• Title/Summary/Keyword: 3D Audio

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Collaborative Authoring System using 3D Spatio-Temporal Space (삼차원 시.공간을 이용하는 프레젠테이션 공동저작 시스템)

  • 이도형;성미영
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.623-634
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    • 2003
  • In this paper, we propose a collaborative multimedia authoring system. Our authoring system represents a multimedia presentation in a 3D coordinate system. One axis represents the traditional timeline information (T-zone), and the other two axes represent spatial coordinates (XY-zone). Our system represents a visual media objects as a 3D parallelepipeds and audio media objects as cylinders. This interface allows for simultaneous authoring and manipulation of both the temporal and the spatial aspects of a presentation. Using our system, users can design multimedia presentations collaboratively in the unified spatio-temporal space while freely traversing the spatial domain and the temporal domain without changing the context of authoring. In addition, we suggest an efficient mechanism of concurrency control for shared objects generated by our collaborative writing system. The mechanism is mainly based on the user awareness, the multiple versions, and the access permission of shared objects. Our concurrency control mechanism is designed to keep data consistency by minimizing the collision due to the delay or the failure of network communication and to allow maximum responsiveness for users using optimistic concurrency control. Also, the mechanism maximize the responsiveness by refining the locking granularity and applying different concurrency control mechanisms to each.

Quasi-breath-hold (QBH) Biofeedback in Gated 3D Thoracic MRI: Feasibility Study (게이트 흉부자기 공명 영상법과 함께 사용할 수 있는 의사호흡정지(QBH) 바이오 피드백)

  • Kim, Taeho;Pooley, Robert;Lee, Danny;Keall, Paul;Lee, Rena;Kim, Siyong
    • Progress in Medical Physics
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    • v.25 no.2
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    • pp.72-78
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    • 2014
  • The aim of the study is to test a hypothesis that quasi-breath-hold (QBH) biofeedback improves the residual respiratory motion management in gated 3D thoracic MR imaging, reducing respiratory motion artifacts with insignificant acquisition time alteration. To test the hypothesis five healthy human subjects underwent two gated MR imaging studies based on a T2 weighted SPACE MR pulse sequence using a respiratory navigator of a 3T Siemens MRI: one under free breathing and the other under QBH biofeedback breathing. The QBH biofeedback system utilized the external marker position on the abdomen obtained with an RPM system (Real-time Position Management, Varian) to audio-visually guide a human subject for 2s breath-hold at 90% exhalation position in each respiratory cycle. The improvement in the upper liver breath-hold motion reproducibility within the gating window using the QBH biofeedback system has been assessed for a group of volunteers. We assessed the residual respiratory motion management within the gating window and respiratory motion artifacts in 3D thoracic MRI both with/without QBH biofeedback. In addition, the RMSE (root mean square error) of abdominal displacement has been investigated. The QBH biofeedback reduced the residual upper liver motion within the gating window during MR acquisitions (~6 minutes) compared to that for free breathing, resulting in the reduction of respiratory motion artifacts in lung and liver of gated 3D thoracic MR images. The abdominal motion reduction in the gated window was consistent with the residual motion reduction of the diaphragm with QBH biofeedback. Consequently, average RMSE (root mean square error) of abdominal displacement obtained from the RPM has been also reduced from 2.0 mm of free breathing to 0.7 mm of QBH biofeedback breathing over the entire cycle (67% reduction, p-value=0.02) and from 1.7 mm of free breathing to 0.7 mm of QBH biofeedback breathing in the gated window (58% reduction, p-value=0.14). The average baseline drift obtained using a linear fit was reduced from 5.5 mm/min with free breathing to 0.6 mm/min (89% reduction, p-value=0.017) with QBH biofeedback. The study demonstrated that the QBH biofeedback improved the upper liver breath-hold motion reproducibility during the gated 3D thoracic MR imaging. This system can provide clinically applicable motion management of the internal anatomy for gated medical imaging as well as gated radiotherapy.

