• Title/Summary/Keyword: Digital Sound

Search Result 521, Processing Time 0.037 seconds

Moving Pictogram, a Suggestion for the Digital Native Generation (디지털 네이티브 세대를 위한 제안, 움직이는 픽토그램)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
    • /
    • v.18 no.6
    • /
    • pp.1017-1024
    • /
    • 2017
  • The development of technology has brought changes in content media. Starting from voice and sound media in the oral era, through text and painting, the realism has led to the development of visual media plus sound and image media. What we should consider here is not only the one-sided influence of change in the media due to the development of technology, but also the understanding, concentration, and commitment of information depending on which generation has access to the media Therefore, we focus on the digital native generation that uses digital as main media. The features of the digital native generation include the ability to process visual information quickly, multi-tasking, and divisionism. In this paper, we propose a moving pictogram for the digital native generation, and a moving pictogram for exit pictogram which shows limitation. The new dynamic pictograms that fit to the characteristics of the digital native generation, as well as interactive dynamic pictograms, are areas of thought and research on which this paper can be regarded as the first step.

Noise Cancellation using Microphone Array in Digital Hearing Aids (디지털 보청기에서 마이크로폰 어레이를 이용한 잡음제거)

  • Bang, Dong-Hyeouck;Kil, Se-Kee;Kang, Hyun-Deok;Yoon, Gwang-Sub;Lee, Sang-Min
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.58 no.4
    • /
    • pp.857-866
    • /
    • 2009
  • In this paper, a noise cancellation-method using microphone array for digital hearing aids is proposed. The microphone array is located around the ear of a dummy. Speech sound is generated from the forward speaker positioned in the front of the dummy and noise sound is generated from the backward speaker. The speech and noise are mixed in the air space and entered into the microphones. VAD(voice activity detector) and ANC(adaptive noise cancellation) methods were used to eliminate noise in the sound of the microphones. 10 two-syllable words and 4 sentences were used for speech signals. Babble and car interior noise were used for noise signals. The performance of the proposed algorithm was evaluated by SNR(signal-to-noise ratio) and PESQ-MOS(perceptual evaluation of speech quality-mean opinion score). In babble noise condition, SNR was improved as much as $7.963{\pm}1.3620dB\;and\;3.968{\pm}0.6659dB$ for words and sentences respectively. In the case of car interior noise, SNR was improved as $10.512{\pm}2.0665dB\;and\;6.000{\pm}1.7642dB$ for words and sentences respectively. PESQ-MOS of the babble noise was improved as much as $0.1722{\pm}0.0861$ score for words and $0.083{\pm}0.0417$ score for sentences. And PESQ-MOS of the car interior noise was improved as $0.2661{\pm}0.0335$ score and $0.040{\pm}0.0201$ score for words and sentences respectively. It is verified that the proposed algorithm has a good performance in noise cancellation of microphone array for digital hearing aids.

Audio Format Comparative Study and Suggestion for Next Generation DTV (차세대 디지털 TV 방송을 위한 오디오 규격 비교 분석 및 제언)

  • Lee, Jae-Hong
    • The Journal of the Acoustical Society of Korea
    • /
    • v.30 no.6
    • /
    • pp.337-343
    • /
    • 2011
  • With commencing trial 3D digital broadcasting, the studies on next generation digital broadcasting technology for coming UHDTV era is being actively progressing. In this paper, I propose surround audio formats for next-generation digital TV broadcasting, along with comparative study of major surround audio formats in use or under development. I did comparative study on current major competing surround formats such as Dolby True HD and DTS HD MA, along with NHK proposed 22.2 channel surround format for UHDTV system. Upon this comparative study and our housing situation consideration, I propose lossy compression 3D surround 7.1 channel surround format along with loosless 2.0 and 4.0 hi-fi format as next generation digital TV broadcasting standard. In lieu with this, I also propose transmitting binaural 2 channel audio data as sub-audio. It will give holographic sound experience when properly processed with individual HRTF (Head Related Transfer Function) with headphone. The table for data rate of each proposed audio format is also presented.

