• Title/Summary/Keyword: 3D sound

Search Result 767, Processing Time 0.042 seconds

Prediction of Delamination for Composite Laminates Using Sound Radiation (음향을 이용한 복합 적층판의 층간분리 예측)

  • Kim, Sung-Joon;Chae, Dong-Chul
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2005.05a
    • /
    • pp.800-804
    • /
    • 2005
  • In this paper, the radiated sound pressure induced by low velocity impact is obtained by solving the Rayleigh integral equation. For structurally radiated noise, the sound field is directly coupled to the structural motion. Therefore the impact response should be analyzed. It is well known that the presence of the delamination in a composite laminate introduces a local flexibility which changes the dynamic characteristic of the structure. The 2-D simplified delamination model is used to analyze the impact response. And the 3-D non-linear finite element model is developed using gap element to avoid the overlap and penetration between the upper and lower sub-laminates at delamination region. Predicted impact response using 2-D equivalent delamination model are compared with the numerical ones from the 3-D non-linear finite element model.

  • PDF

Effects of Noise on the Masticatory Muscles (소음이 저작근에 미치는 효과)

  • Lee, Sang-Il;Kim, Ki-Suk
    • Journal of Oral Medicine and Pain
    • /
    • v.35 no.1
    • /
    • pp.49-59
    • /
    • 2010
  • The purpose of this study was to investigate short-term masticatory muscle reactions in response to simulated noise and music sound. Hypothesis of this study was that loud noise would cause increased stiffness and decreased elasticity of the masticatory muscles compared to low level of noise or identical sound level of music. Fifteen male volunteers were recruited for the study. The sound levels of noise and music used here were 60 dB and 100 dB. The experiment comprised 4 sessions, Session 1 with 100 dB of noise for the 1st day of experiment: Session 2 with 100 dB of music for the $2^{nd}$ day: Session 3 with 60 dB of noise for the $3^{rd}$ day: Session 4 with 60 dB of music for the $4^{th}$ day. Stiffness and elasticity on the anterior temporalis and superficial masseter muscles were measured with tactile sensor before and 2, 4 and 6 minutes after exposure of sound. The study indicated that, in short-term exposure of sound, there was no significant difference between noise and music at both 60 and 100 dB of sound level, but that there were partially significant differences between 60 and 100 dB of sound level regardless of sound type. This suggest that high level of sounds like 100 dB used in this study, in spite of short term exposure of several minutes, would lead to masticatory muscle contraction, especially in the masseter muscles.

Improvement of front-back sound localization characteristics in headphone-based 3D sound generation (헤드폰 기반의 입체음향 생성에서 앞/뒤 음상정위 특성 개선)

  • 김경훈;김시호;배건성;최송인;박만호
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.29 no.8C
    • /
    • pp.1142-1148
    • /
    • 2004
  • A binaural filtering method using HRTF DB is generally used to make the headphone-based 3D sound. But it can make some confusion between front and back directions or between up and down directions due to the non-individual HRTF depending on each listener. To reduce the confusion of sound image localization, we propose a new method to boost the spectral cue by modifying HRTF spectra with spectrum difference between front and back directions. Informal listening tests show that the proposed method improves the front-back sound localization characteristics much better than the conventional methods

3-D Near Field Localization Using Linear Sensor Array in Multipath Environment with Inhomogeneous Sound Speed (비균일 음속 다중경로환경에서 선배열 센서를 이용한 근거리 표적의 3차원 위치추정 기법)

  • Lee Su-Hyoung;Choi Byung-Woong
    • The Journal of the Acoustical Society of Korea
    • /
    • v.25 no.4
    • /
    • pp.184-190
    • /
    • 2006
  • Recently, Lee et al. have proposed an algorithm utilizing the signals from different paths by using bottom mounted simple linear array to estimate 3-D location of oceanic target. But this algorithm assumes that sound velocity is constant along depth of sea. Consequently, serious performance loss is appeared in real oceanic environment that sound speed is changed variously. In this paper, we present a 3-D near field localization algorithm for inhomogeneous sound speed. The proposed algorithm adopt localization function that utilize ray propagation model for multipath environment with linear sound speed profile(SSP), after that, the proposed algorithm searches for the instantaneous azimuth angle, range and depth from the localization cost function. Several simulations using linear SSP and non linear SSP similar to that of real oceans are used to demonstrate the performance of the proposed algorithm. The estimation error in range and depth is decreased by 100m and 50m respectively.

Research for Characteristics of Sound Localization at Monaural System Using Acoustic Energy (청각에너지를 이용한 모노럴 시스템에서의 음상 정위 특성 연구)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
    • /
    • v.30 no.4
    • /
    • pp.181-189
    • /
    • 2011
  • According to developments of digital signal processing, 3D sound come into focus on multimedia systems. Many studies on 3d sound have proposed lots of clues to create realistic sounds. But these clues are only focused on binaural systems which two ears are normal. If we make the 3d sound using those clues at monaural systems, the performance goes down dramatically. In order to use the clues for monaural systems, we have studies algorithms such as duplex theory. In duplex theory, the sounds that we listen are affected by human's body, pinna and shoulder. So, we can enhance sound localization performances using its characteristics. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio at monaural systems. To improve 3d sound, we calculate the excitation energy rates of each symmetric HRTF and extract the weights in each bark range. Finally, they are applied to emphasize the characteristics related to each direction. Informal listening tests show that the proposed method improves sound localization performances much better than the conventional methods.

