• Title/Summary/Keyword: 사운드 분석

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Soundtrack Search System for Interactive-Smart-Television (인터액티브 스마트 TV 적용을 위한 사운드트랙 검색 시스템)

  • Ryu, Sang-Hyeon;Cho, Jea-Man;Kim, Hyoung-Gook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.202-203
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    • 2011
  • 본 논문에서는 인터액티브 스마트 TV 적용을 위한 사운드트랙 검색 시스템을 제안한다. 제안하는 시스템은 동영상을 오디오와 비디오특징을 구분한 후, 각 오디오와 비디오 신호를 분석한다. 비디오 신호의 분석은 MPEG-2 비디오 인코더로부터 영상의 장면전환과 시작과 끝 위치를 검출하고, 오디오 신호의 분석은 AC-3 오디오 인코더로부터 오디오 특징을 추출한 후, 오디오 정보의 비트 벡터를 추출하여 데이터베이스를 생성한다. 생성된 데이터베이스와 사용자가 북마크를 하여 요청한 쿼리와 비교를 통하여 오디오 특징정보가 유사한 부분의 장면을 검색하고, 검색된 장면을 사용자에게 제공한다. 제안된 시스템의 성능 측정을 위해서 뉴스, 패널토론, 음악방송, 광고, 드라마 등 50개 TV 방송 프로그램의 데이터베이스를 이용해서 정확성을 측정하였다.

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Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

A Semantic Study on the Soundscape of the Historic Downtown of Daejeon - Focusing on the Bells of Daeheung-dong Cathedral and Enhang-dong Sungsimdang - (대전 원도심 소리풍경에 관한 의미론적 연구 - 대흥동 성당과 은행동 성심당 종소리를 중심으로 -)

  • Kim, Myeong-Shin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.2
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    • pp.64-75
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    • 2022
  • The purpose of this study is to illuminate the meaning of the soundscapes of two bells, Daeheung-dong Cathedral and Sungsimdang in Eunghang-dong, which are landmarks and attractions in the historic downtown of Daejeon. The study was conducted through field research and recordings, as well as literature studies of related documents and soundscape theory. Daejeon city was developed along with Daejeon Railway Station during the Japanese colonial period in the early 20th century. As the Chungnam Provincial Office moved to Daejeon, Daeheung-dong and Eunhang-dong in Jung-gu, located near Daejeon Station, developed significantly and formed the city centre. As major administrative agencies moved to Seo-gu in the 1990s, the downtown area of Daejeon was on a path of decline, and the decline accelerated with the development of Sejong city. Meanwhile, Daeheung-dong Cathedral and Sungsimdang, founded by refugees during the Korean War, firmly protected the historic downtown area of Daejeon, where the natives left. Daeheung-dong Cathedral, established during the Japanese colonial period, is a local landmark with a history of 100 years in 2019. Sungsimdang, which was created with the backdrop of the Korean War, is also a historical and cultural asset with a history of 60 years and a local landmark selected as the No. 1 tourist attraction in Daejeon. This research, which started from the sound of the bells of Daeheung-dong Cathedral, heard even in the neighboring residential areas, led to the discovery of the bells of Sungsimdang in Eunhang-dong, located across the street. In this paper, the bells of Daeheung-dong Cathedral and Eunhang-dong Sungsimdang have characteristics of soundmarks according to R. Murray Schafer's soundscape sound category. Furthermore, this paper attempted to analyze the meaning of the two bells according to the relatively recent EU soundscape definition. These two bells are signal sounds at the surface level, but are the sound marks of the historic downtown area of Daejeon at the deep level. Although there are outward differences in size, scale, frequency, and famousness, these two bells share a meaning in terms of locality and good influence with the historicity and spatiality of a special relationship. The implication of this study is that the two places should be preserved as local historical and cultural assets not only as visual landmarks but also as sound marks in the urban regeneration or urban development of Jung-gu, Daejeon.

Performance analysis of subjective Loudness meter with ITU-R BS. 1387-1 algorithm for digital audio (디지털 오디오 주관적 음향레벨 계측기 구현을 위한 ITU-R BS. 1387-1의 알고리즘 특성 분석)

  • Ngan, Nguyen Vo Bao;Park, Seonggyoon;Ro, Soonghwan;Han, Chankyu
    • Journal of IKEEE
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    • v.16 no.4
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    • pp.395-404
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    • 2012
  • In this paper, the perceived loudness metering algorithm based on ITU-R BS.1387-1 was investigated and implemented, and its performance was evaluated by applying to 23 pure tones and 9 digital audio samples. Error of the tone test results compared with ISO226:2003 was below 5%, and sample test results, in comparison with Moore's algorithm, showed deviation of less than 4.7% and correlation of 0.96. On the other hand, it was investigated how the implemented algorithm's performance was subject to auditory pitch scale. Its result showed that the algorithm with 37 auditory filters, through correcting a bias effect, has a good performance of less than 2% in comparison with the one with 109 auditory filters.

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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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.

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.

Recognition of Overlapped Sound and Influence Analysis Based on Wideband Spectrogram and Deep Neural Networks (광역 스펙트로그램과 심층신경망에 기반한 중첩된 소리의 인식과 영향 분석)

  • Kim, Young Eon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.23 no.3
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    • pp.421-430
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    • 2018
  • Many voice recognition systems use methods such as MFCC, HMM to acknowledge human voice. This recognition method is designed to analyze only a targeted sound which normally appears between a human and a device one. However, the recognition capability is limited when there is a group sound formed with diversity in wider frequency range such as dog barking and indoor sounds. The frequency of overlapped sound resides in a wide range, up to 20KHz, which is higher than a voice. This paper proposes the new recognition method which provides wider frequency range by conjugating the Wideband Sound Spectrogram and the Keras Sequential Model based on DNN. The wideband sound spectrogram is adopted to analyze and verify diverse sounds from wide frequency range as it is designed to extract features and also classify as explained. The KSM is employed for the pattern recognition using extracted features from the WSS to improve sound recognition quality. The experiment verified that the proposed WSS and KSM excellently classified the targeted sound among noisy environment; overlapped sounds such as dog barking and indoor sounds. Furthermore, the paper shows a stage by stage analyzation and comparison of the factors' influences on the recognition and its characteristics according to various levels of noise.

Audio Format Comparative Study and Suggestion for Next Generation DTV (차세대 디지털 TV 방송을 위한 오디오 규격 비교 분석 및 제언)

  • Lee, Jae-Hong
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.6
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    • pp.337-343
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    • 2011
  • With commencing trial 3D digital broadcasting, the studies on next generation digital broadcasting technology for coming UHDTV era is being actively progressing. In this paper, I propose surround audio formats for next-generation digital TV broadcasting, along with comparative study of major surround audio formats in use or under development. I did comparative study on current major competing surround formats such as Dolby True HD and DTS HD MA, along with NHK proposed 22.2 channel surround format for UHDTV system. Upon this comparative study and our housing situation consideration, I propose lossy compression 3D surround 7.1 channel surround format along with loosless 2.0 and 4.0 hi-fi format as next generation digital TV broadcasting standard. In lieu with this, I also propose transmitting binaural 2 channel audio data as sub-audio. It will give holographic sound experience when properly processed with individual HRTF (Head Related Transfer Function) with headphone. The table for data rate of each proposed audio format is also presented.