Wireless Digital Stethoscope Diagnosis System using Heart Rate (심박수를 이용한 무선 디지털 청진 진단시스템)

  • Park, Kee-Young;Lee, Jong-Ha;Cho, Sook-Jin;Lee, Chul-Hee;Jung, Eui-Bung
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.51 no.6
    • /
    • pp.237-243
    • /
    • 2014
  • Heart sounds of patient's chest could be heard using an analog stethoscope. However, auscultation of a heart sound can be diagnosed differently by each doctor hearing it. Therefore the condition of each patient is determined by the subjective comments based on the hearing ability of a physician who has years of experience. In this paper, through analysis of heart sound and heart rate of the patient's condition, we will define minutely how to diagnose the condition of patient using a wireless digital stethoscope diagnostic system. And it is possible to perform an objective medical diagnosis by applying LCR (Level Crossing Rate) and to show the relationship of a disease using this system.

A Study on the Analysis of the Characteristics of the Real-time Behavior Space Design - Focused on the Works of onl and NOX - (물리구축환경의 지능적 부활로서의 실시간 행태 공간의 특성 분석 - onl과 NOX의 작품을 중심으로 -)

  • Lee Hanna;Park Hyun-Ok
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.4 s.51
    • /
    • pp.19-26
    • /
    • 2005
  • Digital technology continually makes a space evolves. The real-time behavior design communicates the data with the situation of circumference of the space(visitors moving, interior and exterior situations). The space form was changed because it interfaces in real time. The purpose of this study was finding out the characteristics of real-time behavior space design through the analysis of space formative languages, sensorium, S-R and material. This study will be the one of basic references for the digital space design. The boundary of this study set limits to the works of digital space designer who applies the real-time exchanging data to their design among the digital space design works from 1996 to 2004. But it excepted from the real-time behavior space in virtual realty. Therefore, the objects of this study were the works of onl and NOX(paraSITE, Trans-port 2001, Muscle, MotormeCCa, Handdrawspace, Saltwater Pavilion, Son-O-House, H2O Expo). The method was the contents analysis of space formative languages(Greg Lynn's ten space formative languages; bleb, blob, branch, flower, fold, lattice, teeth, shred, skins and strand), sensorium, S-R and material. The results of the study are as follows: 1) The organizational elements; Space formative languages(bleb, blob, fold, shred, skins, strand), stimulation(Human Participation, Human Moving, Weather Conditions), and response(Spatial Moving, Sound Pattern, Lighting Pattern, color Pattern, Activating Particles, Moving Picture, Virtual Friend) 2) The material Use; Sound, lights, and network have been used in the space. Immaterial matter will be used the main material of space design in 21"'century, 3)The spatial types; formal changing of space, projecting immaterial elements, and changing the sound.

Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
    • /
    • v.13 no.5
    • /
    • pp.602-611
    • /
    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.

The Realtime method of 3D Sound Rendering for Virtual Reality : Complexity Reduction of Scene and Sound Sources (장면 및 음원 복잡도 축소에 의한 3차원 사운드 재현의 실시간화 기법)

