• Title/Summary/Keyword: 3D Audio

Search Result 210, Processing Time 0.023 seconds

'EVE-SoundTM' Toolkit for Interactive Sound in Virtual Environment (가상환경의 인터랙티브 사운드를 위한 'EVE-SoundTM' 툴킷)

  • Nam, Yang-Hee;Sung, Suk-Jeong
    • The KIPS Transactions:PartB
    • /
    • v.14B no.4
    • /
    • pp.273-280
    • /
    • 2007
  • This paper presents a new 3D sound toolkit called $EVE-Sound^{TM}$ that consists of pre-processing tool for environment simplification preserving sound effect and 3D sound API for real-time rendering. It is designed so that it can allow users to interact with complex 3D virtual environments by audio-visual modalities. $EVE-Sound^{TM}$ toolkit would serve two different types of users: high-level programmers who need an easy-to-use sound API for developing realistic 3D audio-visually rendered applications, and the researchers in 3D sound field who need to experiment with or develop new algorithms while not wanting to re-write all the required code from scratch. An interactive virtual environment application is created with the sound engine constructed using $EVE-Sound^{TM}$ toolkit, and it shows the real-time audio-visual rendering performance and the applicability of proposed $EVE-Sound^{TM}$ for building interactive applications with complex 3D environments.

Design of -60dB THD, 32ohm Load, 0.7Vrms Output Low Power CMOS class AB Stereo Audio Amplifier (-60dB THD, 32ohm load, 0.7Vrms 출력의 저전력 CMOS class AB Stereo Audio Amplifier 설계)

  • Kim, Ji-Hoon;Park, Sang-Hune;Park, Hong-June;Kim, Tae-Ho;Jung, Sun-Yeop
    • Proceedings of the IEEK Conference
    • /
    • 2005.11a
    • /
    • pp.905-908
    • /
    • 2005
  • 본 논문에서는 class AB opamp 를 채용한 384kHz differential PWM 신호를 입력으로 하는 2-channel stereo audio amplifier 블록을 공급전압 3.3V 조건에서 SMIC 0.18um thick oxide 기술을 이용하여 설계한다. 여기서 class AB opamp 는 공정 변화에 따른 quiescent current가 변하는 것을 최소화하기 위하여 adaptive load 를 사용하며, 전체적으로는 3 차 Butterworth lowpass filter 와 differential-to-single converter 로 구성된 2 개의 audio amplifier 와 출력전압이 ${\frac{1}{2}}Vdd$ 인 common output 블록으로 구성된다. 이러한 설계를 통하여 32ohm 의 저항 load 를 구동할 수 있는 -60dB THD, 전체 quiescent current 2mA 대인 CMOS class AB stereo audio amplifier 를 구현하였다.

  • PDF

A Robust Cross-talk Cancellation System For 3D Audio Using 2 Loudspeakers (2개의 Loudspeaker를 이용하는 3D Audio를 위한 Robust Cross-talk 제거기)

  • 오승수;김기만
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2000.10a
    • /
    • pp.455-458
    • /
    • 2000
  • 일반적으로 라우드 스피커를 이용한 3D 오디오에서의 크로스토크 제거는 "sweet spot"이라 부르는 청취자의 위치에 따라 성능이 크게 의존하는 것으로 알려져 있다. 따라서 머리의 움직임, 잔향, 머리모양의 차이 같은 혼란을 주는 요소에 강한 새로운 크로스토크 제거기가 제안되었는데 이는 스피커의 대칭 구조와 비대칭 구조 두 가지 스피커 구조를 합성하여 3개의 라우드 스피커가 필요한 구조로 되어있다. 본 논문은 3개의 스피커가 필요한 기존의 크로스토크 제거기 구조를 2개의 스피커만 사용하여 동등한 성능을 구현 할 수 있도록 하였다. 연구된 방법은 시뮬레이션을 통해 성능을 검증하였다.성능을 검증하였다.

  • PDF

Interaction between Object and Audio in Augmented Reality (증강현실에서 객체와 오디오의 상호작용)

  • Cho, Hyun-Wook;Lee, Jong-Keun;Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.12
    • /
    • pp.2705-2711
    • /
    • 2011
  • The recent development in multimedia technology such as audio technology needs high quality audio system. Especially, Real Audio Technology is to be developed to play realistic sound. To meet this demands, researches on 3-Dimensional Audio which provides realistic audio effect in virtual reality and augmented reality are conducted. In this paper, how to provide realistic audio effect by using better audio technologies in augmented reality was investigated. In the study, the movements of the 3-Dimensional model on the markers were used to provide the sense of reality in virtual and real world. Namely, the sound was modified according to the movement of the model. The change in distance and angle of the model affected the sound volume and the pitch.

A Study on Realistic Sound Reproduction for UHDTV (UHDTV를 위한 실감 오디오 재현 기술)

  • Jang, Daeyoung;Seo, Jeongil;Lee, Yong Ju;Yoo, Jae-Hyoun;Park, Taejin;Lee, Taejin
    • Journal of Broadcast Engineering
    • /
    • v.20 no.1
    • /
    • pp.68-81
    • /
    • 2015
  • Owing to the latest development of component and media processing technologies, UHDTV as a successor of the HDTV is expected that this will be coming soon realization. Accordingly, an audio technology that provides a 5.1-channel surround sound in home should be contemplating on what services should be provided with the advent of UHDTV era. In fact, however, the market of 5.1-channel audio is struggling, due to the difficulty of installation and maintenance of the multi speakers in a home. Meanwhile, the movie sound market for a long time been used in 5.1 and 7.1-channel sound formats, have changed as Dolby ATMOS, IOSONO, AURO3D etc. are launched one after another with the introduction of hybrid audio technologies that include the ceiling and object-based sounds. This very object-based audio technology is assured to be introduced in the home theater and broadcast audio market, and this change in audio technology is expected to be a breath of pioneering technological advances and market growth from the channel-based audio market that lacks flexibility. In this paper, we will investigate a suitable realistic audio solution for UHDTV, and introduce hybrid audio technologies, which is expected to be an audio technology for UHDTV, and we will describe the hybrid audio content format and reproduction methods in a home and consider the future prospects of realistic audio.

