• Title/Summary/Keyword: Sound Design

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Koh Chang Island Eco-Tourism Mapping by Balloon-born Remote Sensing Imagery System

  • Kusanagi, Michiro;Nogami, Jun;Choomnoommanee, Tanapati;Laosuwan, Teerawong;Penaflor, Eileen;Shulian, Niu;Zuyan, Yao
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.894-896
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    • 2003
  • Koh Chang Island is located near the east border of Thailand. The government of Thailand promotes the island as a model of eco-tourism spots. The Island undeveloped until recent years, is expected to change to major tourist attraction. 'Digital Koh Chang project' has thus. The main objective of this project is to monitor the environment and land use status of the island and to support its sound development. In March 2003, a field survey of this project was planned and field data were collected using both airborne and ground platforms and an ocean vessel. These data were combined with satellite data in the laboratory. This presentation is all balloon-born system field operation. A 5-meter length balloon filled with Helium gas was used, whose payload consisted of two RGB standard color digital still cameras, two directional rotating servo motors, a camera mount cradle as well as signal transmitting and receiving components. A series of aerial high-resolution digital images were rather easily obtained using this inexpensive system, making it possible to monitor intended landscape features in a specific field. Design of simple, low-cost and easily transportable flying platforms and local field surveys using them are useful for getting local ground truth data to calibrate satellite or airborne-based RS data. The design analysis to upgrade the system is further investigated.

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A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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Design and Implementation of Simple Text-to-Speech System using Phoneme Units (음소단위를 이용한 소규모 문자-음성 변환 시스템의 설계 및 구현)

  • Park, Ae-Hee;Yang, Jin-Woo;Kim, Soon-Hyob
    • The Journal of the Acoustical Society of Korea
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    • v.14 no.3
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    • pp.49-60
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    • 1995
  • This paper is a study on the design and implementation of the Korean Text-to-Speech system which is used for a small and simple system. In this paper, a parameter synthesis method is chosen for speech syntheiss method, we use PARCOR(PARtial autoCORrelation) coefficient which is one of the LPC analysis. And we use phoneme for synthesis unit which is the basic unit for speech synthesis. We use PARCOR, pitch, amplitude as synthesis parameter of voice, we use residual signal, PARCOR coefficients as synthesis parameter of unvoice. In this paper, we could obtain the 60% intelligibility by using the residual signal as excitation signal of unvoiced sound. The result of synthesis experiment, synthesis of a word unit is available. The controlling of phoneme duration is necessary for synthesizing of a sentence unit. For setting up the synthesis system, PC 486, a 70[Hz]-4.5[KHz] band pass filter for speech input/output, amplifier, and TMS320C30 DSP board was used.

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Music Visualization Expression in Modern Fashion - Focus on the application of Mondrian's paintings to Alexander McQueen's 2014 Spring Ready-to-wear Collection -

  • Kim, Sung-Soo;Kim, Young-Sam
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.55-65
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    • 2014
  • This study analyzes music visualization characteristics in modern fashion based on Wassily Kandinsky's music visualization theory. Alexander McQueen's 2014 Spring Ready-to-wear Collection (as inspired by Mondrian's paintings) was selected as the research subject. First, an analysis of Mondrian's paintings based on Wassily Kandinsky's theory shows that music visualization characteristics can be categorized into spatiality, mobility, and duality. Second, McQueen applied Mondrian's paintings to the overall design, structured the model's shape in the painting, or created patterns using colors and lines that introduced them in clothes; symbolic forms were also introduced as part of or a decorative factor of the clothes. Third, spatiality refers to the creation of a feeling of space through emptiness or fill using lines, colors, and shape. Musical atmosphere such as dissonance were expressed in clothing through the application of color contrast, lines and silhouette dynamics, and symbolic format and patterns by Mondrian. Fourth, mobility generally refers to motion caused by a certain stimulus. Mondrian expressed vibration, internal resonance, sound level in music that emphasized color irregularity, primary color contrast, and rough brush touches as well as free and organic patterns. McQueen expressed this with primary color contrast using different materials, rough touch based on texture, and pattern repetition through transformation. Fifth, duality generally refers to the artistic effect caused by overlap. Mondrian created a resemblance of dissonance and music through line and color as expressed through the duality of clothing design components based on the artistic sense of the designer.

Effectiveness of the Multimedia Contentware (멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로-)

  • 안상혁
    • Archives of design research
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    • v.11 no.3
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    • pp.165-174
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    • 1998
  • A development of the Digital Media through media convergency is creating various contents business. Basically, contentware can be explained as something watching, listening or enjoying. It has been developing to tie a moving image with a sound and a game; something that was in the entertainment business in the past. The good way to get an insight on effectiveness of the multimedia contentware would be though the understanding of the change of communication style in digital medium. Thus, this paper covers the effectiveness problems in the semantic level rather than the accuracy and efficiency in the syntactic level in the digital media mediated communication. As the trends of the media cornsumption is moving toward more an interesting way, it is essential to build up commoness in terms of sympathy between a contentware and user. So this paper introduces the concept of commom fields of experience through the fundamentals of the phatic communication as a way to architect the multimedia content effectively.

