• Title/Summary/Keyword: Digital Sound

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A Study on the Use of Sound Source in Music Education for Children (유아음악교육에서의 음원 사용에 관한 연구)

  • Lee, So-Hyun;Mo, A-Ra
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.509-516
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    • 2017
  • The purpose of this study is to identify the use of sound sources in music education for children, discuss how to use the digital sound sources, and explain the advantages and the disadvantages. The study participants collected data through focal group interviews with 8 preschool teachers interested in music education for children. The results of the study are as follows. Actual use of sound sources were divided into two categories: "Digital sound source is frequently used," "Need to play directly according to circumstances." The method of digital sound source use was divided into "Download as paid and provided as a cassette," "Playing sound sources directly from laptops and smartphones." Benefits and reasons for digital sound source use was divided into "Easy to use," and "Necessary when it is difficult to play the actual piece." Demerits of digital sound source use was divided into "Lacking variety" "Inconvenience of use." This study is believed to be meaningful in providing the basis for the provision of sound sources in music education for children and the basic sources of research on the use of sound sources.

Realization of Digital Music Synthesizer Using a Frequency Modulation (FM 방식을 이용한 디지탈 악기음 합성기의 구현)

  • 주세철;김진범;김기두
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.7
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    • pp.1025-1035
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    • 1995
  • In this paper, we realize a real time digital FM synthesizer based on genetic algorithm using a general purpose digital signal processor. Especially, we synthesize diverse music sounds nicely using a synthesis model consisting of a single modulator and multiple carriers. Also we present genetic algorithm-based technique which determines optimal parameters for reconstruction through FM synthesis of a sound after analyzing the spectrum of PCM data as a standard music sound using FFT. Using the suggested parameter extractiuon algorithm, we extract parameters of several instruments and then synthesize digital FM sounds. To verify the validity of the parameter extraction algorithm as well as realization of a real time digital music synthesizer, the evaluation is first done by listening the sound directly as subjective test. Secondly, to evaluate the synthesized sound objectively with an engineering sense, we compare the synthesized sound with an original one in a time domain and a frequency domain.

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A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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Development of Digital Stethoscope Diagnosis System for Cardiac Disorders

  • Park, Kyi-Hwan;Jiang, Zhongwei
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.107.3-107
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    • 2001
  • This paper is concerned with the development of a simple digital stethoscope system for diagnosis of cardiac disorders. This system consists of an electronic stethoscope, IC sound recorder and a notebook computer. The cardiac sound is easily acquired by the electronic stethoscope and then recorded in IC memory stick so that the digital cardiac signal can be simply transmitted to the computer for signal display, disease diagnosis, and personal history record. A software is built with functions displaying the sound graphically and replaying the sound clearly. Further, a neural network recognition system for automatic diagnosis of cardiac disorders is also added to the software.

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A Study about Direction Estimate Device of the Sound Source using Input Time Difference by Microphones′ Arrangement (마이크로폰 배열로 발생되는 입력 시간차를 이용한 음원의 방향 추정 장치에 관한 연구)

  • 윤준호;최기훈;유재명
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.5
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    • pp.91-98
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    • 2004
  • Human uses level difference and time difference to get space information. Therefore this paper shows that method to presume direction of sound source by time difference and to mark presumed position. The position means direction from geometrical center of sensors to the sound source. To get the time difference of microphones input level, we will be explained about arrangement of microphones which used for the sensor to take the sound signal. It is included distance among the 3 microphones and distance between microphones and sound source. Secondly, input signals are transmitted to CPU througth digital process. CPU is used to DSP(Digital Signal Processor) for manage the signal by real time. Finally, the position of sound source is perceived by an explained algorithm in this paper.

A study on digital sound reception systems for ships (선박용 디지털 음향수신장치 연구)

  • Kim, Hyungjong;Kim, Jeongchang
    • Journal of Advanced Marine Engineering and Technology
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    • v.38 no.9
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    • pp.1125-1130
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    • 2014
  • In this paper, we propose a sound reception system against surrounding noise for ships based on digital signal processing technologies. In order to suppress unwanted surrounding noises, a digital band-pass filter is designed, which the pass-band of the filter is between 70Hz to 820Hz. Also, we develope a sound direction indicating algorithm with 4 microphones. After filtering the audio signals from 4 microphones, the developed sound direction indicating algorithm can indicate 8 directions. In addition, we implement prototype board for the sound reception using a digital signal processor chip and audio codecs, and verify the proposed algorithm.

