• Title/Summary/Keyword: 사운드

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The effect of hypersonic wave sound for EEG (초음파가 뇌파에 미치는 영향)

  • Jang, Seok Woo;Park, In Gil;Kim, Dae Kyeum;Choi, Hyun
    • Science of Emotion and Sensibility
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    • v.17 no.2
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    • pp.101-110
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    • 2014
  • High-frequency is sound produced in non-audible area, which couldn't be heard in daily life. The frequency range above 22Khz is called 'high-frequency' and its components are called 'HFC(High-Frequency Components)'. It is known that ocean wave sound is rich in HFC, because it brings serenity and causes ${\alpha}$-waves in human mind. When this natural sound is combined with high-frequency, it seems to give a pleasurable feeling, indicated by an ${\alpha}$-wave increase and a ${\beta}$-wave decrease. We call this phenomena "the hypersonic effects". In this experiment, subjects listened to the ocean wave sound simultaneously with corresponding frequencies similar to ocean wave frequency components created artificially in a electric circuit. Brain waves were measured by an EEG system with 8 channels using 8 electrodes on Fp1, Fp2, F3, F4, T3, T4, O1, and O2. The results showed that ${\alpha}$-wave increase and ${\beta}$-wave decrease were statistically significant while subjects were listening to the ocean wave sound along with the high frequency components, reflecting the hypersonic effect.

CD-ROM Development for '8051 Microprocessor' Unit Teaching-Learning in Electronics Circuit Practice Subject of Technical High School (공업계 고등학교 전자 회로 실습교과에서 '8051 마이크로프로세서' 단원의 교수-학습을 위한 CD-ROM 개발)

  • Kim Sung-Rae;Choi Jun-Seop;Chung Dong-Yang
    • Journal of Engineering Education Research
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    • v.6 no.1
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    • pp.22-31
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    • 2003
  • The purpose of this study was to develop CD-ROM so that students can understand 8051 Microprocessor unit easily in electronics circuit practice subject of technical high school. The study gives students, who have difficulties in learning, a chance for self-directed and supplementary learning by suggesting interface process with 8051 Practice Kit. To achieve these purposes, literature survey, collecting textbooks and materials, development of CD-ROM were gradually carried out. Each steps were as follows: Firstly, in literature survey, concepts and characteristics of multimedia and application to class were reviewed. Secondly, text contents on 8051 Microprocessor unit were analyzed, main contents were extracted and graphic, sound, animation were made. It was consisted of eight basic learning subjects, and designed to flow systematically. In this study, we presented a kind of teaching-learning material by developing CD-ROM in 8051 microprocessor unit in electronics circuit practice subject as a central matter. This material will be able to help technical high school students in learning

Comparison and Evaluation of Web-based Image Search Engines (이미지정보 탐색을 위한 웹 검색엔진의 비교 평가)

  • Kim, Hyo-Jung
    • Journal of Information Management
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    • v.31 no.4
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    • pp.50-70
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    • 2000
  • Since the contents of internet resources are beginning to include texts, images and sounds, different Web-based image search engines have been developed accordingly. It is a fact that these diversities of multimedia contents have made search process and retrieval of relevant information very difficult. The purpose of the study is to compare and evaluate its special features and performance of the existing image search engines in order to provide user help to select appropriate search engines. The study selected AV Photo Finder, Lycos MultiMedia, Amazing Picture Machine, Image Surfer, WebSeek, Ditto for comparison and evaluation because of their reputations of popularity among users of image search engines. The methodology of the study was to analyze previous related literature and establish criteria for the evaluation of image search engines. The study investigated characteristics, indexing methods, search capabilities, screen display and user interfaces of different search engines for the purpose of comparison of its performance. Finally, the study measured relative recall and precision ratios to evaluate their electiveness of retrieval under the experimental set up. Results of the comparative analysis in regard to its search performance are as follows. AV Photo Finder marked the highest rank among other image search engines. Ditto and WebSeek also showed comparatively high precision ratio. Lycos MultiMedia and Image Surfer follows after them. Amazing Picture Machine stowed the lowest in ranking.

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Cinematic Language for Novel Adaptations : A Case Study of (소설의 영화화를 위한 영상 언어 연구 : <키리시마가 동아리활동 그만둔대>를 중심으로)

  • Hwang, Woo-Hyun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.634-661
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    • 2017
  • This study examines the procedure of successful novel adaptation. It is well known from precedent studies that narrative structure of novels should change forms to suit the media characteristics of films. But, the changing forms of narrative structure is not a sufficient condition of successful novel adaptation, but a necessary condition. A successful adaptation could be completed with filmic expressions on the presented narrative structure. The core of filmic expression is cinematic language which means the composition and array of image and sound. The novel, Kirishma Thing deals with everyday life of high school students and it consists of six stories which are narrated by one student each in first person point of view. The film, Kirishma Thing implemented a different strategy. It reveals the same events several times to show many characters over in each person's point of view in the first half. In the second half, all the characters gathers at the rooftop of the school to have an unilinear narrative structure over one event. This film utilize all kinds of cinematic language to achieve these structures including the widescreen aspect ratio which exposes as many characters as possible in one shot, picture composition which shows the same event in a different point of view, contrast in lighting and music which differentiates and empowers the last sequence of the film.