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Theory and Practice of Explosive Blasting (화약 발파의 이론과 실제)

  • Ryu, Chang-Ha;Choi, Byung-Hee
    • Explosives and Blasting
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    • v.34 no.4
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    • pp.10-18
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    • 2016
  • Explosive blasting utilizes the energy produced from the explosion of explosive materials. Since the black powder, the first type of explosive, was invented, various types of explosives have been developed until a recent emulsion explosive which is powerful as well as safe in use. The detonators continue to be developed from safety fuse to the recent electronic detonators which allow extremely accurate and flexible control of delay time. However, the good explosives and detonators do not always lead to the good blast results. It entirely depends on the blast engineer. It is necessary to develop the empirical or theoretical models based on the field experience and sound theoretical algorithm. Such models would be very useful for blast design and, furthermore, provide the idea of further technical development. This paper introduces some models used in explosive blasting and attention to be paid for field application.

Design and Implementation of a Browser for Educational PDA Contents (교육용 PDA 컨텐츠 브라우저의 설계 및 구현)

  • 신재룡
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.8
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    • pp.1223-1233
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    • 2002
  • Recently various electronic books (I-Book) based on PDA (personal digital assistance) that we can easily use anytime and anywhere have been developed. Volume and weight of the E-Book is much less than that of traditional books. In that reason, it is easy to carry and serve us with contents by diverse functions such as searching, bookmark, dictionary, and playing of color image, sound or moving picture. On account of these advantages, many products connected with I-Book have been emerged in the market. However a product connected with educational contents is scarce, because it requires not only normal function but also additional functions such as a problem solving. Therefore it is actually necessary to develop a browser and an editor for educational contents. In this paper, we express educational contents by XML and define structure of document with XML schema. Then, we design and implement an editor and a browser that can manage educational contents on PDA.

A study on Interactive-type Exhibition Using Fractal Images (프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구)

  • Lim, Mi-Jeong;Cho, Hyong-Je;Choi, Gyoo-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.163-168
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    • 2015
  • Recent exhibition's paradigm is changing from the existing unidirectional oriented exhibition form to a form of interactive hands-on exhibits that viewers can get and realistically feel a variety of information. Hands-on exhibit embodies the human interface by utilizing light, sound, pressure, etc. in time and space. In this paper, we have studied the creation of fractal image by the Mandelbrot technique and proposed the interaction method for it to be converted into a variety of forms. By using the proposed method, a variety of image transformation such as printmaking effect, sketch effect, Pop Art effect can be performed, according to clicking a certain fraction on the created fractal image screen by a user mouse. Interactive image generated in this study are expected to be used for trade shows, promotional products, media art design.

Multi-FNN Identification Based on HCM Clustering and Evolutionary Fuzzy Granulation

  • Park, Ho-Sung;Oh, Sung-Kwun
    • International Journal of Control, Automation, and Systems
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    • v.1 no.2
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    • pp.194-202
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    • 2003
  • In this paper, we introduce a category of Multi-FNN (Fuzzy-Neural Networks) models, analyze the underlying architectures and propose a comprehensive identification framework. The proposed Multi-FNNs dwell on a concept of fuzzy rule-based FNNs based on HCM clustering and evolutionary fuzzy granulation, and exploit linear inference being treated as a generic inference mechanism. By this nature, this FNN model is geared toward capturing relationships between information granules known as fuzzy sets. The form of the information granules themselves (in particular their distribution and a type of membership function) becomes an important design feature of the FNN model contributing to its structural as well as parametric optimization. The identification environment uses clustering techniques (Hard C - Means, HCM) and exploits genetic optimization as a vehicle of global optimization. The global optimization is augmented by more refined gradient-based learning mechanisms such as standard back-propagation. The HCM algorithm, whose role is to carry out preprocessing of the process data for system modeling, is utilized to determine the structure of Multi-FNNs. The detailed parameters of the Multi-FNN (such as apexes of membership functions, learning rates and momentum coefficients) are adjusted using genetic algorithms. An aggregate performance index with a weighting factor is proposed in order to achieve a sound balance between approximation and generalization (predictive) abilities of the model. To evaluate the performance of the proposed model, two numeric data sets are experimented with. One is the numerical data coming from a description of a certain nonlinear function and the other is NOx emission process data from a gas turbine power plant.

A REVIEW OF STUDIES ON OPERATOR'S INFORMATION SEARCHING BEHAVIOR FOR HUMAN FACTORS STUDIES IN NPP MCRS

  • Ha, Jun-Su;Seong, Poong-Hyun
    • Nuclear Engineering and Technology
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    • v.41 no.3
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    • pp.247-270
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    • 2009
  • This paper reviews studies on information searching behavior in process control systems and discusses some implications learned from previous studies for use in human factors studies on nuclear power plants (NPPs) main control rooms (MCRs). Information searching behavior in NPPs depends on expectancy, value, salience, and effort. The first quantitative scanning model developed by Senders for instrument panel monitoring considered bandwidth (change rate) of instruments as a determining factor in scanning behavior. Senders' model was subsequently elaborated by other researchers to account for value in addition to bandwidth. There is also another type of model based on the operator's situation awareness (SA) which has been developed for NPP application. In these SA-based models, situation-event relations or rules on system dynamics are considered the most significant factor forming expectancy. From the review of previous studies it is recommended that, for NPP application, (1) a set of symptomatic information sources including both changed and unchanged symptoms should be considered along with bandwidth as determining factors governing information searching (or visual sampling) behavior; (2) both data-driven monitoring and knowledge-driven monitoring should be considered and balanced in a systematic way; (3) sound models describing mechanisms of cognitive activities during information searching tasks should be developed so as to bridge studies on information searching behavior and design improvement in HMI; (4) the attention-situation awareness (A-SA) modeling approach should be recognized as a promising approach to be examined further; and (5) information displays should be expected to have totally different characteristics in advanced control rooms. Hence much attention should be devoted to information searching behavior including human-machine interface (HMI) design and human cognitive processes.