A study on the expansibility of sound-responsive visual art contents

  • Jiang, Qianqian;Chung, Jean-Hun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.88-94
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    • 2022
  • The relationship between sound and vision was experimentally confirmed by physicist Ernst Florens Friedrich Chladni as early as the 18th century and formally entered into systematic research. With the development of emerging media technology, sound reactive type visual content is not limited to a single visual interaction based on the vibration of sound, and its visual content shows a diversified and scalable development trend according to different purposes in many fields. This study analyzes the development and changes of sound visual art contents from early stage to modernization, and analyzes the development characteristic of sound visual art content in different fields and scene environments influence by interactive media, new media technologies and devices by means of case analysis. Through this research, it is expected that the sound reactive type visual art content can continue to develop and extend in the existing fields, while explore the scalability of the application of sound reactive type visual art content in more fields.

A Study on Elemental Technology Identification of Sound Data for Audio Forensics (오디오 포렌식을 위한 소리 데이터의 요소 기술 식별 연구)

  • Hyejin Ryu;Ah-hyun Park;Sungkyun Jung;Doowon Jeong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.1
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    • pp.115-127
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    • 2024
  • The recent increase in digital audio media has greatly expanded the size and diversity of sound data, which has increased the importance of sound data analysis in the digital forensics process. However, the lack of standardized procedures and guidelines for sound data analysis has caused problems with the consistency and reliability of analysis results. The digital environment includes a wide variety of audio formats and recording conditions, but current audio forensic methodologies do not adequately reflect this diversity. Therefore, this study identifies Life-Cycle-based sound data elemental technologies and provides overall guidelines for sound data analysis so that effective analysis can be performed in all situations. Furthermore, the identified elemental technologies were analyzed for use in the development of digital forensic techniques for sound data. To demonstrate the effectiveness of the life-cycle-based sound data elemental technology identification system presented in this study, a case study on the process of developing an emergency retrieval technology based on sound data is presented. Through this case study, we confirmed that the elemental technologies identified based on the Life-Cycle in the process of developing digital forensic technology for sound data ensure the quality and consistency of data analysis and enable efficient sound data analysis.

A Research on the Digital Restoration of the Analog by Removing Hiss Noise (Using X-NOISE Based on Hiss-Noise Reduction) (히스 노이즈제거를 통한 아날로그의 디지털 복원에 대한 연구 - X-NOISE를 활용한 히스 노이즈리덕션을 중심으로 -)

  • Byun, Jung Min;Doo, Ill Chul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.161-170
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    • 2014
  • Analog cassette tapes are easily changed due to environmental factors. To digitize is the best way to preserve a sound source. The way to digitize is to deal with the original sound to be enhanced to a variety of sources by playing through the audio card after recording. In this process to occur, it's the most important to remove various noise and equalizing sound in a method for preserving. It's studied about how to remove noise by using one of softwares, Cubase 5. 5, to remove hiss noise, which happens changing analog tape into digitalization. A amount of hiss noise is reduced to use X-Noise software of Wave which uses in Cubase 5.0, one of PLUG-IN. The noise is removed changing value of threshold and reduction every 10 times in no change of origin sound. To keep regular condition, the experiment to remove the hiss noise is conducted based on sound meondle, which is one of sound Nonmaegi. The noise is removed easily when the value of threshold is getting high in spite of giving a little value of reduction. However, as it gives a amount of reduction high, the damage rate of the sound source gets high.

Method for 3D Visualization of Sound Data (사운드 데이터의 3D 시각화 방법)

  • Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.331-337
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    • 2016
  • The purpose of this study is to provide a method to visualize the sound data to the three-dimensional image. The visualization of the sound data is performed according to the algorithm set after production of the text-based script that form the channel range of the sound data. The algorithm consists of a total of five levels, including setting sound channel range, setting picture frame for sound visualization, setting 3D image unit's property, extracting channel range of sound data and sound visualization, 3D visualization is performed with at least an operation signal input by the input device such as a mouse. With the sound files with the amount an animator can not finish in the normal way, 3D visualization method proposed in this study was highlighted that the low-cost, highly efficient way to produce creative artistic image by comparing the working time the animator with a study presented method and time for work. Future research will be the real-time visualization method of the sound data in a way that is going through a rendering process in the game engine.