• 제목/요약/키워드: 3D sound

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도플러 효과를 이용한 실감 음향 분석 및 구현 (The Analysis and Implementation of Realistic Sound using Doppler Effect)

  • 임용민;임형준;허준석;박준영;도윤형;이강환
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 춘계학술대회
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    • pp.523-526
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    • 2017
  • 최근 3차원 가상현실에서의 몰입도를 높이기 위해 실감 음향 분야의 연구가 활발히 진행되고 있다. 일반적으로 현재의 가상현실에서 적용되는 실감 음향 생성 장치는 음원의 방위각과 위상에 대한 고려는 적용되어 있지만, 음향이 청자에게 다가오고 멀어질 때 발생하는 도플러 효과를 충분히 반영하고 있는 기술이 부족한 현실이다. 따라서 본 논문에서는 가상현실에서의 몰입감을 향상하기 위하여 입체음향 채널의 공간 회전축 스피커를 통해 도플러 효과가 더해진 3차원 입체 증감 음향을 제공하는 방법을 제안한다. 이를 위해 가상의 3차원 공간상에 위치하는 음원을 사용자가 있는 실제 공간에 대응시키고, 가상 음원의 위치에 따라 각각의 공간 회전축 스피커가 출력하는 출력량, 위상차 그리고 회전 각도를 조절해 3차원 실감 음향을 제공한다. 공간 회전축 스피커가 회전하면서 발생하는 회전음원의 자연적인 도플러 효과와 출력 음원의 주파수 변조를 통한 인위적인 도플러 효과가 더해져 청자에게 음원의 원근감을 더욱 사실적으로 느낄 수 있는 입체 증감 음향의 효과를 제공하게 된다.

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공간평가를 위한 피스톨음원의 적정성에 관한 연구 (A Study of Enemy Aptitude of Pistol Sound Source for Space Estimation)

  • 송장렬;김정중
    • 한국소음진동공학회논문집
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    • 제15권3호
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    • pp.320-328
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    • 2005
  • Last target of architectural acoustics is that people wish to convey voice effectively from the space adaptively in use purpose in building. But, how exactly through space sound (sound source) that wish to deliver from indoor can be passed method to do quantification and evaluate quantity of sound by method to serve indoor architectural acoustics estimation summer period and methods to estimate definition propose. This Study searches special quality of sound source about MLS signal that is occurred short-answer sound source (pistol sound source) and nondirectional speaker among indoor sound estimation method, and measure and analyzed reverberation time (RT60), definition (C80, D50) by regulation of each ISO 3382 in age place (classroom, hall, gymnasium). Analysis result and sound factor among could know that d of two sound sources converges in measurement error extent about reverberation time (RT60) of analysis incidental and sound factors and value shows change irregularly about sound factor of D50, C80, pistol sound source judged there is problem. Also, could know that problem is happened in deflection except reverberation time is in deflection analysis with wave that measure each in fixed distance in branch. Finally, when differ size of sound source and measure about change of sound pressure level in case measure sound pressure level giving difference about 10 dB, sound factor could know that there is no different effect.

음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구 (A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation)

  • 이준상;이임건
    • 한국컴퓨터정보학회논문지
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    • 제19권2호
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    • pp.57-65
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    • 2014
  • 3D 애니메이션에서 사운드 효과는 몰입감을 증대시키는 주요한 요인이다. 특히 사운드와 영상 사이의 상호작용은 의미의 전달을 극명하게 만드는 하나의 표현방식으로 영상제작에서 여러 가지 방식으로 응용된다. 사운드와 영상의 상호 작용 중에 아웃포커싱 기법은 실사 영상과 3D 애니메이션에서 많이 사용하는 기법으로 정지된 물체에 역동성을 가미할 수 있는 표현 방법이다. 그러나 실사촬영과는 달리 3D 애니메이션의 경우 뮤직비디오나 폭파 장면등에 아웃포커싱을 구현하는 것은 까다로운 작업이다. 더욱이 음원의 리듬에 동기화된 영상효과를 표현하기 위해서는 키프레임 조작을 수동으로 해야 하므로 매우 번거롭다. 본 연구는 음원데이터를 활용하여 영상과 이상적인 결합을 살펴보고 카메라의 피사계 심도를 음원에 동기화시켜 장면을 아웃포커싱하는 새로운 제작 기법을 제안한다.

