• Title/Summary/Keyword: 3D sound

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Development of an Authoring Tool for Producing 3D Games (3D 게임 제작을 지원하는 저작도구의 개발)

  • Lee Hunjoo;Kim Hyunbin
    • Journal of Korea Multimedia Society
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    • v.7 no.10
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    • pp.1464-1477
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    • 2004
  • Recently, there is a growing consideration that game authoring tools can play an important role in producing 3D games. In this paper, we introduce our 3D game authoring tool. The tool consists of a map editor, a sound editor, a game data exporter/previewer, and a special effect editor. This tool can help a game designer Produce game data such as game maps, sound effects, and special effects, and so on. In this paper, we implemented a prototype game content to verify the effectiveness of the developed authoring tool.

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Listener Auditory Perception Enhancement using Virtual Sound Source Design for 3D Auditory System

  • Kang, Cheol Yong;Mariappan, Vinayagam;Cho, Juphil;Lee, Seon Hee
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.15-20
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    • 2016
  • When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.

An Implementation of a 3D Audio Production System Using Stereo Loudspeakers for Virtual Reality (가상현실을 위한 스테레오 스피커 기반 3차원 입체음향 재생 시스템 구현)

  • Kim, Yong-Guk;Lee, Young-Han;Kim, Hong-Kook
    • Proceedings of the KSPS conference
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    • 2006.11a
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    • pp.113-116
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    • 2006
  • In this paper, we first implement an audio playback system for virtual reality by providing 3D audio effects to listeners. In general, such a 3D audio playback system utilizes a sound localization technique using head related transfer function (HRTF) to generate 3D audio effect. However, the 3D audio effect is degraded due to the crosstalk in the stereo loudspeaker environment. To enhance the 3D sound effect, we implement the crosstalk cancellation technique proposed by Atal and Schroeder and apply it to the 3D audio system.

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Adaptive depth control algorithm for sound tracing (사운드 트레이싱을 위한 적응형 깊이 조절 알고리즘)

  • Kim, Eunjae;Yun, Juwon;Chung, Woonam;Kim, Youngsik;Park, Woo-Chan
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.5
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    • pp.21-30
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    • 2018
  • In this paper, we use Sound-tracing, a 3D sound technology based on ray-tracing that uses geometric method as auditory technology to enhance realism. The Sound-tracing is costly in the sound propagation stage. In order to reduce the sound propagation cost, we propose a method to calculate the average effective frame number of previous frames using the frame coherence property and to adjust the depth according to the space based on the calculated number. Experimental results show that the path loss rate is 0.72% and the traversal & Intersection test calculation amount is decreased by 85.13% and the frame rate is increased by 4.48% when the sound source is indoors, compared with the result of the case without depth control. When the sound source was outdoors, the path loss was 0% and the traversal & Intersection test calculation amount is decreased by 25.01% and the frame rate increased by 7.85%. This allowed the rendering performance to be increased while minimizing the path loss rate.

Effect of Stress Sound on the Development of the Black Soldier Fly, Hermetia illucens (아메리카동애등에 발육에 미치는 스트레스 음파 효과)

  • Park, Jiyeong;Lee, Sanghoon;Lee, Hanwoong;Kim, Yonggyun
    • Korean journal of applied entomology
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    • v.52 no.3
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    • pp.227-237
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    • 2013
  • The black soldier fly (BSF), Hermetia illucens, is a generalist detritivore that is usually exploited for recycling environmental wastes, including food remnants. These insects can also be used to produce antibiotics for medical applications. For this purpose, flies need to be mass-reared using an automatic rearing system that generates various sounds. Insects use sound as a means of communication for mating or warning against predators. Thus, extrinsic sounds may interrupt the normal physiological processes of insects. In this study, we analyzed the physiological changes due to various sound treatments at $25^{\circ}C$ and 8:16 h (L:D) photoperiod. At 95 dB, larvae were exposed to different sound frequencies (0-5,000 Hz). The treated larvae were adversely affected by the high-frequency sounds and showed significant reduction in pupation and adult emergence. Different sound intensities (0-105 dB) at 5,000 Hz caused significant changes in the pupation and survival of the adults at 85 dB or above. Under a stress sound condition (5,000 Hz, 95 dB), the BSF larvae exhibited aberrations in the expression of genes related to the immune system and digestion. These results indicate that high-frequency sound treatments at or above 85 dB act as a stress sound to BSF development.

