• Title/Summary/Keyword: 음상

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The 3D Sound Contents Authoring Tool (멀티미디어 컨텐트 제작을 위한 입체음향 생성저작도구)

  • Kim, Jae-Woo;Myung, Hyun;Kim, Hyun-Bin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.75-78
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    • 1999
  • 본 논문에서는 멀티미디어 컨텐트 생성을 위한 입체음향 생성 저작도구 개발에 관하여 논의한다. Windows 95/98, Windows NT 환경의 PC 상에서 동작하는 입체음향 생성 저작도구는 일반적인 음향 편집기가 갖는 편집기능 및 음향 효과 기능 이외에 음상정위 기능, 음장제어 기능의 입체음향 기능을 가지고 있으며 스피커를 통하여 입체음향을 청취할 경우 발생하는 크로스톡크를 제거하는 기능도 가지고 있다. 개발된 저작도구를 이용하여 Mono, Stereo 형태로 저장된 음향파일을 순수한 소프트웨어 만으로 가공하여 바이노럴(Binaural) 형태의 입체음향을 생성하여 가상 음원의 위치 및 이동궤적을 정의할 수 있으며 가상공간이 갖는 공간감을 구현할 수 있다 또한 편리한 사용자 인터페이스 환경을 제공하여 GUI를 통하여 3차원 공간 상의 가상음원의 위치 및 이동 궤적과 가상공간을 사용자가 지정할 수 있도록 하였다 입체음향 생성저작도구는 일반 PC 환경에서 사용자가 가공하고자 하는 임의의 오디오 파일을 입체음향으로 생성할 수 있는 GUI 환경을 제공하며, 저비용으로 효과적인 입체음향 컨텐트를 제작할 수 있도록 함으로써, 게임 및 멀티미디어 컨텐트 제작의 고부가가치화와 입체음향 기술의 산업화에 기여할 것으로 기대된다.

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Improvement of virtual speaker localization characteristics using grouped HRTF (머리전달함수의 그룹화를 이용한 가상 스피커의 정위감 개선)

  • Seo, Bo-Kug;Cha, Hyung-Tai
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.6
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    • pp.671-676
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    • 2006
  • A convolution with HRTF DB and the original sound is generally used to make the method of sound image localization for virtual speaker realization. But it can decline localization by the confusion between up and down or front and back directions due to the non-individual HRTF depending on each listener. In this paper, we study a virtual speaker using a new HRTF, which is grouping the HRTF around the virtual speaker to improve localization between up and down or front and back directions. To effective HRTF grouping, we decide the location and number of HRTF using informal listening test. A performance test result of virtual speaker using the grouped HRTF shows that the proposed method improves the front-back and up-down sound localization characteristics much better than the conventional methods.

Mono-To-Stereo Blind Upmix Using Non-Negative Matrix Factorization and Decorrelator (비음수 행렬 분해와 디코릴레이터를 이용한 모노-스테레오 블라인드 업믹스 기법)

  • Choi, Keun-Woo;Chon, Sang-Bae;Lee, Seok-Jin;Sung, Koeng-Mo
    • The Journal of the Acoustical Society of Korea
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    • v.29 no.8
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    • pp.509-515
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    • 2010
  • This paper presents a new method for upmixing mono signal to stereo signal with guaranteeing high stereophonic image quality (SIQ) and large apparent source width (ASW). The proposed method consists of analysis phase and synthesis phase. In analysis phase, a mono signal is first decomposed into multiple sound sources by the use of high-rank nonnegative matrix factorization. Then the multiple sources are clustered into two groups based on tonality criterion. In synthesis phase, one group is directly fed into left and right channels while the other group is decorrelated before being fed into each channel. Subjective tests reveals that the proposed method gives listener high SIQ and large ASW with minimizing timbral distortions.

Headphone-based multi-channel 3D sound generation using HRTF (HRTF를 이용한 헤드폰 기반의 다채널 입체음향 생성)

  • Kim Siho;Kim Kyunghoon;Bae Keunsung;Choi Songin;Park Manho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.1
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    • pp.71-77
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    • 2005
  • In this paper we implement a headphone-based 5.1 channel 3-dimensional (3D) sound generation system using HRTF (Head Related Transfer Function). Each mono sound source in the 5.1 channel signal is localized on its virtual location by binaural filtering with corresponding HRTFs, and reverberation effect is added for spatialization. To reduce the computational burden, we reduce the number of taps in the HRTF impulse response and model the early reverberation effect with several tens of impulses extracted from the whole impulse sequences. We modified the spectrum of HRTF by weighing the difference of front-back spec01m to reduce the front-back confusion caused by non-individualized HRTF DB. In informal listening test we can confirm that the implemented 3D sound system generates live and rich 3D sound compared with simple stereo or 2 channel down mixing.

The role of Under-balcony Speaker in the Multimedia Environmental (멀티미디어 환경에서 언더발코니 스피커의 역할)

  • Song, Deog-Geun;Park, Eun-Jin;Lee, Seon-Hee
    • Journal of Satellite, Information and Communications
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    • v.10 no.2
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    • pp.86-89
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    • 2015
  • Formula acoustic characteristics of the room with a double layer, are compared through simulation and actual measurement. The rear area of the under- balcony speakers will cause a delay difference between the main speaker. In the mid / bass parts do not generate sufficient pressure is lowered and comb-Filtering phenomenon occurs significantly. The lower right area of the under- balcony speakers and speaker distance is the sound pressure of the under- balcony speakers to around 2 ~ 3m bigger than the main speakers and the sound image matches the pulpit is broken. Also, under area is more than 5 ~ 6m from the balcony outside speakers and causes differ by more than 10dB lower than the under- balcony speakers depending on the local laws of Translator wins Well, the main speaker at mid / high frequency sounds do not enter the sound pressure variations will drop by a significant. Appropriate arrangement and the output of the speaker according to the position under the balcony, and output of the main speakers are requested to minimize this problem sound. The proper sound design direction for the under- balcony speakers must be presented in order to improve the lower balcony area more pleasant acoustic environment.

