• Title/Summary/Keyword: Realistic Audio

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Non-Dialog Section Detection for the Descriptive Video Service Contents Authoring (화면해설방송 저작을 위한 비 대사 구간 검출)

  • Jang, Inseon;Ahn, ChungHyun;Jang, Younseon
    • Journal of Broadcast Engineering
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    • v.19 no.3
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    • pp.296-306
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    • 2014
  • This paper addresses a problem of non-dialog section detection for the DVS authoring, the goal of which is to find meaningful section from the broadcasting audio, where audio description can be inserted. The broadcasting audio involves the presence of various sounds so that it first discriminates between speech and non-speech for each audio frame. Proposed method jointly exploits the inter-channels structure and speech source characteristics of the broadcasting audio whose number of channel is stereo. Also, rule based post-processing is finally applied to detect the non-dialog section whose length is appropriate for audio description. Proposed method provides more accurate detection compared to conventional method. Experimental results on real broadcasting contents show that qualitative superiority of the proposed method.

Overview of MPEG 3D Audio Standard Activities for High-Order Multichannel Realistic Audio Service (고차 다채널 실감 오디오 서비스를 위한 MPEG 3D Audio 표준화 동향)

  • Seo, Jeongil;Kang, Kyeongok;Jeong, Dae-Gwon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.171-173
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    • 2012
  • 본 논문에서는 최근 MPEG 오디오 서브그룹에서 활발히 논의 중인 3D Audio 표준화 동향에 대해서 소개하고, 관련한 국내외 기관들의 기술개발 현황에 대해서 알아본다. MPEG 3D Audio 는 NHK 22.2 채널방송과 같은 실감 오디오 서비스를 고다채널(High-Order Multichannel)로 특징짓고, 이러한 서비스를 위한 다채널 오디오 부호화 및 복호화 기술과 다양한 출력채널 환경에 적응할 수 있는 렌더링(rendering) 기술을 표준화 대상으로 규정하고 있다.

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The Design of Intelligent Real Sound Play Flatform and Service Based-on User's Information (사용자 정보 기반 지능형 실감 사운드 재생 플랫폼 및 서비스 구현)

  • Jung, Jong-Jin;Lim, Tae-Beom;Lee, Seok-Pil
    • IEMEK Journal of Embedded Systems and Applications
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    • v.6 no.3
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    • pp.174-182
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    • 2011
  • Conventional home audio system (e.g. AV Receiver, CD Player etc) has a various functionality of audio play, channel mixing, but the remote controller of these audio players is too complex, difficult for user to manage them effectively. Users want to use these functionalities with more easy, comprehensible way. In this study, "intelligent real-sound presentation technology" that support high quality, realistic audio and the "design of complex information and controller of real sound using intelligent real sound play and control interface" will be introduced. So user can actively, realistically enjoy and play real sound based on user's preference, emotion and circumstance, instead of user's passive service.

A Study for Sound and Tactile Feedback on Touch Screen Phone Under Mobility Conditions (터치스크린 휴대폰 사용 환경을 고려한 소리, 진동 피드백 연구)

  • Kim, Young-Il;Kim, Se-Mi;Min, Young-Sam
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.130-134
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    • 2008
  • Touch screen phone which is expected to play a big part of the mobile market for the next few years, has many merits but demerits of inaccurate feedback. It offers audio and tactile feedback to strengthen the weak point. This study aims to see if audio feedback and vibration feedback react upon each other under realistic conditions. We had a qualitative research in perception after using touch screen phone feedback. The result showed that with any feedback users were satisfied more than without any feedback and there was diversity in response. We ran the study again to see the performance level and the projective workload between the kind of feedback and interrupting feedback environment Performance rates were faster with audio feedback and according to the projective workload assessment users felt that task was easier and less annoying with audio-vibration feedback. The results suggest that audio feedback could be more effective than vibration feedback. A future study will figure out the relationship between the factors of qualitative-controlled feedback and learning time and the performance, and the main cause to make people prefer one feedback over another in a realistic world.

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Acoustic Event Detection in Multichannel Audio Using Gated Recurrent Neural Networks with High-Resolution Spectral Features

  • Kim, Hyoung-Gook;Kim, Jin Young
    • ETRI Journal
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    • v.39 no.6
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    • pp.832-840
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    • 2017
  • Recently, deep recurrent neural networks have achieved great success in various machine learning tasks, and have also been applied for sound event detection. The detection of temporally overlapping sound events in realistic environments is much more challenging than in monophonic detection problems. In this paper, we present an approach to improve the accuracy of polyphonic sound event detection in multichannel audio based on gated recurrent neural networks in combination with auditory spectral features. In the proposed method, human hearing perception-based spatial and spectral-domain noise-reduced harmonic features are extracted from multichannel audio and used as high-resolution spectral inputs to train gated recurrent neural networks. This provides a fast and stable convergence rate compared to long short-term memory recurrent neural networks. Our evaluation reveals that the proposed method outperforms the conventional approaches.

