• Title/Summary/Keyword: 사운드 반응

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Sound Design Emotion-Response on TV-CF Audio using the Brain Quotient-Test (TV광고음향의 사운드디자인 감성반응 -뇌 지수(BQT)분석기법으로-)

  • Yoo, Whoi-Jong;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.11a
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    • pp.45-49
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    • 2008
  • 본 연구는 TV광고음향의 사운드디자인에 대한 수용자 감성반응에 관한 연구이다. 연구방법으로 영상구조에서 음향이 없는 상태와, 음악설계사운드디자인을 제시 하였을 때 수용자가 받아들이는 음향감성반응을 뇌파측정을 통한 뇌 지수(BQT) 비교 방법으로 분석하였다. 본 연구를 통하여 영상에 있어 사운드의 시청각적 감성효과가 사운드디자인설계에 의하여 달라질 수 있음을 정량적 방법으로 확인할 수 있었다.

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Comparison of User's Reaction Sound Recognition for Social TV (소셜 TV적용을 위한 사용자 반응 사운드 인식방식 비교)

  • Ryu, Sang-Hyeon;Kim, Hyoun-Gook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.155-156
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    • 2013
  • 소셜 TV 사용 시, 사용자들은 TV를 시청하면서 타 사용자와의 소통을 위해 리모컨을 이용해서 텍스트를 작성해야하는 불편함을 가지고 있다. 본 논문에서는 소셜 TV의 이러한 불편함을 해결하기 위해 사용자 반응 사운드를 자동으로 인식하여 상대방에게 이모티콘을 전달하기 위한 시스템을 제안하며, 사용자 반응 사운드 인식에 사용되는 분류방식들을 비교한다. 사용자 반응 사운드 인식을 위해 사용되는 분류 방식들 중에서, Gaussian Mixture Model(GMM), Gaussian Mixture Model - Universal Background Model(GMM-UBM), Hidden Markov Model(HMM), Support Vector Machine(SVM)의 성능을 비교하였다. 각 분류기의 성능을 비교하기 위하여 MFCC 특징값을 각 분류기에 적용하여 사용자 반응 사운드 인식에 가장 최적화된 분류기를 선택하였다.

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Reactive sound system suitable for platform genre games (플랫폼 게임에 적용될 수 있는 반응성 사운드 시스템)

  • Park, Dae-Hwan;Lee, Dong Lyor;Lee, Wan Bok
    • Journal of the Korea Convergence Society
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    • v.4 no.4
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    • pp.7-12
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    • 2013
  • Presence of music in the modern game is getting bigger and bigger, and storytelling in the area of game play a leading role in many cases. Platform game is one type of action game genre. In its nature, the character and the object in a game are closely coupled, thus they have intermate relation with reactive sound system. In this study, we tried to build a effective and reactive sound system which is suitable for the storytelling of platform game. In addition, we speculated various aspects of game including psychological, musical and social aspects, finally investigating the future aspects of the game music.

Heart Response Effect by 1/f Fluctuation Sounds for Emotional Labor on Employee (1/f 수준 별 음악 자극이 감정 노동 종사자의 심장 반응에 미치는 효과)

  • Jeon, Byung-Mu;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.63-70
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    • 2015
  • This study identified heart response of participants while listening to sounds which have 1/f fluctuations with exponent ${\alpha}$ gradient. The participants were engaged in emotional stress work. Prior studies related to 1/f fluctuation sound have reported that sound source can alleviate psychological and physiological state of users. Subjects of this study were exposed to sound with three levels of ${\alpha}$ gradient. Heart response of subjects were measured with Photoplethysmography(PPG) sensor simultaneously. The dependent variables of this study were beat per minute(BPM), very low frequency percent of pulse rate variability (VLF percent), the standard deviation of all normal RR intervals (SDNN), and high frequency power(HF power). Subject showed arousal response when exposed to sound with exponent ${\alpha}$ gradient of 3 whereas the sound with exponent ${\alpha}$ gradient of 1 and 2 resulted in relax effect. The characteristic of 1/f fluctuation sounds can be applied to alleviate stress for employers under emotional labor.

