• Title/Summary/Keyword: 청각음향

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Transportation noise annoyance in a simulated environment (가상의 음 재현 환경에서의 교통소음에 대한 주관적 반응)

  • Kim J.;Lim C. W.;Jeong W.;Hong J.;Lee S.;Jeung W.
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.225-228
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    • 2004
  • 환경소음에 관한 연구는 주로 소음노출지역에 대한 소음 측정 및 사회적 조사(Social Survey)를 토대로 이루어 졌다. 이는 장기간 소음에 노출된 사람에 대한 소음평가의 수단뿐만 아니라 소음관련 법안 제정에 있어서 규제치를 결정하는 기준으로도 사용될 수 있다. 이에 반하여 본 논문에서는 소음에 대한 순간적인 반응 즉, 짧은 순간의 소음노출에 대한 주관적 반응을 알아보고자 하였으며, 방법적 측면(Methodology)에서의 제약으로 인하여 가상의 음 재현장치의 구성을 통하여 일반인을 대상으로 청감반응실험을 할 수밖에 없다. 먼저 항공기, 기차, 자동차 소음의 샘플을 녹음하여 일련의 신호처리 과정을 통하여 청감반응실험에 사용될 음원을 만들고, 청력검사를 통하여 청각에 이상이 있다고 판단되는 피검자의 데이터는 배제시킨 후 실험을 행하였다. 이러한 청감반응실험을 통하여 소음원의 종류, 성별, 연령, 소음 민감도 등에 따라 소음에 대한 성가심, 불쾌감의 정도는 다르게 나타남을 알 수 있었다.

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Selective Quantization Based on Band Property for Wideband Signal Codec (광대역 신호 압축기를 위한 주파수 대역 특성에 선택적인 양자화 방법)

  • 송재종;박호종;김무영;김도석;김정수
    • The Journal of the Acoustical Society of Korea
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    • v.20 no.7
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    • pp.76-82
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    • 2001
  • In this paper, a novel quantization method for wideband signal codec with 7 kHz bandwidth is proposed. In the transform-based wideband signal codecs, the signal is transformed to frequency domain and the spectral coefficients in each frequency band are quantized based on human perceptual model, followed by Huffman coding. However, the property of each band varies with frequency, and the codec has poor performance when all bands are quantized with the same method. Therefore, a selective quantization method is proposed, which analyzes the band property and selects the quantization domain between frequency domain and time domain based on the quantization efficiency. It is confirmed that the proposed method has better performance than the quantizer of G722.1 codec.

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Sign Language Transformation System based on a Morpheme Analysis (형태소분석에 기초한 수화영상변환시스템에 관한 연구)

  • Lee, Yong-Dong;Kim, Hyoung-Geun;Jeong, Woon-Dal
    • The Journal of the Acoustical Society of Korea
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    • v.15 no.6
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    • pp.90-98
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    • 1996
  • In this paper we have proposed the sign language transformation system for deaf based on a morpheme analysis. The proposed system extracts phoneme components and connection informations of the input character sequence by using a morpheme analysis. And then the sign image obtained by component analysis is correctly and automatically generated through the sign image database. For the effective sign language transformation, the language description dictionary which consists of a morpheme analysis part for analysis of input character sequence and sign language description part for reference of sign language pattern is costructed. To avoid the duplicating sign language pattern, the pattern is classified a basic, a compound and a similar sign word. The computer simulation shows the usefulness of the proposed system.

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Improvement of front/back Sound Localization Characteristics using Psychoacoustics of Head Related Transfer Function (머리전달함수의 심리음향적 특성을 이용한 전/후 음상정위 특성 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.448-457
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    • 2006
  • HRTF DB, including the information of the sounds which is arrived to our ears, is generally used to make a 3D sound. But it can decline some three-dimensional effects by the confusion between front and back directions due to the non-individual HRTF depending on each listener. In this paper, we propose a new method to use psychoacoustic theory that reduces the confusion of sound image localization. And we make use of an excitation energy by the sense of hearing. This method is brought HRTF spectrum characteristics into relief to draw out the energy ratio about the bark band. Informal listening tests show that the proposed method improves the front-back sound localization characteristics much better than the conventional methods.

A Study on the Specifications of the Audible Tones of the Switching System for the Telephone Service (교환기 가청신호음에 관한 고찰)

  • Lee, Hui-Jeong;Won, Dong-Ho;Kim, Byeong-Chan
    • The Journal of the Acoustical Society of Korea
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    • v.6 no.1
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    • pp.58-65
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    • 1987
  • The audible tones of switching system employed in the country at present do not only disagree with CCITT Recommendation Q35, but also are different in the specifications and the sense of hearing. Such a discord with the specifications and the sense of hearing causes a subscriber and an operator to confuse. In this paper characteristics of the sense of hearing of them and the accuracy of tone specifications are studied and novel unified audible specifications are proposed. And it is showed that the digital tone generation of digital switching systems can be implemented readily, using a ROM.

