• Title/Summary/Keyword: 3-D MUSIC

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Adaptive TCX Windowing Technology for Unified Structure MPEG-D USAC

  • Lee, Tae-Jin;Beack, Seung-Kwon;Kang, Kyeong-Ok;Kim, Whan-Woo
    • ETRI Journal
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    • v.34 no.3
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    • pp.474-477
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    • 2012
  • The MPEG-D unified speech and audio coding (USAC) standardization process was initiated by MPEG to develop an audio codec that is able to provide consistent quality for mixed speech and music contents. The current USAC reference model structure consists of frequency domain (FD) and linear prediction domain (LPD) core modules and is controlled using a signal classifier tool. In this letter, we propose an LPD single-mode USAC structure using an adaptive widowing-based transform-coded excitation module. We tested our system using official test items for all mono-evaluation modes. The results of the experiment show that the objective and subjective performances of the proposed single-mode USAC system are better than those of the FD/LPD dual-mode USAC system.

Analysis on Indoor Noise Condition of Cafeteria in University Campus (대학교 학생식당의 소음저감을 위한 실내소음 실태분석)

  • Choi, Yoon-Jung;Lee, Seon-A;Kim, Hye-Kyeong
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.05a
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    • pp.85-88
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    • 2007
  • This research is a case study for improving the sound environmental quality of cafeteria in university campus. The purpose of the study is to investigate the present condition of physical level, type, and source of indoor noise by comparison with a restaurant near campus. Methods were field survey with measurement on equivalent and instant noise level and observation on noise type, and questionnaire survey to 60 students users. Surveys were carried out in the 8th and the 14th of December 2005. The results are as follows. 1) Indoor noise levels of the cafeteria were measured as $67.2{\sim}76.6$(average 73.3) dB(A)Leq5min and $60.3{\sim}90.5$(average 71.2) dB(A), but noise levels of the restaurant were $61.6{\sim}70.4$(average 66.9) dB(A)Leq5min and $59.8{\sim}70.6$(average 64.9) dB(A). 2) The users's responses on major noise type were 'noise by handling equipment and tableware', 'noise by moving chairs', and 'taking noise' in cafeteria, but 'taking noise' and 'background music' in restaurant. 3) It was found that the differences of indoor noise condition between with 2 subjects were caused by finishing materials, kitchen division type, and furniture type.

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Maximum Power Waveform Design for Bistatic MIMO Radar System

  • Shin, Hyuksoo;Yeo, Kwang-Goo;Yang, Hoongee;Chung, Youngseek;Kim, Jongman;Chung, Wonzoo
    • IEIE Transactions on Smart Processing and Computing
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    • v.3 no.4
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    • pp.167-172
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    • 2014
  • In this paper we propose a waveform design algorithm that localizes the maximum output power in the target direction. We extend existing monostatic radar optimal waveform design schemes to bistatic multiple-input multiple-output (MIMO) radar systems. The algorithm simultaneously calculates the direction of departure (DoD) and the direction of arrival (DoA) using a two-dimensional multiple signal classification (MUSIC) method, and successfully localizes the maximum transmitted power to the target locations by exploiting the calculated DoD. The simulation results confirm the performance of the proposed algorithm.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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Characteristics of digital contents related to Korean traditional music (국악을 소재로 한 디지털 콘텐츠의 특징)

  • Son, Ju-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.531-534
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    • 2022
  • 최근 국악계가 지향하는 국악의 발전 방향은 국악의 대중화 및 현대화에 초점이 맞춰져있다. 이에 국악인들은 창작 국악, 크로스 오버 국악 등의 새로운 국악을 연주하는 공연을 진행해오고 있으나 타 분야의 기술 융합을 통한 국악 관련 콘텐츠 개발의 측면에서 제작된 디지털 콘텐츠들은 두각을 드러내지 못했다. 다수의 선행연구에서는 국악 소재 디지털 콘텐츠에 관한 학술적 연구가 미미하다고 언급하며 이에 대한 연구의 필요성을 강조했다. 이에 따라 본 연구는 국악 소재 디지털 콘텐츠의 특징에 관한 사례연구를 진행했다. 사례조사 범위는 국내 스마트폰 보급이 본격화 된 2009년부터 2022년까지로 설정하여 해당 자료를 수집했다. 본 연구의 분석기준은 사례를 크게 콘텐츠의 기능적 측면과 내용적 측면으로 나누어 국악과의 연계성을 분석하는 데에 집중했다. 연구 결과 팬데믹으로 인한 언택트 형태의 온라인 국악 교육 콘텐츠가 주를 이루었고, 정보 콘텐츠와 교육 콘텐츠의 사례가 모두 이에 해당했다. 공연 콘텐츠는 LED 기술을 사용한 의상을 입은 퍼포먼스형 공연의 형태와 3D 미디어 아트가 주가 되는 음악회의 형태가 있고, 오락 콘텐츠는 리듬 게임과 스토리텔링형 게임으로 나눌 수 있었다. 본 연구는 선행연구에서 언급한 국악 콘텐츠 연구의 한계점을 해소하고자 수집한 자료를 본 연구의 분석 기준에 적용하여 특징을 도출하는 데에 그치지 않고 더 나아가 향후 국악 소재 디지털 콘텐츠가 개발되어야 할 방향을 제안했다는 점에서 연구의 의의를 지닌다. 또한 사례의 연도별 추이를 파악하였으므로 국악을 소재로 한 콘텐츠 제작 사례에 관한 연구를 진행하는 향후 연구자들에게 기초자료로서 도움이 될 것으로 사료된다.