Implementation and Evaluation of Electroglottograph System (전기성문전도(EGG) 시스템의 개발 및 평가)

  • 김기련;김광년;왕수건;허승덕;이승훈;전계록;최병철;정동근
    • Journal of Biomedical Engineering Research
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    • v.25 no.5
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    • pp.343-349
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    • 2004
  • Electroglottograph(EGG) is a signal recorded from the vocal cord vibration by measuring electrical impedance across the vocal folds through the neck skin. The purpose of this study was to develop EGG system and to evaluate possibility for the application on speech analysis and laryngeal disease diagnosis. EGG system was composed of two pairs of ring electrodes, tuned amplifier, phase sensitive detector, low pass filter, and auto-gain controller. It was designed to extract electric impedance after detecting by amplitude modulation method with 2.7MHz carrier signal. Extracted signals were transmitted through line-in of PC sound card, sampled and quantized. Closed Quotient(CQ), Speed Quotient(SQ), Speed Index(SI), fundamental frequency of vocal cord vibration(F0), pitch variability of vocal fold vibration (Jitter), and peak-to-peak amplitude variability of vocal fold vibration(Shimmer) were analyzed as EGG parameters. Experimental results were as follows: the faster vocal fold vibration, the higher values in CQ parameter and the lower values in SQ and SI parameters. EGG and speech signals had the same fundamental frequency. CQ, SQ, and SI were significantly different between normal subjects and patients with laryngeal cancer. These results suggest that it is possible to implement portable EGG system to monitor the function of vocal cord and to test functional changes of the glottis.

The study of analysis film-making style in Stanley Kubrick's film (Focusing on his' film "The Clockwork orange(1971)") (스탠리 큐브릭 감독의 영상 스타일 분석 연구 (그의 영화"시계태엽오렌지(1971)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.453-461
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    • 2017
  • The video image in the movie has become more spectacular than ever, and the expression area and the subject have been infinitely expanded, but it can not be said that the range of imagination has expanded. Instead, the 60s and 70s, which were the epochs of popular culture, The film that implements the artististic visual style and expression style of the artist. Stanley Kubrick's "Clockwork Orange", which has been pursuing technological perfection and experimental style, was created using traditional video grammar and gained a great repercussion with outstanding material and high artistic expression technique at that time. These techniques have led audiences to rational observation through irony, rather than emotional sympathy for the situation, for extreme violence and sensational films. This is because the purpose of the director was not to be in technological perfection but to reveal the contradictions of the real society and to reflect on the meaning of the existence of society itself. These creative traditional visual grammar and expression methods are a good visual style that enables the intentionally transmitted message to be transmitted more intensely and effectively, and the artistic depth can be created at the same time by unconsciously perceiving the meaning present on the back to the audience.

A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

The System of Converting Muscular Sense into both Color and Sound based on the Synesthetic Perception (공감각인지 기반 근감각신호에서 색·음으로의 변환 시스템)

  • Bae, Myung-Jin;Kim, Sung-Ill
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.5
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    • pp.462-469
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    • 2014
  • As a basic study on both engineering applications and representation methods of synesthesia, this paper aims at building basic system which converts a muscular sense into both visual and auditory elements. As for the building method, data of the muscular sense can be acquired through roll and pitch signals which are calculated from both three-axis acceleration sensor and the two-axis gyro sensor. The roll and pitch signals are then converted into both visual and auditory information as outputs. The roll signals are converted into both intensity elements of the HSI color model and octaves as one of auditory elements. In addition, the pitch signals are converted into both hue elements of the HSI color model and scales as another one of auditory elements. Each of the extracted elements of the HSI color model is converted into each of the three elements of the RGB color model respectively, so that the real-time output color signals can be obtained. Octaves and scales are also converted and synthesized into MIDI signals, so that the real-time sound signals can be obtained as anther one of output signals. In experiments, the results revealed that normal color and sound output signals were successfully obtained from roll and pitch values that represent muscular senses or physical movements, depending on the conversion relationship based on the similarity between color and sound.

Real-Time Implementation of MPEG-1 Layer III Audio Decoder Using TMS320C6201 (TMS320C6201을 이용한 MPEG-1 Layer III 오디오 디코더의 실시간 구현)

  • 권홍석;김시호;배건성
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.8B
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    • pp.1460-1468
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    • 2000
  • The goal of this research is the real-time implementation of MPEG-1 Layer III audio decoder using the fixed-point digital signal processor of TMS320C6201 The main job for this work is twofold: one is to convert floating-point operation in the decoder into fixed-point operation while maintaining the high resolution, and the other is to optimize the program to make it run in real-time with memory size as small as possible. We, especially, devote much time to the descaling module in the decoder for conversion of floating-point operation into fixed-point operation with high accuracy. The inverse modified cosine transform(IMDCT) and synthesis polyphase filter bank modules are optimized in order to reduce the amount of computation and memory size. After the optimization process, in this paper, the implemented decoder uses about 26% of maximum computation capacity of TMS320C6201. The program memory, data ROM, data RAM used in the decoder are about 6.77kwords, 3.13 kwords and 9.94 kwords, respectively. Comparing the PCM output of fixed-point computation with that of floating-point computation, we achieve the signal-to-noise ratio of more than 60 dB. A real-time operation is demonstrated on the PC using the sound I/O and host communication functions in the EVM board.

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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.