A Tracking of Head Movement for Stereophonic 3-D Sound (스테레오 입체음향을 위한 머리 움직임 추정)

  • Kim Hyun-Tae;Lee Kwang-Eui;Park Jang-Sik
    • Journal of Korea Multimedia Society
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    • v.8 no.11
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    • pp.1421-1431
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    • 2005
  • There are two methods in 3-D sound reproduction: a surround system, like 3.1 channel method and a binaural system using 2-channel method. The binaural system utilizes the sound localization principle of a human using two ears. Generally, a crosstalk between each channel of 2-channel loudspeaker system should be canceled to produce a natural 3-D sound. To solve this problem, it is necessary to trace a head movement. In this paper, we propose a new algorithm to correctly trace the head movement of a listener. The Proposed algorithm is based on the detection of face and eye. The face detection uses the intensity of an image and the position of eyes is detected by a mathematical morphology. When the head of the listener moves, length of borderline between face area and eyes may change. We use this information to the tracking of head movement. A computer simulation results show That head movement is effectively estimated within +10 margin of error using the proposed algorithm.

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Perceptual Localization of a phantom sound image for Ultrahigh-Definition TV (UHD TV를 위한 가상 음상의 인지 위치)

  • Lee, Young-Woo;Kim, Sun-Min
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.5
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    • pp.9-17
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    • 2010
  • This paper presents a localization perception of a phantom sound image for ultrahigh-definition TV with respect to various loudspeaker configurations; two-horizontal, two-vertical and triplet loudspeakers. Vector base amplitude panning algorithm with modification for non-equidistant loudspeaker setup is applied to create the phantom sound image. In order to practically study the localization performance in real situation, the listening tests were conducted at the on-axis and off-axis positions of TV in normal listening room. A method of adjustment which can reduce the ambiguity of a perceived angle is exploited to evaluate the angles of octave-band signals. The subjects changed the panning angle until the real sound source and virtually panned source were coincident. A spatial blurring can be measured by examining the differences of the panning angles perceived with respect to each band. The listening tests show that the triplet panning method has better performance than vertical panning in view of perceptual localization and spatial blurring at both on-axis and off-axis positions.

IIR Filter Design of HRTF for Real-Time Implementation of 3D Sound by Synthetic Stereo Method (합성 스테레오 방식 3차원 입체음향의 실시간 구현을 위한 머리전달 함수의 IIR 필터 설계)

  • Park Jang-Sik;Kim Hyun-Tae
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.74-86
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    • 2005
  • In this paper, we proposed an algorithm for the approximation of high order FIR filters by low order IIR filters to efficient implementing two channel 3-D surround sound systems using Head-related transfer functions(HRTFs). The algorithm is based on a concept of the balanced model reduction. The binaural sounds using the approximated HRTFs are reproduced by headphone, and serves as a cue of sound image localization. HRTFs of dummy-head are approximated from 512-order FIR filters by 32-order IIR filters and compare with each other. .Experiment of sound image are carried out for 10 participants. We perform the experiment based on computer simulation and hardware experiment with TMS320C32. The results of the experiments show that the localization using the approximated HRTFs is the same accuracy as the case of FIR filters that simulate the HRTFs.

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Reality Enhancement Method of Virtual Reality Based Simulator by Mutual Synergy Effect between Stereoscopic Image and Three-Dimensional Sound (입체영상과 3차원음향의 상호 상승효과에 의한 가상현실기반 시뮬레이터 현실감 증대방법)

  • Yim, Jeong-Bin;Kim, Hyeon-Ra
    • Journal of Navigation and Port Research
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    • v.27 no.2
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    • pp.145-153
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    • 2003
  • The presence-feeling enhancement method of a Virtual Reality (VR) simulator is proposed in this paper. The method is to increase realistic human feeling by mutual synergy effect between stereoscopic image and three-dimensional (3D) sound. In order to test the influence of mutual synergy effect, subject assessment with five university students is carried out using VR ship simulator having PC monitor and LCD shutter glasses. It I found that the averaged scale value of image naturalness is increased by 0.5 from $I_{nat}$=3.1 to 3.6 when blending stereoscopic images with 3D sound, and the averaged score value of sound localization is increased by 10% from $A_{SL}$ = 70~75% to $A_{SL}$ = 80~85% when blending 3D sound with stereoscopic image. In conclusion, the results show that the proposed method is able to increase the presence feeling in the VR simulator.

A Study for economic improvement of sound image localization and dead zone using computer simulations (컴퓨터 시뮬레이션을 이용한 음의 사각지역 및 음상의 경제적 개선방안 연구)

  • Ko, Eun-Ji;Lee, Hyun-Soo;Lee, Kyung-Ryang;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.5
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    • pp.703-708
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    • 2011
  • In this paper, most of the church except for a large church has accommodated many audience to install a balcony floor in a small space. therefore, dead zone and dislocated sound image localization is made due to this under-balcony seats. This paper propose that the problems of dead zone and dislocated sound image localization could be solved using computer simulation in the view of practical side. The economical computer simulation tool, Mapp online that can be found easily was used to the specified church. Installation a sub speaker for dead zone and -10 dB power control of the sub speaker to main speaker power for dislocated sound image localization was proposed. Computer simulation result shows that the value of definition for area was improved from "Normal" to "Very Good" which means about 52% improvement.