Brinkman Penalization Method를 통한 복잡한 3D 형상 주위의 음향 전파 연구 (COMPUTATION OF SOUND SCATTERING IN 3D COMPLEX GEOMETRY BY BRINKMAN PENALIZATION METHOD)

  • 이소현;이진범;김종욱;문영준
    • 한국전산유체공학회지
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    • 제17권4호
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    • pp.103-109
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    • 2012
  • Sound scattering in 3D complex geometry is difficult to model with body-fitted grid. Thus Brinkman Penalization method is used to compute sound scattering in 3D complex geometry. Sound propagation of monitor/TV is studied. The sound field for monitor/TV is simulated by applying Brinkman Penalization method to Linearized Euler Equation. Solid Structure and ambient air are represented as penalty terms in Linearized Euler Equation.

A Study on Floor Impact Sound Insulation Performance of Cross-Laminated Timber (CLT): Focused on Joint Types, Species and Thicknesses

  • Yeon-Su HA;Hyo-Jin LEE;Sang-Joon LEE;Jin-Ae SHIN;Da-Bin SONG
    • Journal of the Korean Wood Science and Technology
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    • 제51권5호
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    • pp.419-430
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    • 2023
  • In this study, the floor impact sound insulation performance of Korean domestic Cross-Laminated Timber (CLT) slabs was evaluated according to their joint types, species and thicknesses in laboratory experiments. The sound insulation performance of the CLT has not been investigated before, thus, this study was conducted to quantify basic data on floor impact sound insulation performance of CLT slabs. 5-ply and 150 mm thick CLT panels made of 2 species, Larix kaempferi and Pinus densiflora, were used for the study. The CLT panels were assembled by 3 types of inter-panel joints to form floor slabs: spline, butt and half-lap. And the 150 mm thick Larix CLT slabs were stacked to the thicknesses of 300 mm and 450 mm. The heavy-weight floor impact sound insulation performance of the 150 mm CLT slabs were evaluated to be 70 dB for the Larix slabs and 71.6 dB for the Pinus slabs, and the light-weight floor impact sound insulation performance, 78.3 dB and 79.6 dB, respectively. No significant difference in the sound insulation performance was found between the slabs of the 2 species or among the 3 types of joints. The reduction of 1 dB in the heavy-weight floor impact sound and 1.6 dB in the light-weight floor impact sound per 30 mm increase in thickness were confirmed through the experiments. This study can be viewed as the basic research for the evaluation of floor impact sound insulation performance of CLT.

입체음장재현을 위한 멀티채널시스템 (A Multichannel System for Virtual 3-D Sound Rendering)

  • 이찬주;박영진;오시환;김윤선
    • 한국음향학회:학술대회논문집
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    • 한국음향학회 2000년도 하계학술발표대회 논문집 제19권 1호
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    • pp.223-226
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    • 2000
  • Currently a multichannel system for virtual 3-D sound rendering is under development. Robust sound image formation and smooth real time interactivity are main design Points. The system utilizes VBAP algorithm as virtual sound image positioning. Overall system settings can be easily configured. We developed software, RIMA. as a driving Program of the system. At this stage, it is possible to position virtual sound images at arbitrary positions in three-dimensional space. The characteristics of the system are discussed. The system has been applied to the KAIST Bicycle Simulator to generate the virtual sound field.

