• Title/Summary/Keyword: Sound Visualization

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A Study on the Aerodynamic Noise of a Supersonic Exhaust Nozzle of Slotted Tube (슬롯관형 초음속 배기노즐의 공력소음에 관한 연구)

  • Lee, Dong-Hoon;Seto, Kunisato
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.24 no.1
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    • pp.132-142
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    • 2000
  • The objective of this study is to experimentally investigate the noise propagating characteristics, the noise reduction mechanism and the performance of a slotted tube attached at the exit plane of a circular convergent nozzle. The experiment is performed through the systematic change of the jet pressure ratio and the slot length under the condition of two kinds of open area ratios, 25% and 51%. The open area ratio calculated by the tube length equivalent for the slot length is defined as the ratio of the total slot area to the surface area of a slotted tube. The experimental results for the near and far field sound, the visualization of jet structures and the static pressure distributions in the jet passing through a slotted tube are presented and explained in comparison with those for a simple tube. The propagating characteristics of supersonic jet noises from the slotted tube is closely connected with the slot length rather than the open area ratio, and its propagating pattern is similar to the simple tube. It is shown that the slotted tube has a good performance to suppress the shock-associated noise as well as the turbulent mixing noise in the range of a limited jet pressure and slot dimension. The considerable suppression of the shock‘associated noise is mainly due to the pressure relief caused by the high-speed jets passing through the slots on the tube. Both the strength of shock waves and the interval between them in a jet plume are decreased by the pressure relief. Moreover, the pressure relief is divided into the gradual and the sudden relief depending upon the open area ratio of the slotted tube. Consequently, the shock waves in a jet plume are also changed by the type of pressure relief. The gradual pressure relief caused by the slotted tube with the open area ratio 25% generates the weak oblique shock waves. On the contrary, the weak normal shock waves appear due to the sudden pressure relief caused by the slotted tube with the open area ratio 51%.

The study on the visualization of paralinguistic phonetic information for creative motion typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park, Sun-Mi;Yoon, Young-Doo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.267-272
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    • 2006
  • The motion-graphic have been a more important factor in image illustration and typography since the development of visual culture was advanced. Therefore the visualized case of intented content with the creative typography is easily seen in television CF, movies and web pages. They suggest that variable factors such as language, time, shape, motion, color and sound should be applied and produced to motion typogaraphy. But the physiologic features as sex, age, health status, illness and physical size have an important effect in the communication process. So, the more effective result were gained than the fast-developing other mass media if these features were applied to the motion typography with semi-language speciality.

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Numerical Simulation of Directivity for Probe and Surface Defect (탐촉자와 표면 결함에 대한 지향성의 수치 실험에 관한 연구)

  • Nam, Young-Hyun
    • Journal of the Korean Society for Nondestructive Testing
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    • v.15 no.1
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    • pp.291-298
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    • 1995
  • An ultrasonic testing uses the directivity of the ultrasonic wave which propagates in one direction. The directivity is expressed as the relationship between the propagate direction and its sound pressure. This paper studied the directivity of shear waves emitted from angle probes and scattered from surface defects by using visualization method. These experimental results were compared with the theory which was based on the continuous wave. The applicability of continuous wave theory was discussed in terms of the parameter $d/{\lambda}$; where d is transducer or defect size and ${\lambda}$ is the wavelength. In the case of angle probes, the experimental results show good agreement with theoretical directivity on the principal lobe. When defect size was smaller than the wavelengths, clear directivity in the reflected wave was observed. In the case of the same ratio of defect size to wavelength, the directivity of reflected waves from the defect show almost the same directivity in spite of frequency differences. When the $d/{\lambda}$ is greater than 1.5, measured directivities almost agreed with the theoretical one.

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PIV Measurement and Color Schlieren Observation of Supersonic Jets (PIV 및 컬러 쉴리렌 기법을 이용한 초음속 제트 관측)

  • Lee, Jae Hyeok;Zhang, Guang;Kim, Tae Ho;Kim, Heuy Dong
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2017.05a
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    • pp.604-605
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    • 2017
  • The present work aims at visualization of the supersonic air jet flows discharged from C-D nozzles. In the present experiments, Prticle Image Velocimetry (PIV) was employed to specify the jet flow field quantitatively, and a color Schlieren optical method was applied to observe the same jets qualitatively. The $0.5{\mu}s$ duration of spark light source was used for Schlieren and it can be controled as $0.5{\mu}s$, $1{\mu}s$, $2{\mu}s$ and focusing mode. The convergent-divergent nozzles were used to generate the jet flow with the design Mach number of 2.0, 2.2. Nozzle pressure ratios (NPRs) were varied from 5 to 8. A good comparison of the jet size and shock location from the Schlieren images with the PIV quantitative values is obtained. The obtained images clearly showed the major features of the under-expanded jet, over-expanded jet, sound wave, turbulent eddies and so on.