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A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.111-116
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    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

An Efficient Algorithm for Localizing 3D Narrowband Multiple Sources (다중표적의 효과적인 3차원 위치추정 알고리듬)

  • Lee Chul-Mok;Lee Jong-Hwan;Lee Su-Hyung;Yun Kyung-Sik;Lee Kyun-Kyung
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.228-231
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    • 1999
  • 3차원 공간상의 표적의 위치는 방위각, 고각, 거리의 세가지요소로 나타내어 질 수 있다. 이 논문에서는 등각적 선배열 센서로 이루어진 3개의 부분센서배열을 이용한 3차원 표적의 위치추정 알고리듬을 제안하였다. 원거리 표적의 방위각 추정 알고리듬으로 근거리 표적의 방위각을 추정하면 추정된 방위각은 실제 근거리 표적의 방위각과 고각과 거리의 비선형 대수적 관계식으로 주어진다. 제안한 알고리듬은 3개의 부분센서배열에서 각각 표적을 원거리에 있다고 가정하고 원거리입체각을 추정하여 위의 대수적 관계식을 얻은 후 이들 관계식을 연립하여 실제 근거리 표적의 위치를 추정하였다. 다중표적의 경우 각각의 부분센서배열에서 추정한 원거리입체각이 어떤 표적에 대한 추정치인지 연관시켜주는 알고리듬이 필요하다. 이 논문에서는 추정한 원거리입체각의 모든 조합으로부터 3차원 MUSIC 스펙트럼값을 비교하여 그 중 표적의 개수만큼을 선별하여 다중표적의 위치를 추정하였다.

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Development of a music player that provides fanwork-design system and professional player functions easily for users (2차 창작기능과 사용자 자유도개선을 제공하는 음악 플레이어의 개발)

  • Lee, Heejun;Kim, Jinkwan
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.71-74
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    • 2017
  • 본 연구에서 제작한 음악 플레이어인 Symphony(이하 심포니)는 사용자의 음악적인 공감을 돕고, 그에 따른 음악을 기반으로 한 2차 창작의 접근성과 자유도를 높여주는 기능을 포함하는 복합적인 프로그램이다. 기존 플레이어는 음원의 유통과 선별적 재생에만 초점을 두는 경향이 있는데, 심포니는 음악 플레이어의 개념을 사용자 입장에서 확장하여 가사 시스템, 춤 시스템, 플레이어 스킨, 사운드 비주얼라이저, DSP 설정 및 실시간 DSP 스크립팅 등을 추가하거나 개선하였다.

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The effect of a slat ceiling on the acoustics of a small performance space (슬랫천장이 소규모실의 음향에 미치는 영향)

  • Oh, Yedam;Lee, Hyojin;Jeong, Daeup
    • The Journal of the Acoustical Society of Korea
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    • v.37 no.5
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    • pp.363-368
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    • 2018
  • Recently a slat type ceiling is widely used in various spaces, such as music performance spaces and concourse of airport and a general reception area of a building. However, it is hard to find a proper design guideline or material useful in designing such spaces, due to the lack of relevant researches on the effect of a slat ceiling on room acoustics. The present work investigated the effect of a slat type ceiling using a physical scale model method. A 1/20 scale model of a small shoe-box type music performance hall was built and a slat ceiling with different configurations was installed. 6 cases of different ceiling configurations were considered with the combination of 2 slat ceiling height cases and 3 distance cases between slats. The effect of a slat ceiling on the acoustics of a room was evaluated by measuring reverberance($T_{30}$), intelligibility and clarity($D_{50}$ and $C_{80}$), and loudness(G and $G_{80}$).

Towards Low Complexity Model for Audio Event Detection

  • Saleem, Muhammad;Shah, Syed Muhammad Shehram;Saba, Erum;Pirzada, Nasrullah;Ahmed, Masood
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.175-182
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    • 2022
  • In our daily life, we come across different types of information, for example in the format of multimedia and text. We all need different types of information for our common routines as watching/reading the news, listening to the radio, and watching different types of videos. However, sometimes we could run into problems when a certain type of information is required. For example, someone is listening to the radio and wants to listen to jazz, and unfortunately, all the radio channels play pop music mixed with advertisements. The listener gets stuck with pop music and gives up searching for jazz. So, the above example can be solved with an automatic audio classification system. Deep Learning (DL) models could make human life easy by using audio classifications, but it is expensive and difficult to deploy such models at edge devices like nano BLE sense raspberry pi, because these models require huge computational power like graphics processing unit (G.P.U), to solve the problem, we proposed DL model. In our proposed work, we had gone for a low complexity model for Audio Event Detection (AED), we extracted Mel-spectrograms of dimension 128×431×1 from audio signals and applied normalization. A total of 3 data augmentation methods were applied as follows: frequency masking, time masking, and mixup. In addition, we designed Convolutional Neural Network (CNN) with spatial dropout, batch normalization, and separable 2D inspired by VGGnet [1]. In addition, we reduced the model size by using model quantization of float16 to the trained model. Experiments were conducted on the updated dataset provided by the Detection and Classification of Acoustic Events and Scenes (DCASE) 2020 challenge. We confirm that our model achieved a val_loss of 0.33 and an accuracy of 90.34% within the 132.50KB model size.