Effects on Changes of the Speed of Sound and the Broadband Ultrasound Attenuation on the Medium's Infilling in Additive Manufacturing Method of 3D Printing (3차원 프린팅 적층가공 방식에서 매질 내부 충전이 초음파 속도와 감쇠에 미치는 영향)

  • Seoung, Youl-Hun
    • Journal of radiological science and technology
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    • v.41 no.1
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    • pp.53-60
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    • 2018
  • The purpose of this study was investigating the effect of 3D printing technology that changes the speed of sound (SOS) and the broadband ultrasound attenuation (BUA) by controlling the density of the media phantom. We used 3D printers which called additive manufacturing (AM) by using material with polylactic acid (PLA). The inside of the medium phantom was filled crossly with 100%, 90%, 80%, 70%, 60%, and 50% of the material. The ultrasonic instrument measured the SOS and the BUA using a 0.55 MHz ultrasound output in opposing mode with a pair of transducers. As a result, the density of the medium phantoms with the SOS showed very high correlation (r = 0.944), but the SOS showed very low correlation (r = 0.500). It is expecting that the manufacturing and measurement method of the medium phantom using 3D printing technology will be used as basic data for ultrasonic bone mineral density.

A Study on the Airborne Noise of the Small Fishing Boats (소형어선의 소음에 관한 연구)

  • Yang, Yong-Su;Jung, Kong-Heun;Seo, Du-Ok
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.28 no.4
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    • pp.412-417
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    • 1992
  • In full-speed cruising, the airborne sound pressure levels are measured from 11 small fishing boats operated around Cheju Island. In these measurement, 9 measuring positions are selected in each fishing boats. The results of measurements and analyses are as follows: 1. The sound pressure levels in FRP boats are higher than those in wooden boats. 2. The highest sound pressure level is 112dB(A) at the engine room in C boat, while the lowest one is 72dB(A) at the front deck in K boat. 3. The highest sound pressure level is shown to be in the frequency band less than 500Hz. 4. The highest sound pressure level is shown to be in the frequency band less than 500Hz. 5. Through all 9 positions, the sound pressure levels are higher in B and C boat and lower in E and K boats.

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Natural 3D Lip-Synch Animation Based on Korean Phonemic Data (한국어 음소를 이용한 자연스러운 3D 립싱크 애니메이션)

  • Jung, Il-Hong;Kim, Eun-Ji
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.331-339
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    • 2008
  • This paper presents the development of certain highly efficient and accurate system for producing animation key data for 3D lip-synch animation. The system developed herein extracts korean phonemes from sound and text data automatically and then computes animation key data using the segmented phonemes. This animation key data is used for 3D lip-synch animation system developed herein as well as commercial 3D facial animation system. The conventional 3D lip-synch animation system segments the sound data into the phonemes based on English phonemic system and produces the lip-synch animation key data using the segmented phoneme. A drawback to this method is that it produces the unnatural animation for Korean contents. Another problem is that this method needs the manual supplementary work. In this paper, we propose the 3D lip-synch animation system that can segment the sound and text data into the phonemes automatically based on Korean phonemic system and produce the natural lip-synch animation using the segmented phonemes.

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A Study on Real -Tine 3B Sound Rendering System for Virtual Reality Environment (VR 환경에 적합한 실시간 음장 재현 시스템에 관한 연구)

  • Chae SooBok;Bhang SungBeum;Hwang Shin;Ko HeeDong;Kim SoonHyob
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.353-356
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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, Sound Blaster Sound Card를 사용한 시스템에서 구현하였다. 최종적으로 청취자는 2개의 스피커 또는 헤드폰을 이용하여 3D 음장을 경험하게 된 다.

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Development of Noise-proof Facility Considered with Soundproofing Materials in a Tunnel Blasting (터널 발파에서 방음재질을 고려한 방음문 개발에 관한 연구)

  • Jeoung, Jae-Hyeung;Won, Yeon-Ho
    • Journal of the Korean GEO-environmental Society
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    • v.12 no.3
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    • pp.27-35
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    • 2011
  • This study investigated a sound reduction degree by each soundproofing materials and the sound pressure level of a main frequency range to develop soundproofing facilities installed for reducing sound in a tunnel blasting. The frequency range and sound pressure level of soundproofing materials(eg. sand and water etc.) mainly used at a working spot were measured using the experimental apparatus considered with blasting situation. The full scale pilot test was also carried out using developed soundproofing facilities in this study. And the performance of developed soundproofing facilities was analyzed. As a result, the developed soundproofing facilities using water in sound insulation materials could reduce about 10dB(A) of blasting noise in compare with the existing soundproofing facilities.