• Title/Summary/Keyword: 3D sound

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

  • Hwang, Eun-Sue;Lee, Jae-Hyung;Rhee, Wook;Choi, Jong-Soo
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.19 no.9
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    • pp.907-914
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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, several 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 shows the most accurate determination of multiple sources' positions.

A Response of the Shoal of Chub Mackerel ( Scomber Japonics , HOVTTYUN ) to Underwater Sound (수중음에 대한 고등어 어군의 반응)

  • 서두옥
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.25 no.1
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    • pp.12-17
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    • 1989
  • A field experiment was carried out of confirm the effect of underwater sound on the luring of fish school of chub mackerel in the coast of Idousyo Island. Underwater sound that was made use of luring of fish school was pure sound and interval pure sound which the frequencies of the sound were 150Hz and 200Hz, respectively. The results of the observation of hooking and recording paper of fish finder indicate that the effect of emitting sound at 20m in the depth of water was remarkable for the luring of fish school of chub mackerel. The vertical pure sound pressure level at 150Hz and 200Hz of the water layer that was lured the fish school of chub mackerel were 140.1dB and 146.dB at 30m, 121.0dB and 126.6dB at 70m and 141.9dB and 120.5dB at 120m in the depth of water, respectively.

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Synthesis of 3D Sound Movement by Embedded DSP

  • Komata, Shinya;Sakamoto, Noriaki;Kobayashi, Wataru;Onoye, Takao;Shirakawa, Isao
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.117-120
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    • 2002
  • A single DSP implementation of 3D sound movement is described. With the use of a realtime 3D acoustic image localization algorithm, an efficient approach is devised for synthesizing the 3D sound movement by interpolating only two parameters of "delay" and "gain". Based on this algorithm, the realtime 3D sound synthesis is performed by a commercially available 16-bit fixed-point DSP with computational labor of 65 MIPS and memory space of 9.6k words, which demonstrates that the algorithm call be used even for the mobile applications.

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An Experimental Study on Shielding Apparatus for the Impulse Noise of K2 Rifle (K2소총의 사격음 차폐장치에 관한 실험적 연구)

  • Lee, Jin-Ho
    • Journal of the Korea Institute of Military Science and Technology
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    • v.13 no.3
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    • pp.486-492
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    • 2010
  • This paper studies an experimental analysis of the impulse noise of K2 rifle when its bullet passes through the large tube(length 1.84m, outer diameter 50cm, glass wool & steel). In experiment, the characteristics of the sound of shooting were different according to the way of shooting; the results of the experiment are given below. First of all, the shooting sound was lower in single-shot shooting, when compared to 3rds burst-shot shooting, difference averaging 2.8dB, 4.0dB at maximum. In short, the difference is minuscule. Secondly, the sound of the K2 rifle was diminished when shot in a tube, ranging from 2.7dB to 15.4dB, averaging 8.2dB. Thirdly, the shooting sound of the K2 rifle was diminished as the insertion depth deepened with formulas given in Fig. 5, 6. Fourthly, basic data for excluding sound of the shooting were presented. Lastly, the characteristics of the shooting sound could be equally used as a basic material for developing marksmanship and sharp-shooting detection device.

Implementation of Smooth Moving Sound Effect in 3D Sound Generation (입체음향 생성에 있어서 자연스러운 이동음 효과의 구현)

  • Myung, Hyun;Kim, Ki-Hong;Kim, Ki-Ho;Kim, Yong-Wan;Kim, Hyun-Bin;Kim, Poong-Min
    • Journal of KIISE:Software and Applications
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    • v.28 no.10
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    • pp.699-705
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    • 2001
  • As it became possible to generate 3D sound on a PC environment due to the advances in computing performance and digital signal processing technology, 3D sound technology gains its focus in the multimedia area Specifically a two-channel based 3D sound technology is being studied by many researchers because of its space efficiency and economical structure. While the positional sound effect is simple in its implementation, the moving sound effect has many problems to be resolved as there are only discrete measured point of HRTF database. In this paper, we propose the method of generating smooth moving sound in a two-channel based 3D sound technique with respect to generating smooth trajectory, and the interpolation method of discrete measured HRTF data. We perform the tests in the PC environment and prove the utility of the proposed method.

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Sound Visualization Gallery: A means to express sound field in space and time (소리를 시각화하는 다양한 방법)

  • Choi, Joung-Woo;Kim, Yang-Hann
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11a
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    • pp.629-632
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    • 2005
  • What does sound look like if we can see it? It might depend on the acoustic variables we want to see. In this article, we propose various ways to visualize or express sound field in much more intuitive manner. In particular, new visualization schemes that can effectively visualize sound intensity and 3D pressure field are proposed. This allows us to represent sound pressure, particle velocity and acoustic conductance at the same time, even in three-dimensional coordinate. Visualization examples corresponding to the proposed techniques show that we can successfully transfer the meaning of physical variable to visual space.

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Realtime 3D Terrain Generation with Sound Data (사운드 데이터를 이용한 실시간 3차원 지형 생성)

  • Kim, Won-Seop;Chang, Kyu-Sik;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.184-189
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    • 2008
  • In this paper, the sound data either from the sampled or streamed source are utilized for generating a map in the video game play for the dynamiccal use of sound data and synesthesia to users. When users can generate sound in real-time or put the sampled source, it is analyzed and re-processed through Fourier transformation to show the 3D map in dynamic shape over time. We interpolate the generated data to enable the game agents and objects to move.

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Prediction of Sound Radiation Power from Coupled Structures using SEA (SEA 법에 의한 결합구조물의 음향방사파워 예측)

  • 오재응
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1987.11a
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    • pp.24-30
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    • 1987
  • SEA method have been developed for prediction sound radiation power from vibration of machinery. In this study, sound radiation power was predicted from coupled structures by transmission of vibration, which composed of two plates welded at right angle. The predicted sound radiation power is agreement within 2 or 3 dB on octave band comparing with values obtained from direct measurements. Also, in order to prove the validity of this method in changes of sound radiation power associated with modifications to structures, rubber pad stuck on a plate. This result is agreement approximately within 3 or 5 dB.

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System Realization of Whale Sound Reconstruction (고래 사운드 재생 시스템 구현)

  • Chong, Ui-Pil;Jeon, Seo-Yun;Hong, Jeong-Pil
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.3
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    • pp.145-150
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    • 2019
  • We develop the system realization of whale sound reconstruction by inverse MFCC algorithm with the weighted L2-norm minimization techniques. The output products from this research will contribute to the whale tourism and multimedia content industry by combining whale sound contents with the prototype of 3D printing. First of all, we develop the softwares for generating whale sounds and install them into Raspberry Pi hardware and fasten them inside a 3D printed whale. The languages used in the development of this system are the C++ for whale-sounding classification, MATLAB and Python for whale-sounding playback algorithm, and Rhino 6 for 3D printing.

HRTF Enhancement Algorithm for Stereo ground Systems (스테레오 시스템을 위한 머리전달함수의 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.27 no.4
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    • pp.207-214
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    • 2008
  • To create 3D sound, we usually use two methods which are two channels or multichannel sound systems. Because of cost and space problems, we prefer two channel sound system to multi-channel. Using a headphone or two speakers, the most typical method to create 3D sound effects is a technology 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 causes a problem to localize a sound source around a certain places which is called cone-of-confusion. In this paper, we proposed the new algorithm to reduce the confusion of sound image localization. HRTF grouping and psychoacoustics theory are used to boost the spectral cue with spectrum difference among each directions. Informal listening tests show that the proposed method improves the front-back sound localization characteristics much better than conventional methods.