• Title/Summary/Keyword: 음장 재현

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Acoustic Characteristics of LP Records (LP 레코더의 음향 특성)

  • Lee, Chi Hwan
    • Proceedings of the KIPE Conference
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    • 2013.07a
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    • pp.512-513
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    • 2013
  • LP레코더의 음향 특성은 기록과 재생 방법에 따라 달라지며 공학적 기준 설정이 어렵다. 본 연구는 LP 레코더와 카트리지의 관계로부터 주파수 특성을 분석하고 LP 레코더 특성의 모의 장치를 구현하였다. 카트리지에 의해 나타나는 주파수 특성은 차단 주파수 12[kHz] 부근에서 부족 댐핑을 보이며 이후 약 - 80[dB/dec]로 감소하게 된다. 4차 체비세프 필터를 이용하여 모의 장치를 구성하고 CD 음원의 소리를 모의장치에 통과시켜 LP 레코더와 유사한 음향을 재현하였다. 12[kHz]로 대역 제한된 사운드가 20[kHz] 대역 보다 우수한 음장감을 나타내었다.

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Early Reflection Generation Technique in Stereo-to-Multichannel Upmix System (스테레오-멀티채널 업믹스 시스템에서의 초기 반사음 생성 기법)

  • Lee, Taegyu;Baek, Yong-Hyun;Park, Young-Cheol;Youn, Dae Hee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.8-11
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    • 2013
  • 스테레오-멀티채널 업믹스(Stereo-to-Multichannel Upmix)기술은 시장의 대부분을 차지하는 스테레오 음원을 홈시어터와 같은 멀티채널 스피커 재생 환경에서 효과적으로 재생하기 위한 채널 포맷 변환 기술을 말한다. 수평적인 공간감뿐만 아니라 수직적인 공간감을 재현하기 위하여 10.2, 22.2채널 환경의 경우 고도 채널이 추가되었다. 본 논문에서는 이러한 채널 환경에서 수직, 수평적인 공간감을 재현하기 위하여 새로운 초기 반사음을 생성하는 알고리즘을 제안하였다. 제안된 알고리즘은 진폭 패닝방법을 이용하여 전방의 가상 음원들에 의하여 발생되는 리시버 위치에서의 음압을 일치시킴으로써 기존 알고리즘이 가지지 못했던 이론적인 배경을 갖는다. 청취 평가 실험을 통하여 제안된 알고리즘은 음장의 수직, 수평적인 폭을 증가시키며, 좀 더 안정적인 음상 정위 성능을 가지는 것을 확인하였다.

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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.

A Multichannel System for Virtual 3-D Sound Rendering (입체음장재현을 위한 멀티채널시스템)

  • Lee Chanjoo;Park Youngjin;Oh Si-Hwan;Kim Yoonsun
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.223-226
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    • 2000
  • Currently a multichannel system for virtual 3-D sound rendering is under development. Robust sound image formation and smooth real time interactivity are main design Points. The system utilizes VBAP algorithm as virtual sound image positioning. Overall system settings can be easily configured. We developed software, RIMA. as a driving Program of the system. At this stage, it is possible to position virtual sound images at arbitrary positions in three-dimensional space. The characteristics of the system are discussed. The system has been applied to the KAIST Bicycle Simulator to generate the virtual sound field.

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Three Dimensional Audio Technologies for Realistic Broadcasting (실감방송을 위한 3차원 오디오 기술)

  • Jang, D.Y.;Seo, J.I.;Lee, T.J.;Park, G.Y.;Kang, K.O.
    • Electronics and Telecommunications Trends
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    • v.19 no.4 s.88
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    • pp.53-62
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    • 2004
  • 차세대 방송 서비스는 입체감있는 3차원 AV 콘텐츠와 자연스럽게 사용자와 인터랙션하는 대화형 콘텐츠를 기반으로 하는 실감방송으로 변화되어 갈 것으로 예상된다. 이러한 실감방송 서비스에서는 현장감을 효율적으로 나타낼 수 있는 음상 정위 및 음장 재현 등 3차원 오디오 기술과 사용자 인터랙션을 위한 객체기반 오디오 처리 기술들이 필요하다. 본 고에서는 이러한 현장감과 사용자 인터랙션을 통하여 가상현실에 근접한 서비스를 제공하기 위한 대표적인 3차원 오디오 기술의 개발 동향을 살펴본다. 우선 3차원 오디오 기술의 기본 개념 및 개요를 기술하며, 이러한 3차원 오디오 기술에 기반한 대화형 3차원 오디오 기술 개발에 대한 최근 동향을 살펴보고, 국내에서 개발하고 있는 객체기반 3차원 오디오 기술에 대하여 간략히 설명한다.