Design of the Player's Response According to the Type of Sound Direction in the Horror Game (공포게임 속 사운드 연출에 따른 플레이어 반응 설계)

  • Moon, Ji-Yoon;Park, Yoon-Seo;Oh, Chae-Won;Kim, Go-Un;Park, Jae-A;Kim, Hyeon-Jin;Sin, Yu-Ra;Lee, Geon-Ju;In, Sun;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.489-491
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    • 2014
  • 본 논문에서는 청강문화산업대학교 게임전공 2014학년도 졸업 작품인 '사이코메트리(Psychometry)' 게임 내에서 등장하는 연출용 이펙트 사운드에 따른 플레이어의 반응을 테스트하고 그 결과를 도출한다. 이 테스트 결과에 따라 플레이어가 게임을 플레이하면서 가장 자극을 받는 이펙트 사운드가 무엇이며, 그 이유를 연구하고 추후 개발에 적용하여 게임 내에서 플레이어에게 사운드를 가장 효과적으로, 영향력 있게 전달할 수 있도록 게임을 설계하는 것을 목표로 한다.

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A Study on the SAD Motion Reaction using Color Tone Cognizance Sensationalizing Method (색상인식 감각화를 활용한 SAD모션 반응에 관한 연구)

  • Kim Jung-Ui;Park Seong-Il;Ko Young-Hyuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.966-969
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    • 2006
  • This paper proposed frequency that is done special quality Tuesday that can create wave length and size of RGB color by sound and method to convert to amplitude. Talk feedback of division side according to the change amount of motion energy through SAD by 4 in each frame of animation that is inputed by proposed method, and grasped stream and action of object. Also, meaning of animation through collar price that can do modelling by sound show.

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Effect of the Multisensory on the Stress-relieving for Vehicle Driver (운전자 스트레스 저감을 위한 다감각 자극의 효과)

  • Kim, Young-Joo;Kim, Hyejin;Lee, Hyunwoo;Jo, Youngho;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.107-116
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    • 2021
  • This study aims to investigate the effect of multisensory stimulation on relieving the stress experienced by drivers. The photoplethysmograms (PPGs) of 30 healthy subjects were measured, and their subjective response to stressful situations and normal driving were evaluated. The subjects underwent nonstimulation and multisensory stimulation in stressful driving situations. Heart rate estimation from the PPG was collected via an ear-type sensor to reduce movement noise. The signals acquired were sampled at 200 Hz using BIOPAC PPG100C. Heart rate variability (HRV) was analyzed to compare the effect of multisensory stimulation on stress situations. In the multisensory stimulation, blue, green, and yellow were used for the visual sensory system; white, pink, and brown noises were used for the auditory sensory system; and lavender, lemon, and rosemary were used for the olfactory sensory system. No difference was observed in the subjective evaluation; however, the HRV results showed an increased HF (%) and decreased LF (%) and LF/HF (%) in the multisensory stimulation (e.g., green, pink noise, and rosemary) when compared to the nonstimulation.

Auditory Spatial Arrangement of Object's Position in Virtual and Augmented Environment (가상환경에서의 위치정보 제시를 위한 청각적 공간배열)

  • Lee, Ju-Hwan
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.326-333
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    • 2011
  • In the present study, we measured the performance (accuracy and reaction time) of the user in the virtual environment with see-through Head-Mounted Display system that includes 3D sound generated through Head-Related Transfer Function (HRTF) to investigate the feasibility of auditory display for a certain object's spatial information. To sum up the results of two experiments, when presenting location information of the object with 3D sound, it is desirable that information arrangement from the user should be an orthogonal pattern which is located with right angle, not a diagonal pattern. Like these results propose that spatial information presentation with 3D sound make the optimal object arrangement of virtual environment possible.

Developed sound reaction based and top-down floating hologram device (사운드 반응 기반 상향식, 하향식 플로팅 홀로그램 디바이스 개발)

  • Park, Jang-won;Ha, Jong-soo;Hwang, Sang-hyeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.97-100
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    • 2018
  • The floating holograms currently being commercialized are one-way floating holograms. One-way floating holograms are used for performances and exhibitions, and the implementation method is to reflect the image contents into the reflecting glass at $45^{\circ}$ through a single presentation medium. This creates as inefficient a space as the remaining space of reflective glass tilted at $45^{\circ}$, and even more inefficient space if the video content is presented larger. Therefore, the installation space of a one-way floating hologram is restricted. This paper aims to improve users' satisfaction by developing an upper and lower floating hologram with efficient installation of a one-way floating hologram that is currently commercialized, integrating sound output systems and producing new types of speaker products.

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A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.