Audio Signal Format and Coding Method for Ultra High Definition Television (UHDTV) (초고선명 방송을 위한 오디오 포맷 및 부호화 기법)

  • Seo, Jeong-Il;Kang, Kyeong-Ok
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.7
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    • pp.580-588
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    • 2009
  • In this paper, we describe technical trends, standard activities, and upcoming issues relating on UHDTV audio, which requires high quality realistic sound. We also propose a proper solution to it for domestic broadcasting and telecommunication environments.

MPEG-I Immersive Audio Standardization Trend (MPEG-I Immersive Audio 표준화 동향)

  • Kang, Kyeongok;Lee, Misuk;Lee, Yong Ju;Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.723-733
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    • 2020
  • In this paper, MPEG-I Immersive Audio Standardization and related trends are presented. MPEG-I Immersive Audio, which is under the development of standard documents at the exploration stage, can make a user interact with a virtual scene in 6 DoF manner and perceive sounds realistic and matching the user's spatial audio experience in the real world, in VR/AR environments that are expected as killer applications in hyper-connected environments such as 5G/6G. In order to do this, MPEG Audio Working Group has discussed the system architecture and related requirements for the spatial audio experience in VR/AR, audio evaluation platform (AEP) and encoder input format (EIF) for assessing the performance of submitted proponent technologies, and evaluation procedures.

A 3D Audio Broadcasting Terminal for Interactive Broadcasting Services (대화형 방송을 위한 3차원 오디오 방송단말)

  • Park Gi Yoon;Lee Taejin;Kang Kyeongok;Hong Jinwoo
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.22-30
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    • 2005
  • We implement an interactive 3D audio broadcasting terminal which synthesizes an audio scene according to the request of a user. Audio scene structure is described by the MPEG-4 AudioBIFS specifications. The user updates scene attributes and the terminal synthesizes the corresponding sound images in the 3D space. The terminal supports the MPEG-4 Audio top nodes and some visual nodes. Instead of using sensor nodes and route elements, we predefine node type-specific user interfaces to support BIFS commands for field replacement. We employ sound spatialization, directivity/shape modeling, and reverberation effects for 3D audio rendering and realistic feedback to user inputs. We also introduce a virtual concert program as an application scenario of the interactive broadcasting terminal.

A Study on Object-based Realistic Audio (객체기반 실감음향 기술 개발)

  • Jang, Daeyoung;Lee, Taejin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.429-432
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    • 2015
  • 본 논문에서는 기존의 채널기반의 오디오 기술에 대해 다양한 서비스가 가능하고, 재생환경에 독립적인 객체기반 실감음향 기술에 대해 논하고자 한다. 현재, 극장 사운드를 중심으로 객체기반 오디오 기술이 적용된 사운드가 점차 확산되고 있으며, 미국, 유럽 등 차세대 방송용 오디오에 객체기반 오디오 기술의 도입을 적극적으로 고려하고 있다. 객체기반 오디오 기술은 콘텐츠의 제작단계에서 재생환경을 고려할 필요가 없고, 현장의 음향을 신호와 3 차원 공간 정보로 구분하여 음향 공간의 정보를 그대로 표현함으로써, 재생환경에서는 3 차원 공간 정보를 활용하여 다양한 3 차원 음향 재생 기술을 활용하여 재생할 수 있다. 이러한 객체기반 실감음향 기술 개발을 위해서는 편리한 제작 및 3 차원 공간 정보 표현 기술이 필요하며, 청취환경에서는 객체기반 실감음향 콘텐츠를 제작자의 의도대로 렌더링할 수 있는 재생 및 제어 기술이 필요하다. 이에 객체기반 실감음향 기술의 기술동향과 객체기반 실감음향 서비스를 위한 콘텐츠 표현/제작 및 재생 기술에 대하여 고찰해 보고자 한다.

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Design and Implementation of Scent-Supported Educational Content using Arduino

  • Hye-kyung Kwon;Heesun Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.260-267
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    • 2023
  • Due to the development of science and technology in the 4th Industrial Revolution, a variety of content is being developed and utilized through educational courses linked to digital textbooks. Students use smart devices to engage in realistic virtual learning experiences, interacting with the content in digital textbooks. However, while many realistic contents offer visual and auditory effects like 3D VR, AR, and holograms, olfactory content that evokes actual sensations has not yet been introduced. Therefore, in this paper, we designed and implemented 4D educational content by adding the sense of smell to existing content. This implemented content was tested in classrooms through a curriculum-based evaluation. Classes taught with olfactory-enhanced content showed a higher percentage of correct answers compared to those using traditional audio-visual materials, indicating improved understanding.