A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
    • /
    • v.11 no.4
    • /
    • pp.102-106
    • /
    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

Prediction of Sound Radiation Power from Coupled Structures Uusing SEA (SEA법에 의한 결합구조물의 음향방사파워 예측)

  • 오재응;이명렬
    • Transactions of the Korean Society of Mechanical Engineers
    • /
    • v.13 no.1
    • /
    • pp.20-28
    • /
    • 1989
  • SEA(Statistical Energy Analysis) method has been applied to predict the sound radiation power from vibrating machinery. In this study, sound radiation power was predicted from coupled structures by transmission of vibration, which composed of two plates welded into an L shape. The predicted sound radiation power is in 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 was stuck on a plate. The results agree approximately within 3 or 5 dB. And SEA method is valuable for the optimal design to reduce the noise. Additionally, this paper suggests that the logarithmic decrement method is valid as the one for finding the loss factor.

Floor Impact Sound Pressure Level Characteristics by the Change of Reverberation Time in a Reverberation Chamber (수음실 잔향 시간변화에 따른 바닥충격음레벨 특성 - 잔향실을 중심으로 -)

  • Jeong, Jeong Ho;Kim, Jeong Uk;Jeong, Jae Gun
    • Transactions of the Korean Society for Noise and Vibration Engineering
    • /
    • v.23 no.3
    • /
    • pp.274-281
    • /
    • 2013
  • Field measurement method of heavy/soft impact sound pressure level which is regulated in JIS and ISO has been using in Korea, Japan and Canada. It is reported that heavy/soft impact sound pressure level was varied by the sound field condition of receiving room such as sound absorption power and room volume. In this study, it is checked that heavy/soft impact sound pressure level was affected by the receiving sound field condition. Rubber ball and bang machine sound pressure level was measured in the vertically connected reverberation chamber. In oder to check the effect of receiving sound field on heavy/soft impact sound pressure, sound absorption power was changed with polyester sound absorption blankets with air space and glass wool. The reverberation time at 1 kHz band was changed from 10 s to 0.2 s by sound absorption material. Rubber ball sound pressure level measured without sound absorption material was 58 dB in $L_{i,Fmax,AW}$, but the level was 46 dB with sound absorption treatment. From this result, it is confirmed that sound field correction method is needed in the heavy/soft impact sound pressure level measurement method using bang machine and rubber ball.

Development of three-dimensional sound effects system for virtual reality (가상환경용 3차원 입체음향 시스템 개발)

  • Yang, Si-Young;Kim, Dong-Hyung;Jeong, Je-Chang
    • Journal of Broadcast Engineering
    • /
    • v.13 no.5
    • /
    • pp.574-585
    • /
    • 2008
  • 3D sound is of central importance for the virtual reality system, and is becoming increasingly important for the auditory displays and for the human-computer interaction. In this paper, we propose a novel real-time 3D sound representation system for virtual reality. At first, we propose a calculation method of the impulse response for virtual space. To transmit the information of the virtual space, we propose an enhanced DXF file type that contains the material information. And then, we implement the multi-channel sound panning system. we perform the experiment based on computer simulation and prove the utility of the proposed method.

Effects of sound absorbent gypsum board in the ceiling on low-frequency heavyweight floor impact sound (흡음 석고보드 천장재에 의한 저주파 중량 바닥충격음의 저감 효과)

  • Song, Han-Sol;Ryu, Jong-Kwan
    • The Journal of the Acoustical Society of Korea
    • /
    • v.37 no.5
    • /
    • pp.323-330
    • /
    • 2018
  • This study investigated effects of absorbent gypsum board in the ceiling on low-frequency heavyweight floor impact sound through sound absorption coefficient and floor impact sound measurement. The sound absorption coefficients were measured with sound absorbent gypsum board, glass wool on gypsum board, and a double panel absorbent gypsum board (absorbent gypsum board + glass wool + absorbent gypsum board). Result showed that the absorbent gypsum board had sound absorption coefficient of 0.1 ~ 0.7 from 200 and 630 Hz octave band. The sound absorption coefficient was increased in all frequency range by adding glass wool. Additional absorbent gypsum board increased sound absorption coefficient up to 250 Hz octave band, but decreased over 250 Hz. Heavyweight floor impact sounds were measured in test building for three materials above, gypsum board, and bare slab. Result showed that glass wool on gypsum board and a double panel absorbent gypsum board reduced by 3 dB ~ 4 dB (single number quantity) heavyweight floor impact sound. Comparing with bare slab condition, floor impact sound reduction was mainly found from 125 Hz to 500 Hz octave band, and the maximum reduction was shown in the 250 Hz octave band.