• Title/Summary/Keyword: Realistic Audio

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A Survey on the Application Possibility of Mass Media for Environmental Education (대중매체의 환경교육적 활용 가능성에 관한 고찰)

  • Lee, Jae-Yeong;Kim, In-Ho;Lee, Seon-Gyeong
    • Hwankyungkyoyuk
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    • v.9 no.1
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    • pp.30-38
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    • 1996
  • The purpose of this study was to survey on the awareness of teachers and students to mass media as a source for school environmental education. This study was performed with the questionnaire to 179 teachers who participated in certificate in-service training for $\ulcorner$Environment$\lrcorner$subject and to 635 students(primary: 177, middle: 179, high school students: 279). The results derived from this study were as follows: First, most teachers(86.6%) evaluated that mass media's effects on students were high and positive in terms of school environmental education, thus they thought that the application necessity and possibility of mass media for environmental education were so too. Second, many teachers evaluated that more program related with environment had to be produced(57.0%) and disseminated, and information on them had to be apprised teachers to activate school environmental education(44.1%). Third, both teachers(87.1%) and students(70.4%) evaluated that audio-visual media such as television, video, movie was better than others for environmental education because audio-visual media could be more realistic and dynamic(T: 48.0%, S: 41.7%). Fourth, we found that as the result of statistical analysis, students's friendliness. credibility and preference on media were different to school classes. But we could not analize the relationship between factors for the limit of sample.

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A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

A review on clinical education in clinical skills centers worldwide and its implications (국외 임상술기센터의 임상교육 현황과 시사점)

  • Shin, Hong-Im;Lee, Seung-Hee;Kim, Seung-Ho
    • Korean Medical Education Review
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    • v.10 no.2
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    • pp.1-7
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    • 2008
  • Purpose : The establishment of clinical skills centers(CSCs) to facilitate the teaching and assessment of clinical skills is one of the more recent developments occurring in medical schools worldwide. The aim of this study is to review experiences of CSCs in other medical schools and learn how to design a CSC in our school. Methods : This study was undertaken in two steps. In the first step, educational activities of CSCs in 6 medical schools were reviewed. In the second step, a search for articles of journals regarding clinical skills education in CSCs was conducted. Results : The review of CSCs programs reveals variations among centers in teaching and assessment activities. However there are increasing trends of utilizing CSCs in teaching and learning in CSCs. The delivery of clinical skills is expanded by an increasing use of simulated patients and realistic simulators. Through an audio/video technology, availability of more detailed monitoring and feedback. CSCs also provide greater opportunity for assessment of communications skills, physical examination and practical procedures. Conclusions: CSCs contribute to the effectiveness in clinical teaching and assessment. Educational benefits of a CSC can be maximized by utilizing new delivery methods, implementing educational strategies and staff development programmes.

Dual CNN Structured Sound Event Detection Algorithm Based on Real Life Acoustic Dataset (실생활 음향 데이터 기반 이중 CNN 구조를 특징으로 하는 음향 이벤트 인식 알고리즘)

  • Suh, Sangwon;Lim, Wootaek;Jeong, Youngho;Lee, Taejin;Kim, Hui Yong
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.855-865
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    • 2018
  • Sound event detection is one of the research areas to model human auditory cognitive characteristics by recognizing events in an environment with multiple acoustic events and determining the onset and offset time for each event. DCASE, a research group on acoustic scene classification and sound event detection, is proceeding challenges to encourage participation of researchers and to activate sound event detection research. However, the size of the dataset provided by the DCASE Challenge is relatively small compared to ImageNet, which is a representative dataset for visual object recognition, and there are not many open sources for the acoustic dataset. In this study, the sound events that can occur in indoor and outdoor are collected on a larger scale and annotated for dataset construction. Furthermore, to improve the performance of the sound event detection task, we developed a dual CNN structured sound event detection system by adding a supplementary neural network to a convolutional neural network to determine the presence of sound events. Finally, we conducted a comparative experiment with both baseline systems of the DCASE 2016 and 2017.

Current State of the Art and Prospect of User Centric- Realistic Audio Technologies (사용자 맞춤형 실감 음향 기술의 현황과 전망)

  • Kim, Jeong-Hun;Gwon, Gi-Su;Gang, Tae-Gyun;Kim, Nam-Su
    • Broadcasting and Media Magazine
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    • v.19 no.1
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    • pp.10-21
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    • 2014
  • 3D 산업의 발달과 함께 음원을 통해 현장에서 느낄 수 있는 입체감을 재현하는 실감 음향 기술에 대한 관심 또한 증가하고 있다. 정확한 실감 음향을 구현하기 위해서 헤드폰과 스피커 시스템을 이용한 연구가 활발하게 진행되고 있다. 특히 스피커를 이용하는 실감 음향 연구는 초다채널 스피커를 이용하여 물리적 음장 재현을 목표로 하는 방법과 소채널 스피커를 이용하여 사용자의 특성을 적용한 인지적 음장 재현을 목표로 하는 방법으로 나뉜다. 헤드폰과 스피커를 이용한 기존 연구들이 사용하는 기술들에 대해서 알아보고, 기존 기술의 장점과 단점에 대해서 분석해본다. 이를 통해 사용자 맞춤형 실감 음향 기술의 구현을 위한 연구 방향과 새롭게 적용할 수 있는 기술들에 제시하고자 한다.