Effective layout of loudspeakers in a multichannel sound system for real time virtual sound reproduction (실시간 가상음장재현을 위한 멀티채널 시스템의 효과적인 스피커 배치)

  • Lee, Chan-Joo;Park, Young-Jin
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2000.11a
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    • pp.455-461
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    • 2000
  • A multichannel signal processing algorithm for generating real time virtual sound field was proposed. Evaluation of the system performance was done by an objective function that minimizes the difference between the real and generated signals at each control point. Since impulse responses at the surface of a rigid sphere show characteristics similar to those of real HRTF, a rigid sphere model was adequate to simulate the multichannel sound system. A two-channel system and two four-channel systems were studied with various combinations of source locations and speaker positions. The results show that a two-channel system has its best configuration when the angle spanned by the loudspeakers is less than $60^{\circ}$. In the case of four-channel systems, the overall performance was highly improved with one pair of speakers fixed at an optimal position. Left/right symmetry was a reasonable choice, but the additional front/back symmetry degraded the performance of system.

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Ambisonic Rendering for Diffuse Sound Field Simulations based on Geometrical Acoustics (기하음향 기반 확산 음장 시뮬레이션을 위한 앰비소닉 렌더링 기법)

  • Pilsun Eu;Franz Zotter;Jae-hyoun Yoo;Jung-Woo Choi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.26-29
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    • 2022
  • The diffuse sound field plays a crucial role in the perceptual quality of the auralization of virtual scenes. Diffuse Rain is a geometrical scattering model which enables the simulation of diffuse fields that is compatible with acoustic ray tracing, but is often computationally expensive. We develop a novel method that can reduce this cost by rendering the large number of Diffuse Rain data in Ambisonics format. The proposed method is evaluated in a shoebox scene simulation run on MATLAB, in reference to a more faithful method of rendering the Diffuse Rain data ray-by-ray. The EDC and IACC of the binaural output show that the simulated diffuse field can be rendered in Ambisonics with only minimal deviations in energy decay and spatial quality, even with 1st-order Ambisonics.

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Design of Spontaneous Acoustic Field Reproducing System (II) (능동형 음장조성시스템의 설계(II))

  • Kook, Chan;Jang, Gil-Soo;Chon, Ji-Hyun;Shin, Yong-Gyu;Min, Byoung-Chul
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2006.05a
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    • pp.964-969
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    • 2006
  • The soundscape is a novel attempt to offer comfortable sound environments at the urban public spaces by adding pleasant sounds and removing unagreeable ones. Most important factors to be considered therein are to determine what kind of sounds to offer and how to adjust them to the changing circumstances. But nowadays, the audio system provided in the almost every urban public spaces is just only a PA system with CD player or radio broadcasting music, the provided sound is only intended by the operator. Furthermore, providing the soundscape which fits to the situation and the atmospheric conditions needs enormous effort and time, it is almost impossible with the existing PA systems which installed in the public spaces nowadays. Thus, the new sounds cape reproduction system was developed on the basis of the prior VAFSS(Virtual Acoustic Field Simulation System) systems, which has the artificial intelligence to read out the mood of the field and select the appropriate soundscape to reproduce. In this new system, various environmental sensors with standard voltage, current or resistance output are available simultaneously, and the monitoring with video and sound became available via the TCP/IP communication protocol. The update and control of this system can be very convenient, so the money, time and the effort of maintaining and providing soundscape on the public spaces can be enormously saved. This new soundscape reproducing system was named as Virtual Acoustic Field Simulation System II (V AFSS II).

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A Study on the Transaural Filter Implementation for 5.1 Channel Speaker System (5.1채널 스피커 시스템에서 트랜스오럴 필터 구현에 관한 연구)

  • 최갑근;방승범;김순협;정완섭
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.3
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    • pp.245-255
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    • 2002
  • This thesis deals a method to deliver more realistic sound by cancelling the cross-talk which is inherent to the 5.1 channel speaker system. The acoustical model for cross-talk cancellation is the free field model. This model minimizes distortion of sound. I used the bark scale sound quality compensation which based on psycho-acoustic. For the surround channels, band-limited sound quality compensation is performed in the frequency domain. I also performed the sound quality assessment test on the traditional 2 channel stereo and 5.1 channel system. This test is performed in the test chamber which satisfies the ITU-R specifications. I uses the IACC (Inter-Aural Cross-Correlation) to determine the preferences of the amateur and the golden ear experts to asses the trans-aural filter. According to the result from the proposed method, I got more the 38 dB separation rates with the Dolby standard speaker array. The results on the diffusion by the subjective test with the experts shows 0.4 point increased then before.

A Study on the Implementation of Realistic Sound Through Cross-Talk Cancellation (크로스토크 제거를 통한 입체 음향 구현에 관한 연구)

  • 김학진
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.2
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    • pp.99-108
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    • 2004
  • This thesis deals a method to deliver more realistic sound by cancelling the cross-talk which is inherent to the 5.1 channel speaker system. The acoustical model for cross-talk cancellation is the free field model. This model minimizes distortion of sound. I used the bark scale sound quality compensation which based on psycho-acoustic. For the surround channels, band-limited sound quality compensation is performed in the frequency domain. I also performed the sound quality assessment test on the traditional 2 channel stereo and 5.1 channel system. This test is performed in the test chamber which satisfies the ITU-R specifications. I uses the IACC(Inter-Aural Cross-Correlation) to determine the preferences of the amateur and the golden ear experts to asses the trans-aural filter. According to the result from the proposed method, I got more the 38㏈ separation rates with the Dolby standard speaker array. The results on the diffusion by the subjective test with the experts shows 0.4 point increased then before.