A novel energy-efficient bridgeless boost AC to DC converter (효율을 고려한 새로운 AC/DC 컨버터)

  • Yoon, Kyoung-Kuk;Kim, Seong-Hwan;Kim, Deok-Ki
    • Journal of Advanced Marine Engineering and Technology
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    • v.40 no.3
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    • pp.223-227
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    • 2016
  • Power supplies make the load compatible with its power source. DC power supplies are extensively used with most electrical and electronic appliances such as computers, television, and audio sets. The presence of non-linear loads results in a low power factor and higher harmonics in the power system. Several techniques for power-factor correction and harmonic reduction have been reported in the literature. This paper proposes a bridgeless boost converter that improves the power factor and reduces the harmonic content in input line currents as compared to full-bridge rectifiers. This bridgeless boost converter eliminates the need of a line-voltage bridge rectifier in conventional boost converter and thereby reduces conduction losses. The effectiveness of the proposed scheme is verified by computer simulations by using the PSIM software.

A 10b 25MS/s $0.8mm^2$ 4.8mW 0.13um CMOS ADC for Digital Multimedia Broadcasting applications (DMB 응용을 위한 10b 25MS/s $0.8mm^2$ 4.8mW 0.13um CMOS A/D 변환기)

  • Cho, Young-Jae;Kim, Yong-Woo;Lee, Seung-Hoon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.11 s.353
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    • pp.37-47
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    • 2006
  • This work proposes a 10b 25MS/s $0.8mm^2$ 4.8mW 0.13um CMOS A/D Converter (ADC) for high-performance wireless communication systems such as DVB, DAB and DMB simultaneously requiring low voltage, low power, and small area. A two-stage pipeline architecture minimizes the overall chip area and power dissipation of the proposed ADC at the target resolution and sampling rate while switched-bias power reduction techniques reduce the power consumption of analog amplifiers. A low-power sample-and-hold amplifier maintains 10b resolution for input frequencies up to 60MHz based on a single-stage amplifier and nominal CMOS sampling switches using low threshold-voltage transistors. A signal insensitive 3-D fully symmetric layout reduces the capacitor and device mismatch of a multiplying D/A converter while low-noise reference currents and voltages are implemented on chip with optional off-chip voltage references. The employed down-sampling clock signal selects the sampling rate of 25MS/s or 10MS/s with a reduced power depending on applications. The prototype ADC in a 0.13um 1P8M CMOS technology demonstrates the measured DNL and INL within 0.42LSB and 0.91LSB and shows a maximum SNDR and SFDR of 56dB and 65dB at all sampling frequencies up to 2SMS/s, respectively. The ADC with an active die area if $0.8mm^2$ consumes 4.8mW at 25MS/s and 2.4mW at 10MS/s at a 1.2V supply.

A Sound Externalization Method for Realistic Audio Rendering in a Headphone Listening Environment (헤드폰 청취환경에서의 실감 오디오 재현을 위한 음상 외재화 기법)

  • Kim, Yong-Guk;Chun, Chan-Jun;Kim, Hong-Kook;Lee, Yong-Ju;Jang, Dae-Young;Kang, Kyeong-Ok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.5
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    • pp.1-8
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    • 2010
  • In this paper, a sound externalization method is proposed for out-of-the-head localization in a headphone listening environment. In order to reduce timbre distortion by the conventional methods using a measured a head-related transfer function (HRTF) or early reflections, the proposed method integrates a model-based HRTF with reverberation. In addition, for improving frontal externalization performance, techniques such as decorrelation and spectral notch filtering are included. To evaluate the performance of the proposed externalization method, subjective listening tests are conducted by using different types of sound sources such as white noise, sound effects, speech, and music. It is shown from the test results that the proposed externalization method can localize sound sources farther away from out of the head than the conventional method.

Yoga of Consilience through Immersive Sound Experience (실감음향 체험을 통한 통섭의 요가)

  • Hyon, Jinoh
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.643-651
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    • 2021
  • Most people acquire information visually. Screens of computers, smart phones, etc. constantly stimulate people's eyes, increasing fatigue. In this social phenomenon, the realistic and rich sound of the 21st century's state-of-art sound system can affect people's bodies and minds in various ways. Through sound, human beings are given space to calm and observe themselves. The purpose of this paper is to introduce immersive yoga training based on 3D sound conducted together by ALgruppe & Rory's PranaLab and to promote the understanding of immersive audio system. As a result, people, experienced immersive yoga, not only enjoy the effect of sound, but also receive a powerful energy that gives them a sense of inner self-awareness. This is a response to multidisciplinary exchange required by the knowledge of modern society, and at the same time, informs the possibility of new cultural contents.