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VR 환경을 위한 실시간 음장 재현 시스템 구현 (Real-Time 3D Sound Rendering System Implementation for Virtual Reality Environment)

  • 채수복;방승범;황신;고희동;김순협
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 추계학술대회 논문집
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    • pp.222-227
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    • 2000
  • 본 논문은 VR시스템에서 실시간으로 3D Sound를 Rendering하기 위한 음장재현 시스템구현에 관한 것이다. 2개의 Speaker 또는 헤드폰을 사용하여 음장을 제어할 수 있다. 음장 제어는 레이 트레이싱(Ray Tracing)기법을 이용하여 음장을 시뮬레이션하고 가상 공간의 음장 파라미터를 추출하여 음원에 적용하면서 실시간으로 음장효과를 렌더링한다. 이 시스템은 펜티엄-II 333MHz, 128M RAM, SoundBlaster SoundCard를 사용한 시스템에서 구현하였다. 최종적으로 청취자는 2개의 스피커 또는 헤드폰을 이용하여 3D 음장을 경험하게 된다.

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건식이중바닥구조의 중량충격음에 대한 실험적 평가 - 지지구조 및 천장구조 구성에 따른 영향 - (Experiment Evaluation for the Heavy-weight Impact Sound of Dry Double-floor System - Effect of Rubber Hardness and Ceiling Structure -)

  • 연준오;김경우;최현중;양관섭;김경호
    • 한국소음진동공학회논문집
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    • 제23권1호
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    • pp.34-40
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    • 2013
  • The 1st assessment(performance test) was applied to assure the floor impact sound performance for developing the dry double-floor with the change of rubber hardness of the upper panel's support and the ceiling structure of the sub-floor. Depends on the change of the rubber hardness in sub-structure, the heavy-weight sound impact value is improved up to 3 dB, and the light-weight sound impact value is moved up to 21 dB, comparing with the bare-slab. Also, the improved value for the floor impact sound conjugating with the sub-floor's ceiling was 5 dB. Based on this result, the 2nd assessment(performance test) was made the state that the rubber hardness of the sub-floor support was ranged between 50 and 70 for considering the stability of walking patients. In addition to this process, the assessment was carried out with a variety of ceiling structure applied to the dry double-floor structure with the air flow system on the sub-floor's ceiling. The result for the 2nd assessment proved that TYPEII-3 had the better sound reduction performance in the heavy-weight impact sound test than other types, and also for the light-weight impact sound TYPEII-3 had the 29 dB sound reduction performance overall. Henceforth, based on the result the research for the sound reduction performance from the floor impact sound shall be ongoing process as well as the development of a double-dry floor and a sound reduction ceiling to suitable on the field.

방향 정위된 음원에 시간지연을 이용한 확산감 제어에 관한 연구 (Sound Diffusion Control for the Localized Sound Image Using Time Delay)

  • 김익형;정의필
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2001년도 하계종합학술대회 논문집(4)
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    • pp.135-138
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    • 2001
  • Many researchers have developed the techniques of an efficient 3-D sound system based on the psycho-acoustics of spatial hearing with multimedia or virtual reality 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. We investigate the effects of the 3-B 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.

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주파수영역 빔형성 기법을 이용한 3차원 소음원 가시화 (Study on 3D Sound Source Visualization Using Frequency Domain Beamforming Method)

  • 황은수;이재형;이욱;최종수
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2009년도 춘계학술대회 논문집
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    • pp.490-495
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    • 2009
  • An approach to 3D visualization of multiple sound sources has been developed with the application of a moving array technique. Frequency-domain beamforming algorithm is used to generate a beam power map and the sound source is modeled as a point source. When a conventional delay and sum beamformer is used, it is considered that 2D distribution of sensors leads to have deficiency in spatial resolution along a measurement distance. The goal of moving an array in this study is to form 3D array aperture surrounding multiple sound sources so that the improved spatial resolution in a virtual space can be expected. Numerical simulation was made to examine source localization capabilities of various shapes of array. The 3D beam power maps of hemispherical and spherical distribution are found to have very sharp resolution. For experiments, two sound sources were placed in the middle of defined virtual space and arc-shaped line array was rotated around the sources. It is observed that spherical array show the most accurate determination of multiple sources' positions.

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