC 설계 검증을 위한 FPGA 시스템의 구현)

  • Kim, Sung-Woo;Lee, Seon-Hee;Choi, Seong-Jhin
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.792-802
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    • 2016
  • Real time verification is necessary, since there are several features that cannot be verified through design simulation in the design of multiband soundbar system. And then this paper describes an implementation of an FPGA-based real-time verification system for a soundbar SoC with an embedded processor. It is verified a real-time performance test and a listening test which are several features in the design stage that cannot be verified through a design simulation. The measurement of quantitative specifications such as SNR, THD+N, frequency response, etc. as well as the listening test were performed through the implemented FPGA system, and it was verified that test results satisfied the target specifications.