Design and Implementation of the low power and high quality audio encoder/decoder for voice synthesis (음성 합성용 저전력 고음질 부호기/복호기 설계 및 구현)

  • Park, Nho-Kyung;Park, Sang-Bong;Heo, Jeong-Hwa
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.13 no.6
    • /
    • pp.55-61
    • /
    • 2013
  • In this paper, we describe design and implementation of audio encoder/decoder for voice synthesis. It uses the encoding of difference value of successive samples instead of the original sample value. and has the compression ratio of 4. The function is verified by using FPGA and the performance is measured by the fabricated chip using $0.35{\mu}m$ standard CMOS process. The system clock is 16.384MHz. The measured THD+n is from -40dB to -80dB with frequency variation and the power consumption is about 80mW. It is suited for the mobile application of high audio quality and low power consumption.

A Digital Audio Watermark Using Wavelet Transform and Masking Effect (웨이브릿과 마스킹 효과를 이용한 디지털 오디오 워터마킹)

  • Hwang, Won-Young;Kang, Hwan-Il;Han, Seung-Soo;Kim, Kab-Il;Kang, Hwan-Soo
    • Proceedings of the IEEK Conference
    • /
    • 2003.11b
    • /
    • pp.243-246
    • /
    • 2003
  • In this paper, we propose a new digital audio watermarking technique with the wavelet transform. The watermark is embedded by eliminating unnecessary information of audio signal based on human auditory system (HAS). This algorithm is an audio watermarking method, which does not require any original audio information in watermark extraction process. In this paper, the masking effect is used for audio watermarking, that is, post-tempera] masking effect. We construct the window with the synchronization signal and we extract the best frame in the window by using the zero-crossing rate (ZCR) and the energy of the audio signal. The watermark may be extracted by using the correlation of the watermark signal and the portion of the frame. Experimental results show good robustness against MPEG1-layer3 compression and other common signal processing manipulations. All the attacks are made after the D/A/D conversion.

  • PDF

Real-time 3D Audio Downmixing System based on Sound Rendering for the Immersive Sound of Mobile Virtual Reality Applications

  • Hong, Dukki;Kwon, Hyuck-Joo;Kim, Cheong Ghil;Park, Woo-Chan
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.12 no.12
    • /
    • pp.5936-5954
    • /
    • 2018
  • Eight out of the top ten the largest technology companies in the world are involved in some way with the coming mobile VR revolution since Facebook acquired Oculus. This trend has allowed the technology related with mobile VR to achieve remarkable growth in both academic and industry. Therefore, the importance of reproducing the acoustic expression for users to experience more realistic is increasing because auditory cues can enhance the perception of the complicated surrounding environment without the visual system in VR. This paper presents a audio downmixing system for auralization based on hardware, a stage of sound rendering pipelines that can reproduce realiy-like sound but requires high computation costs. The proposed system is verified through an FPGA platform with the special focus on hardware architectural designs for low power and real-time. The results show that the proposed system on an FPGA can downmix maximum 5 sources in real-time rate (52 FPS), with 382 mW low power consumptions. Furthermore, the generated 3D sound with the proposed system was verified with satisfactory results of sound quality via the user evaluation.

Adaptive Enhancement Algorithm of Perceptual Filter Using Variable Threshold (가변 임계값을 이용한 지각 필터의 적응적인 음질 개선 알고리즘)

  • 차형태
    • The Journal of the Acoustical Society of Korea
    • /
    • v.23 no.6
    • /
    • pp.446-453
    • /
    • 2004
  • In this paper, a new adaptive perceptual filter using variable threshold to enhance audio signals degraded by additively nonstationary noise is proposed. The adaptive perceptual filter updates variable threshold each time according to the power of signal and the effect of noise variation. So the noisy audio signal is enhanced by the method which controls a residual noise effectively. The proposed algorithm uses the perceptual filter which transforms a time domain signal into frequency domain and calculates an intensity energy and an excitation energy in bark domain. In this method. the stage updated the response of filter is decided by threshold. The proposed algorithm using vairable threshold effectively controls a residual noise using the energy difference of audio signals degraded by the additive nonstationary noise. The proposed method is tested with the noisy audio signals degraded by nonstationary noise at various signal -to-noise ratios (SNR). We carry out NMR and MOS test when the input SNR is 15dB. 20dB. 25dB and 30dB. An approximate improvement of 17.4dB. 15.3dB, 12.8dB. 9.8dB in NMR and enhancement of 2.9, 2.5, 2.3, 1.7 in MOS test is achieved with the input signals. respectively.

A New Robust Acoustic Crosstalk Cancellation Method with Sum and Difference Filter in 3D Audio System (3차원 오디오 시스템에서 합과 차 여파기를 이용한 새로운 광대억 간섭신호 제거 방법)

  • 김래훈;임준석;성굉모
    • The Journal of the Acoustical Society of Korea
    • /
    • v.20 no.4
    • /
    • pp.17-21
    • /
    • 2001
  • There are some methods to enhance the ‘sweet spot’in loudspeaker-based 3D audio systems. Most of them can be only applied to narrow frequency band inherently. In this paper, we introduce the more robust 3D sound reproduction system which has far wider robust bandwidth. The system applies a sum and difference filter to the conventional three loudspeaker-based one.

  • PDF