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Introduction of Intelligent System Model for Safety Monitoring in a High Pressure Filling Station Based on Sound Analysis (음향 분석 기반 고압가스 충전시설 안전점검 지능 시스템 모델)

  • Kim, Seong-Joo
    • Journal of the Korean Institute of Gas
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    • v.21 no.2
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    • pp.58-63
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    • 2017
  • Currently, the safety monitoring process in a complex plant environment is proceeded by human. Sometimes, human error that may occur in a filed causes an severe problem. This paper introduces new method of safety monitoring system using sound information and fuzzy theory that is one of intelligent theories, in order to recognize the status of plant environment. In this paper, the filling station of high pressure gas will be used as a test plant. The result system will be widely applied for more complex plant environments.

An Endpoint Detection Algorithm for Noise Speech using Band Energy (대역에너지를 이용한 잡음음성의 끝점검출 알고리즘)

  • Park Ki-Sang;Suk Su-Young;Jung Ho-Youl;Chung Hyun-Yeol
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.91-94
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    • 2002
  • 음성인식 시스템의 실용화를 위해서 우선적으로 해결되어야 될 문제중 하나로 잡음환경하에서의 끝점검출을 들 수 있다. 잡음이 존재하지 않는 환경에서는 기존의 에너지 파라미터만으로도 어느정도 신뢰성있는 끝점 구간을 검출할 수 있으나 도심 소음과 같은 실제 잡음환경하에서는 대부분 좋지 않은 결과를 보인다. 본 논문에서는 도심환경의 배경잡음을 제거하는 방법으로 입력되는 음성에 대하여 주변소음에 의해 손상된 음성스펙트럼의 크기 성분만을 제거하는 전처리 기법인 Bark scale에 기반한 스펙트럼 차감법을 사용하고, 인간의 청각특성을 고려하여 음성의 주파수 대역을 3개의 대역으로 분리한 후, 대역별로 세밀한 에너지 문턱치값을 설정하여 음성의 끝점을 탐색하는 방법을 제안한다. 제안한 방법의 유효성을 확인하기 위해 실제 사무실 및 지하철역 등의 잡음환경하에서 녹음된 데이터베이스를 이용하여 끝점검출을 수행한 결과 기존의 에너지와 영교차율을 이용한 방법에 비해 평균 $46\%$의 오차율 감소와 대역에너지만을 사용한 경우에 비해 평균 $17\%$의 오차율 감소를 나타내어 제안한 방법의 유효성을 확인할 수 있었다.

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A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

Toward Cinema for All People -Barrier-free Films and Cultural Civil Rights ('더 많은' 모두를 위한 영화 -배리어프리 영상과 문화적 시민권)

  • Lee, Hwa-Jin
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.263-288
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    • 2019
  • Barrier-free films enhance accessibility to audiovisual image contents by providing specific information on screen and through sound so that people with vision or hearing loss can receive the same amount of information as those without disabilities and immerse themselves in the audiovisual images. This study pays attention to barrier-free audiovisual contents in relation to the cultural civil rights of people with vision or hearing loss in South Korea. While institutional efforts have been made in the 2010s to improve the access to audiovisual media of people with vision or hearing loss, the goal of enabling people with vision or hearing loss to fully enjoy all audiovisual contents at a level equal to the non-disabled has not yet been realized. Amid the lingering conflict between disabled groups and multiplexes that has lasted years, the global video streaming service Netflix has aggressively threatened the dominance of local multiplexes with the launch of its Korean service. As Netflix, which is subject to U.S. regulations guaranteeing the rights of people with vision or hearing loss, has produced original dramas and movies involving Korean production teams, the cultural civil rights discourse of the disabled has transitioned to the issue of the rights of cultural consumers crossing national borders in the era of globalization. Changes in the media environment raise the issue of civil rights guarantees in which disabled people enjoy the right to simultaneously watch movies and comment on movies by participating in a common discourse, equally with non-disabled people. The "right to be part of the audience for Korean cinema" for Korean deaf people, which has long been neglected, should also be considered as a cultural civil right that crosses the boundaries of language, nation and disabilities. This essay examines the current issues surrounding the right to cultural entertainment of people with vision or hearing loss in South Korea in conjunction with the contemporary trend of rapid changes in the media environment and the global spread of the movement for cultural civil rights of people with disabilities, and suggests the need for visual culture studies to take a serious step toward disability studies.