Artificial reverberation algorithm to control distance of phantom sound source for surround audio system (서라운드 오디오 시스템을 위한 가상음원의 거리를 조절할 수 있는 인공잔향기)

  • Shim, Hwan;Seo, Jeong-Hun;Sung, Koeng-Mo
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.447-450
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    • 2005
  • Multi-channel artificial reverberation algorithm to control perceived direction and distance is described in this paper. In conventional algorithms using IIR filters, reverberation time is the only parameter to be controlled. Moreover, since the convolution-based conventional algorithms apply only same impulse responses, but not considering sound localization, it was not realistic enough. The new algorithm proposed in this paper utilizes early reflections segmented according to the azimuth from which direct sound comes and controls perceived direction by panning the direct sound, and controls perceived distance by adjusting Energy Decay Curve (EDC) of reverberation and gain of the direct sound. In addition, the algorithm enhances Listener Envelopment(LEV) to make late reverberation incoherent among channels.

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Three Dimensional Audio Technologies for Realistic Broadcasting (실감방송을 위한 3차원 오디오 기술)

  • Jang, D.Y.;Seo, J.I.;Lee, T.J.;Park, G.Y.;Kang, K.O.
    • Electronics and Telecommunications Trends
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    • v.19 no.4 s.88
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    • pp.53-62
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    • 2004
  • 차세대 방송 서비스는 입체감있는 3차원 AV 콘텐츠와 자연스럽게 사용자와 인터랙션하는 대화형 콘텐츠를 기반으로 하는 실감방송으로 변화되어 갈 것으로 예상된다. 이러한 실감방송 서비스에서는 현장감을 효율적으로 나타낼 수 있는 음상 정위 및 음장 재현 등 3차원 오디오 기술과 사용자 인터랙션을 위한 객체기반 오디오 처리 기술들이 필요하다. 본 고에서는 이러한 현장감과 사용자 인터랙션을 통하여 가상현실에 근접한 서비스를 제공하기 위한 대표적인 3차원 오디오 기술의 개발 동향을 살펴본다. 우선 3차원 오디오 기술의 기본 개념 및 개요를 기술하며, 이러한 3차원 오디오 기술에 기반한 대화형 3차원 오디오 기술 개발에 대한 최근 동향을 살펴보고, 국내에서 개발하고 있는 객체기반 3차원 오디오 기술에 대하여 간략히 설명한다.

Development of a Real-time Vehicle Driving Simulator

  • Kim, Hyun-Ju;Park, Min-Kyu;Lee, Min-Cheoul;You, Wan-Suk
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.51.2-51
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    • 2001
  • A vehicle driving simulator is a virtual reality device which makes a human being feel as if the one drives a vehicle actually. The driving simulator is effectively used for studying interaction of a driver-vehicle and developing the vehicle system of new concepts. The driving simulator consists of a motion platform, a motion controller, a visual and audio system, a vehicle dynamic analysis system, a vehicle operation system and etc. The vehicle dynamic analysis system supervises overall operation of the simulator and also simulates dynamic motion of a multi-body vehicle model in real-time. In this paper, the main procedures to develop the driving simulator are classified by 4 parts. First, a vehicle motion platform and a motion controller, which generates realistic motion using a six degree of freedom Stewart platform driven hydraulically. Secondly, a visual system generates high fidelity visual scenes which are displayed on a screen ...

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A Study of Housing Interior Design through Housing Expectations and Housing Preferences of Future Consumers-College Students (실내공간계획에 대한 신세대의 주거기대와 주거선호)

  • 윤복자;최형준;조명은
    • Journal of the Korean housing association
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    • v.9 no.3
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    • pp.133-144
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    • 1998
  • The purpose of this study is to analyze housing expectations and housing preferences of college students' first purchased house for the future. Data was collected through self-administered questionnaires for this study and the samples consisted of 797 college students. This study found that college students preferred a high-rise apartments, a 20-24 pyung (66.0㎡-79.2㎡) house in housing size and relatively new house. The housing features and interior features that college students like to have and expected to have in the first residence were different. Their housing expectations were fairly realistic considering their affordability. College students preferred to furnish video and audio equipments, exercise equipments and ceiling fans. They generally preferred hardwood floorings and decorative moldings and expected to have built-in closet in their master bedrooms. They expected to have linen closets and large mirrors in their bathrooms. They preferred ceramic tile counter tops, wood cabinets, vinyl floorings in their kitchens and they also preferred to use kitchen as a utility.

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Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.