Sound System Design and Characteristic Analysis based on Power Line Communication (전력선통신 기반 음향 시스템 설계 및 특성 분석)

  • Kim, Kwan-Kyu;Yeom, Keong-Tae;Kim, Kwan-Woong;Kim, Yong-Kab
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.1-7
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    • 2008
  • The paper is to solve the problem of existing sound system, which has difficulties of system organization and the increase of additional install cost and unfriendly interior. To solve the existing system, we drew the new sound system based on PLC and studied it. A transmitter and a receiver were designed using the PLC chip INT5500CS. Sound system was configured with a CD player that sound signals are sent from the transmitter and a speaker connected to the receiver. For analysis of characteristics of this system, a USBPre external sound card and Smaart Live 5 which is a PC-based sound measuring program were added. As a result of our experiment, the measured signal level is $2{\sim}3$[dB] lower than reference signal, latency is 16.69[ms] and the specific character of coherency is bad in high frequency band. Otherwise, this system transmits and receives signals over 90[%] in good condition as a result of measuring pink noise, frequency(1kHz), and phase, magnitude. In view of the result so far achieved, the system designed our team has excellent performance, it resolves defect of existing audio signal transmition system.

A Study on the Phobia Treatment Using 3D Virtual Reality System (3D 가상환경시스템 이용한 공포증 치료에 대한 연구)

  • Paek Seung-Eun
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.45-55
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    • 2002
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Study on Residual Hearing of Hearing Impaired Children (고도난청아(高度難聽兒)에 대(對)한 잔존청력(殘存聽力))

  • Rhee, Kyu-Shik;Kim, Doo-Hie
    • Journal of Preventive Medicine and Public Health
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    • v.6 no.1
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    • pp.51-63
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    • 1973
  • This paper illustrate residual hearing and socio-medical background on the hearing impaired children, 207 comming to Deaf School. attached to Hankuk Social Work College, Taegu, Korea. The survey was performed through interview with their parents and testing by diagnostic audio-meter (TRIO, AS 105 type) at soundproof room from March 10, to November 28, 1973. The results obtained were as follows. 1) The attendance rate of the compulsory primary school was markedly lower tendency in female than male according to directly proportional to prevalence rate of deafness among them. If was showed the deeper gap in the more superior school (middle and high school). 2) Who entered at the suitable age to each school (six years old to primary school, 12 years to middle and 15 years to high) was 11.3%. And who were enrolled in school age to each school (6-11 years for primary. 12-14 years for middle and 15-17 years for high) was 45.9% (43.7% in male, 50.0% in female). 3) As causative disease, congenital case, were 23.6% included of 13.5% of heredity and 10.1% of troubles during pregnancy; the total acquired cases were 47.9%, it was classified as 11.6% of convulsion from any other diseases, 7.7% of measles, 7.7% of other febrile diseases, 3.4% of drug (the most of streptomycin) intoxication, 2.4% of meningitis, 1.5% of epidemic encephalitis and 31.3% of other diseases; and unknown cases were 28.5%. 4) 31.4% of who included congenital cases lost their hearing within six months old, 11.6% in 6-11 months. 9.7% in 1-2 years old and 14.0% in 2-3years old. Consequently we obtained that the most cases 90.0% were lost their hearing within 3 years after birth. 5) According to qualities of hearing leases the most of cases were perceptive, 197(97.5%), only two cases were conductive, and eight cases were mixed. 6) The status of residual hearing according to average grade of hearing loss. $B(=\frac{a+2b+c}{4}$ as table 13) were as follows. Two cases were normal (one was mute and another was severe speach disorder). Ten cases, moderate. Moderately severe cases were 40 (19.3%). Severe cases, 38(18.4%). Scale out, profound cases, 48 (23.3%). And impossible testing cases because that were infantile or had some mental disorder were 69 (33.3%). 7) The using rate of hearing aides was only 12.0%. Among them who had some more residual hearing and could showed hearing effect with hearing aide have used more many proportionary but who were difficult to expect that effect were rare.

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