  • Seong SukJeong;Yi JeongSeon;Oh SuJin;Nam YangHee
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2005.07b
    • /
    • pp.550-552
    • /
    • 2005
  • 실감 재현이 중요한 가상현실 응용에서는 사용자에게 고급 그래픽 환경을 제시하고 사용자의 인터랙션에 즉각적인 피드백을 제공함으로서 실재감과 몰입감을 증대시키는 연구가 진행되어왔다. 실재감, 공간감 전달을 위해 시각과 청각을 함께 활용하는 것이 효과적이나, 가상공간의 특징을 반영한 3차원 사운도 재현 연구는 국내외 통틀어 초기단계에 머물러 있다. 실재감과 공간감을 반영한 3차원 사운드의 재현을 위해서는 음원의 전파, 반사, 잔향 풍의 계산이 사용자의 인터랙션에 따라 새롭게 계산되어야한다. 그러나 사운드 전파경로와 공간을 이루는 모든 폴리곤들과의 충돌을 검사하며 반사 등을 계산하는 것은 실시간성이 중요한 가상현실응용에서는 무리가 따르므로 실 시간성을 보장하기 위한 계산량 축소가 요구된다. 본 논문에서는 다수의 음원이 존재하는 복잡한 가상공간에서의 3차원 사운드를 재현하기 위하여 사운드 신과 계산에 필요한 최소한의 정보를 가지는 오디오 씬 그라프의 공간을 재구성하고 다수의 음원을 대상으로 음원 축소 및 군집화를 적용하여 3차원 사운드효과를 실시간으로 재현하는 알고리즘을 제안한다.

  • PDF

Low-bitrate Multichannel Audio Coding (저비트율 멀티채널 오디오 부호화)

  • Jang, Inseon;Seo, Jeongil;Beak, Seungkwon;Kang, Kyeongok
    • Journal of Broadcast Engineering
    • /
    • v.10 no.3
    • /
    • pp.328-338
    • /
    • 2005
  • Technology for compressing low-bitrate multichannel audio coding is being standardized owing to the increasing need of consumer for multichannel audio contents. In this paper we propose the sound source location cue coding (SSLCC) for extremely compressing multichannel audio to be suitable at the narrow bandwidth transmission environment. To improve the compression capability of the conventional binaural cue coding(BCC), the SSLCC adopts the virtual source location information (VSLI) as a spatial cue parameter, a symmetric uniform quantizer, and Huffman coder. The objective and subjective assessment results show that the SSLCC provides lower bitrate and better audio quality than conventional BCC method.

A Study on Digital Sound Source based LED Color Matching Algorism using Moving Average Filter (이동평균 필터방식을 이용한 디지털음원 기반 LED컬러 매칭 알고리즘에 관한 연구)

  • Lee, Seonhee;Lee, Junghoon;Cho, Juphil
    • Journal of Satellite, Information and Communications
    • /
    • v.9 no.4
    • /
    • pp.69-72
    • /
    • 2014
  • Recently, lighting systems using audio signal of audible frequency and frequency spectrum of visible lighting are studied. And various related products are being sold and released commercially. Also demands of emotional matching algorithm and system which includes effective and methodical designs are being increased. And the importance related with this scheme has increased. In this Paper, we configures a system for digital sound source based LED color control. And we develop algorithm to control LED color for the system configuration. Also we demonstrated the usefulness of the algorithm through experiment with simulation using LED color control system. We expected to be useful in a variety of fields and applications using proposed digital music based LED color control system.

Implementation of ARM based Embedded System for Muscular Sense into both Color and Sound Conversion (근감각-색·음 변환을 위한 ARM 기반 임베디드시스템의 구현)

  • Kim, Sung-Ill
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.8
    • /
    • pp.427-434
    • /
    • 2016
  • This paper focuses on a real-time hardware processing by implementing the ARM Cortex-M4 based embedded system, using a conversion algorithm from a muscular sense to both visual and auditory elements, which recognizes rotations of a human body, directional changes and motion amounts out of human senses. As an input method of muscular sense, AHRS(Attitude Heading Reference System) was used to acquire roll, pitch and yaw values in real time. These three input values were converted into three elements of HSI color model such as intensity, hue and saturation, respectively. Final color signals were acquired by converting HSI into RGB color model. In addition, Three input values of muscular sense were converted into three elements of sound such as octave, scale and velocity, which were synthesized to give an output sound using MIDI(Musical Instrument Digital Interface). The analysis results of both output color and sound signals revealed that input signals of muscular sense were correctly converted into both color and sound in real time by the proposed conversion method.