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A development of interactive manual system guideline for mobile service. (인터액티브 사용자 매뉴얼 가이드라인 개발에 관한 연구 - 모바일 서비스를 중심으로 -)

  • 이종호
    • Archives of design research
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    • v.15 no.3
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    • pp.29-38
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    • 2002
  • Recently, types of mobile services are ever-growing with technological advances, such as CDMA 2000, 256 Color LCD, 16 channel sound chip set and easy internet access. However, manual system that is supposed to support users for finding features and functions doesn't help users most of the cases since users are moving. Therefore, mobile sonics needs new concept for manual system that can support users while they are in use In this research report, new concept for interactive manual system is suggested. Then a guideline for interactive manual system is developed as a result from three empirical studies. First, ten information visualization methods used for describing functions are positioned on user's perception map. Secondly, user behavior pattern of getting required information from written manual was analyzed. Finally, visual cue system was selected as one of options for developing interactive manual system and a guideline was developed based on these research results.

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Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

A Study on Audio-Visual Expression of Biometric Data Based on the Polysomnography Test (수면다원검사에 기반한 생체데이터 시청각화 연구)

  • Kim, Hee Soo;Oh, Na Yea;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.35
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    • pp.145-155
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    • 2018
  • The goal of the study is to provide a new type of audio-visualization method through case analysis and work production based on Polysomnography(PSG) data that is difficult to interpret or not familiar to the public. Most art works are produced with conscious actions during waking hours. On the other hand, during sleep, we get into the world of unconsciousness. Therefore, through the experiment, want to discover if could get something new when we were in the subconscious state, and if so, wondered what kind of art could be made through it. The study method is to consider definition of sleep and sleep data first. The sleep data were classified into normal group and Narcolepsy, Insomnia, and sleep apnea by focusing on sleep disorder graphs that is measured by sleep polygraph. After that, I refined and converted the acquired biometric data into a text-based script. The degree of sleep in the text form of the script was rendered as a 3D animated image using Maya. In addition, the heart rate data script was transformed into a midi format, and the audition was implemented in the garage band. After Effects combines the image and sound to create four single channel images of 3 minutes and 20 seconds each. As a result of the research, I made an opportunity for anyone easy to understand the results, having difference with the normal data, through art instead of using difficult medical term. It also showed the possibility of artistic expression even when conscious actions did not occur. Through the results of this research, I expect the expansion and diversity of artistic audiovisual expression of biometric data.

A historical study of the Large Banner, a symbol of the military dignity of the Late Joseon Dynasty (조선 후기 무위(武威)의 상징 대기치(大旗幟) 고증)

  • JAE, Songhee;KIM, Youngsun
    • Korean Journal of Heritage: History & Science
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    • v.54 no.4
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    • pp.152-173
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    • 2021
  • The Large Banner was introduced during the Japanese Invasions of Korea with a new military system. It was a flag that controlled the movement of soldiers in military training. In addition, it was used in other ways, such as a symbol when receiving a king in a military camp, a flag raised on the front of a royal procession, at the reception and dispatch of envoys, and at a local official's procession. The Large Banner was recognized as a symbol of military dignity and training rites. The Large Banner was analyzed in the present study in the context of two different types of decorations. Type I includes chungdogi, gakgi and moongi. Type II includes grand, medium, and small obangi, geumgogi and pyomigi. Each type is decorated differently for each purpose. The size of the flag is estimated to be a square of over 4 ja long in length. Flame edges were attached to one side and run up and down The Large Banner used the Five Direction Colors based on the traditional principles of Yin-Yang and Five Elements. The pattern of the Large Banner is largely distinguished by four. The pattern of large obangi consists of divine beasts symbolizing the Five Directions and a Taoism amulet letter. The pattern of medium obangi features spiritual generals that escort the Five Directions. The pattern of small obangi has the Eight Trigrams. The pattern of moongi consists of a tiger with wings that keeps a tight watch on the army's doors. As for historical sources of coloring for Large Banner production, the color-written copy named Gije, from the collection of the Osaka Prefect Library, was confirmed as the style of the Yongho Camp in the mid to late 18th century, and it was also used for this essay and visualization work. We used Cloud-patterned Satin Damask as the background material for Large Banner production, to reveal the dignity of the military. The size of the 4 ja flag was determined to be 170 cm long and 145 cm wide, and the 5 ja flag was 200 cm long and 175 cm wide. The conversion formula used for this work was Youngjochuck (1 ja =30cm). In addition, the order of hierarchy in the Flag of the King was discovered within all flags of the late Joseon Dynasty. In the above historical study, the two types of Large Banner were visualized. The visualization considered the size of the flag, the decoration of the flagpole, and the patterns described in this essay to restore them to their original shape laid out the 18th century relics on the background. By presenting color, size, material patterns, and auxiliary items together, it was possible not only to produce 3D content, but also to produce real products.