• Title/Summary/Keyword: 3-D sound

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A study on multichannel 3D sound rendering

  • Kim, Sun-Min;Park, Young-Jin
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.2-117
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    • 2001
  • In this paper, 3D sound rendering using multichannel speakers is studied. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two speakers in 3DD space. However, it is hard to implement the localization of virtual source at back/front and top/below positions because the HRTF of an individual is unique just like the fingerprint. Most of all, the HRTF is highly sensitive to the elevation change. Multichannel sound systems have mainly been used to reproduce the sound field picked up over a certain volume rather than at specific points. Moreover, multichannel speakers arranged in 3-D space produce a much better performance of ...

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3D Sound Diffusion Control Using Wavelets (웨이블릿을 이용한 입체음향의 확산감 제어)

  • 김익형;정의필
    • Journal of the Institute of Convergence Signal Processing
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    • v.4 no.4
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    • pp.23-29
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    • 2003
  • In this paper, we propose an idea for the improved 3-D sound system using conventional stereo headphones to obtain a better sound diffusion from the mono-sound recorded at an anechoic chamber. We use the HRTF(Head Related Transfer Function) for the sound localization and the wavelet filter bank with time delay for the sound diffusion. And we test the modified HRTF with the various sampling rate. We investigate the effects of the 3-D sound depending on the length of time delay at lowest frequency band. Also the correlation coefficient of the signals between the left channel and the right channel is measured to identify the sound diffusion. At last we obtain the diffusion sound using Cool Edit for reverberation.

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3-D Sound-Field Creation Implementing the Virtual Reality Ship Handling Simulator(II): Sound-Field Control (가상현실 선박조종 시뮬레이터 구현을 위한 3차원 음장 생성(II): 음장제어)

  • 임정빈
    • Journal of the Korean Institute of Navigation
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    • v.22 no.3
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    • pp.27-34
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    • 1998
  • The paper is the second part on the 3-D sound-field creation implementing the Virtual Reality Ship Handling Simyulator(VRSHS). As mentioned in the previous part Ⅰ, the spatial impression, which arose from reproduced 3-D sound-field , give natural sound environmental context to a listener. This spatial impression is due to the reverberation by reflections and ,is can be obtain by using Head-Related Transfer Function(HRTF). In this work, we foumulate early and late reverberation models of the HRTF's with theoretical control factors based on the sound-energy distribution in an irregularly shaped enclosures. Using the reverberation models, we report results from psychophysical tests used to asses the validity of the proposed 3-D soud-field control method.

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The Performance of Insulation of Noise by Air between Floors According to Structure Systems of Apartment (공동주택 구조형태별 층간 공기전달음 차단 성능)

  • Lee, Byung-Kwon
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.1152-1155
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    • 2007
  • Lately concerns about structure have been increased by advantages of floor impact noise, poilitical induction and changeability. Hence, Flat Plate Structure has been constructed increasingly. This study shows the comparison of the performance of sound insulation of Flat Plate Structure System and the existing Wall Structure. For this study, taking the same level organization of Daelim Architectural Environmental Research Center, I found the performance of sound insulation between the upper and lower floors about Wall Structure and Flat Plate Structure. Consequently, the performance of sound insulation between upper and lower floors of Flat Plate Structure was 3-5dB higher was approximately 3-5dB higher than one of Wall Structure. Especially, the performance of sound insulation on the upper floor was 1-3dB higher than on the lower floor. In addition, as the result of comparing radiation sound which radiates from the wall of lower floors with each structure system, Flat Plate Structure was about 4dB higher with Rw than Wall Structure. As we see totally, the performance of sound insulation of Flat Plate Structure is highter than one of the Wall Structure. It is 3-5dB higher and the main reason for this result depends on the existence of the wall which can radiate sound and nonexistence.

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Prediction and Reduction of Alarm Sound Propagated through Elevator Shaft (엘리베이터 샤프트를 통한 경보음 전달 예측과 개선)

  • Jeong, Jeong-Ho
    • Fire Science and Engineering
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    • v.33 no.4
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    • pp.89-96
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    • 2019
  • In this study, alarm sound generated as a priority alert system propagation through an elevator shaft in apartment buildings were simulated using room acoustic simulation software. The simulations were conducted on three kinds of elevator hall plan with a different number of elevators and placement. First, the elevator shaft without sound absorption material was simulated as a condition of the present. When the distance from the alarm sound generating floor became farther, alarm sound level was decreased. However, the alarm sound level three-floor distance was about 54 dB(A)~56 dB(A) which were louder than a background sound level of typical apartment buildings. Sound absorption material placement proposed by previous studies were simulated and the alarm sound levels were decreased about 12 dB~16 dB. These levels were similar or lower than the background level of apartment buildings. From these results, it can be concluded that placing sound absorption material on the surface of the elevator shaft wall can be one of the methods to control the alarm sound as regulated in NFSC.

