• Title/Summary/Keyword: Audio-zoom

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A Beamforming-Based Video-Zoom Driven Audio-Zoom Algorithm for Portable Digital Imaging Devices

  • Park, Nam In;Kim, Seon Man;Kim, Hong Kook;Kim, Myeong Bo;Kim, Sang Ryong
    • IEIE Transactions on Smart Processing and Computing
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    • v.2 no.1
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    • pp.11-19
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    • 2013
  • A video-zoom driven audio-zoom algorithm is proposed to provide audio zooming effects according to the degree of video-zoom. The proposed algorithm is designed based on a super-directive beamformer operating with a 4-channel microphone array in conjunction with a soft masking process that uses the phase differences between microphones. The audio-zoom processed signal is obtained by multiplying the audio gain derived from the video-zoom level by the masked signal. The proposed algorithm is then implemented on a portable digital imaging device with a clock speed of 600 MHz after different levels of optimization, such as algorithmic level, C-code and memory optimization. As a result, the processing time of the proposed audio-zoom algorithm occupies 14.6% or less of the clock speed of the device. The performance evaluation conducted in a semi-anechoic chamber shows that the signals from the front direction can be amplified by approximately 10 dB compared to the other directions.

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A Study on Immersive Audio Improvement of FTV using an effective noise (유효 잡음을 활용한 FTV 입체음향 개선방안 연구)

  • Kim, Jong-Un;Cho, Hyun-Seok;Lee, Yoon-Bae;Yeo, Sung-Dae;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.233-238
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    • 2015
  • In this paper, we proposed that immersive audio effect method using the effective noise to improve engagement in free-viewpoint TV(FTV) service. In the basketball court, we monitored the frequency spectrums by acquiring continuous audio data of players and referee using shotgun and wireless microphone. By analyzing this spectrum, in case that users zoomed in, we determined whether it is effective frequency or not. Therefore when users using FTV service zoom in toward the object, it is proposed that we need to utilize unnecessary noise instead of removing that. it will be able to be useful for an immersive audio implementation of FTV.

The Efficacy of Zoom Technology as an Educational Tool for English Reading Comprehension Achievement in EFL Classroom

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.198-205
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    • 2020
  • The purpose of this study is to investigate the effect of real-time remote video instruction using zoom on learners' English reading achievement. The study also sought to identify the efficiency of zoom video lectures and consider supplementing them by surveying learners' opinions and satisfaction regarding zoom video lectures. To this end, control and experimental groups were set up, and two achievement tests and a questionnaire were conducted. The study's results demonstrated that zoom video lectures have a positive effect on learners' English reading achievement. The questionnaire found that learners are satisfied with zoom video lectures for the following reasons: 'increased interest in and motivation towards learning', 'self-directed learning', 'active interaction', 'ease of access', 'ease of information retrieval'. At the same time, the questionnaire also found that some learners are dissatisfied with zoom video lectures due to 'mechanical errors or defects', 'poor audio quality', and 'the need to add customized functions for efficient classes'. In practice, zoom video lectures must be supplemented with automatic attendance processing, convenient data upload and download, and more efficient video screen management. Given the recent increase in online classes, we, as instructors, must develop teaching activities and/or strategies for video lectures that can encourage active participation by learners.

A Study on Problems and Improvement Plans of Non-Face-to-Face Midi Classes (비대면 미디 수업의 문제점과 개선 방안 연구)

  • Baek, Sung-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.267-277
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    • 2021
  • Both teachers and learners should participate in non-face-to-face class due to COVID-19. The non-face-to-face class has brought about many problems, where they made adequate preparations for such abrupt situation. This study attempted to understand and improve problems occurring during non-face-to-face midi class. The findings are as follows: First, there were differences in equipment available to contact and non-face-to-face class. Such a problem could be improved by using Reaper, DAW which can be installed and freely utilized without any functional limits, regardless of the types of operating systems. Second, latency could not be reduced, when the screen share function of Zoom was used, since it was impossible to select audio interface's drivers in DAW. This problem was improved by again receiving audio output as input and sending it, from the perspectives of teachers. In addition, learners who used the operating system of Windows and have no audio interfaces usually suffer from latency during practices. The latency can be reduced by installing Asio4all. Third, image degradation and screen disconnection phenomena occurred due to the lack of resource. Two computers were connected by using a capture board and the screen disconnection phenomena could be improved by distributing resources and maintaining high-resolution. The system for allowing non-face-to-face midi class could be successfully established, as one more computer was connected by using Vienna Ensemble Pro and more plug-ins were used by securing additional resources. Consequently, the problems of non-face-to-face midi class could be understood and improved.

Analysis of learning flow and learning satisfaction according to the non-face-to-face class operation method

  • You-Jung, Kim;Su-Jin, Won;Eun-Young, Choi
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.195-202
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    • 2023
  • This study is a comparative survey study conducted to explore the differences in learners' learning flow and learning satisfaction according to the non-face-to-face class operation methods implemented at universities. After implementing different class management methods for the same subject taught by the same instructor non-face-to-face for 15 weeks, each learning flow and learning satisfaction were compared and analyzed, and the collected data were analyzed with IBM SPSS 21.0. As a result of the study, learning flow was high in the order of lectures using real-time ZOOM and recorded lectures using self-studio(3.41±0.91, 3.28±1.01), and learning satisfaction was high in the order of lectures using real-time ZOOM and lectures using the automatic recording system of classes(3.40±0.80, 3.30±0.74). The item with the lowest score was the PPT audio recording lecture in both areas of learning flow and learning satisfaction(2.72±1.04, 1.73±1.04). Considering that system errors such as sound in the smart lecture environment operated for the first time in this study affected the research results, it is suggested that future research should be conducted by supplementing the corresponding part.

TVML (TV program Making Language) - Automatic TV Program Generation from Text-based Script -

  • Masaki-HAYASHI;Hirotada-UEDA;Tsuneya-KURIHARA;Michiaki-YASUMURA
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.151-158
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    • 1999
  • This paper describes TVML (TV program Making Language) for automatically generating television programs from text-based script. This language describes the contents of a television program using expression with a high level of abstraction like“title #1”and“zoom-in”. The software used to read a script written in TVML and to automatically generate the program video and audio is called the TVML Player. The paper begins by describing TVML language specifications and the TVML Player. It then describes the“external control mode”of the TVML Player that can be used for applying TVML to interactive applications. Finally, it describes the TVML Editor, a user interface that we developed which enables users having no specialized knowledge of computer languages to make TVML scripts. In addition to its role as a television-program production tool. TVML is expected to have a wide range of applications in the network and multimedia fields.

Towards Establishing a Touchless Gesture Dictionary based on User Participatory Design

  • Song, Hae-Won;Kim, Huhn
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.515-523
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    • 2012
  • Objective: The aim of this study is to investigate users' intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.