Low Power DSP Implementation of 3D Sound Localization

  • Sakamoto, Noriaki;Kobayashi, Wataru;Onoye, Takao;Shirakawa, Isao
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.253-256
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    • 2000
  • This paper describes a DSP implementation of a real-time 3D sound localization algorithm with the use of a low power embedded DSP. A distinctive feature of this implementation is that the audible frequency band is divided into three, in accordance with the sound reflection and diffraction phenomena through different media from a certain sound source to human ears, and then in each subband a specific implementation procedure of the 3D sound localization is devised so as to operate real-time at a low frequency of 50MHz on a 16bit fixed-point DSP. Thus out DSP implementation can provide a listener with 3D sound effects through a headphone at low cost and low power consumption.

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3D Acoustic Image Localization Algorithm by Embedded DSP

  • Kobayshi, Wataru;Sakamoto, Noriaki;Onoye, Takao;Shirakawa, Isao
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.264-267
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    • 2000
  • This paper describes a real-time 3D sound localization algorithm to be implemented with the use of a Bow power embedded DSP. This algorithm first divides the audible frequency band into three, on the basis of the analysis of the sound reflection and diffraction effects through different media from a certain sound source to human ears, and then in each subband a specific procedure is devised fur the 3D sound localization so as to operate real-time on a low power embedded DSP This algorithm aims at providing a listener with the 3D sound effects through a headphone at low cost and low power consumption.

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Sound Absorption Coefficient and Sound Transmission Loss of Rice Hull Mat

  • Kang, Chun-Won;Lee, Nam-Ho;Jang, Sang-Sik;Kang, Ho-Yang
    • Journal of the Korean Wood Science and Technology
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    • v.47 no.3
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    • pp.290-298
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    • 2019
  • The sound absorption coefficient and transmission loss of several types of rice hull mats with varying apparent densities and thicknesses are estimated in this paper using the transfer function and matrix methods, respectively, to evaluate the possibility of using rice hull as an acoustic construction material. The mean sound absorption rates of 10-cm-thick rice hull mats with target densities of $0.10g/cm^3$, $0.12g/cm^3$, and $0.14g/cm^3$ were 0.91, 0.92, and 0.95, respectively, while those of the 1-cm-thick plywood attached to the back of the rice hulls were 0.90, 0.92, and 0.92, respectively. The means of the sound transmission loss of the 10 cm-thick rice hull mats with the target densities of $0.10g/cm^3$, $0.12g/cm^3$, and $0.14g/cm^3$ were 7.66 dB, 10.49 dB, and 14.14 dB, respectively, while those of the 1 cm-thick plywood attached to the back of the rice hulls were 33.34 dB, 36.72 dB, and 38.95 dB, respectively. In conclusion, a rice hull mat could be used as acoustic construction materials because of its high sound absorption coefficient and sound transmission loss.

Improvement of 3D Sound Using Psychoacoustic Characteristics (인간의 청각 특성을 이용한 입체음향의 방향감 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.5
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    • pp.255-264
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    • 2011
  • The Head Related Transfer Function (HRTF) means a process related to acoustic transmission from 3d space to the listener's ear. In other words, it contains the information that human can perceive locations of sound sources. So, we make virtual 3d sound using HRTF, despite it doesn't actually exist. But, it can deteriorate some three-dimensional effect by the confusion between front and back directions due to the non-individual HRTF depending on each listener. In this paper, we proposed the new algorithm to reduce the confusion of sound image localization using human's acoustic characteristics. The frequency spectrum and global masking threshold of 3d sounds using HRTF are used to calculate the psychoacoustical differences among each directions. And perceptible cues in each critical band are boosted to create effective 3d sound. As a result, we can make the improved 3d sound, and the performances are much better than conventional methods.

Improvement of Head Related Transfer Function to Create Realistic 3D Sound (현실감있는 입체음향 생성을 위한 머리전달함수의 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.3
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    • pp.381-386
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    • 2008
  • Virtual 3D audio methods that create 3D sound effects are researched highly for multimedia devices using 2 speakers or headphone. The most typical method to create 3D effects is a technology through use of head related transfer function (HRTF) which contains the information that sound arrives from a sound source to the ears of the listener. But it can decline some 3D effects by cone of 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 creates realistic 3D audio. In order to improve 3D sound, we calculate the excitation energy of each symmetric HRTF and extract the ratio of energy of each bark range. Informal listening tests show that the proposed method improves the front-bach sound localization characteristics much better than the conventional methods.