• Title/Summary/Keyword: Three-dimensional Virtual Sound

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Development of three-dimensional sound effects system for virtual reality (가상환경용 3차원 입체음향 시스템 개발)

  • Yang, Si-Young;Kim, Dong-Hyung;Jeong, Je-Chang
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.574-585
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    • 2008
  • 3D sound is of central importance for the virtual reality system, and is becoming increasingly important for the auditory displays and for the human-computer interaction. In this paper, we propose a novel real-time 3D sound representation system for virtual reality. At first, we propose a calculation method of the impulse response for virtual space. To transmit the information of the virtual space, we propose an enhanced DXF file type that contains the material information. And then, we implement the multi-channel sound panning system. we perform the experiment based on computer simulation and prove the utility of the proposed method.

A Multichannel System for Virtual 3-D Sound Rendering (입체음장재현을 위한 멀티채널시스템)

  • Lee Chanjoo;Park Youngjin;Oh Si-Hwan;Kim Yoonsun
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.223-226
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    • 2000
  • Currently a multichannel system for virtual 3-D sound rendering is under development. Robust sound image formation and smooth real time interactivity are main design Points. The system utilizes VBAP algorithm as virtual sound image positioning. Overall system settings can be easily configured. We developed software, RIMA. as a driving Program of the system. At this stage, it is possible to position virtual sound images at arbitrary positions in three-dimensional space. The characteristics of the system are discussed. The system has been applied to the KAIST Bicycle Simulator to generate the virtual sound field.

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Reality Enhancement Method of Virtual Reality Based Simulator by Mutual Synergy Effect between Stereoscopic Image and Three-Dimensional Sound (입체영상과 3차원음향의 상호 상승효과에 의한 가상현실기반 시뮬레이터 현실감 증대방법)

  • Yim, Jeong-Bin;Kim, Hyeon-Ra
    • Journal of Navigation and Port Research
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    • v.27 no.2
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    • pp.145-153
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    • 2003
  • The presence-feeling enhancement method of a Virtual Reality (VR) simulator is proposed in this paper. The method is to increase realistic human feeling by mutual synergy effect between stereoscopic image and three-dimensional (3D) sound. In order to test the influence of mutual synergy effect, subject assessment with five university students is carried out using VR ship simulator having PC monitor and LCD shutter glasses. It I found that the averaged scale value of image naturalness is increased by 0.5 from $I_{nat}$=3.1 to 3.6 when blending stereoscopic images with 3D sound, and the averaged score value of sound localization is increased by 10% from $A_{SL}$ = 70~75% to $A_{SL}$ = 80~85% when blending 3D sound with stereoscopic image. In conclusion, the results show that the proposed method is able to increase the presence feeling in the VR simulator.

Effectiveness of Active Noise Control through Three-Dimensional Sound (입체음향 제작기법을 통한 능동소음제어 방법의 효율성)

  • Park, Junhong;Kim, Junejong;Min, Dongki
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2014.10a
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    • pp.955-956
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    • 2014
  • Active noise control is noise reduction method by generate anti-phase control signal for destructive interference of through control speaker. purpose of this paper is create a virtual control source at a using the DBAP(Distance Based Amplitude Panning) algorithm which is one of the three-dimensional sound reproduction method, and verified through the experimentally for noise control method through the virtual control source. We compared active noise method by using one control speaker with active noise control method by using DBAP algorithm.

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3-D Sound-Field Creation Implementing the Virtual Reality Ship Handling Simulator(I): HRTF Modeling (가상 현실 선박 조종 시뮬레이터 구현을 위한 3차원 음장생성(I) : 머리전달함수 모델링)

  • 임정빈
    • Journal of the Korean Institute of Navigation
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    • v.22 no.3
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    • pp.17-25
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    • 1998
  • This paper describes elemental technologies for the creation of three-dimensional(3-D) sound-field to implement the next-generation Ship Handling Simulator with human -computer interaction, known as Virtual Reality. In the virtual reality system, Head-Related Transfer Functions(HRTF's) are used to generate 3-D sound environmental context. Where, the HRTF's are impulse response characterizing the acoustical transformation in a space. This work is divided into two parts, the part Ⅰis mainly for the model constructions of the HRTF's, the part Ⅱis for the control of 3-D sound-field by using the HRTF's . In this paper, as first part, we search for the theory to formulate models of the HRTF's which reduce the dimensionalityof the formulation without loss of any directional information . Using model HRTF's we report results from psychophysical tests used to asses the validity of the proposed modleing method.

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Research on methods to extract standard head-related transfer function (표준 머리전달함수 추출 기법에 관한 연구)

  • Son, Daehyuk;Park, Youngjin;Jang, Sei-jin
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2014.10a
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    • pp.572-574
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    • 2014
  • Researches on three-dimensional multimedia has been performed actively in recent years. Virtual sound technology corresponding to virtual image should be provided to implement 3D multimedia with high quality. Head-related transfer function (HRTF) plays a key role in this research area. HRTFs measured in changing azimuth, elevation, and distance for each and every subject is necessary for ideal solution. However, it is practically impossible to measure all subjects' HRTFs, so various HRTF databases have been built by many researchers. Because HRTF displays quite different aspects from subject to subject, HRTF of dummy head has been used for generic usage. However, mannequin's HRTF showed much worse performance comparing with individual case so this solution should be improved. From previous work, standardization of HRTF based on tensor-singular value decomposition method has been proposed. For effective extraction of standard HRTF, three different decomposition methods are compared in this paper.

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Building Korean Head-related Transfer Function Database (한국형 머리전달함수 데이터베이스 구축)

  • Son, Daehyuk;Park, Youngjin;Park, Yoonsik;Jang, Sei-Jin
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.24 no.4
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    • pp.282-288
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    • 2014
  • Three-dimensional multimedia industry such as 3D TV, movie and broadcast has been developed vividly. For generating 3D contents with high quality, virtual auditory display, so called VAD, is being researched to offer more realistic experience to listeners. When people render VAD using headphones or two speakers, head-related transfer function(HRTF) plays a key role. The best solution is measuring all individuals' HRTFs, but it is hard to measure all listeners' HRTFs. To overcome this difficulty, many research groups have tried to construct their own measurement system and to build HRTF databases. However, some of them have not enough subjects or spatial resolution and they are mainly focused on Caucasian. There exists difference between Korean and Caucasian in a view of physical features. In other words, if Koreans hear three-dimensional sound rendered by HRTF database based on Caucasian, performance might be hindered. To verify this possibility and remedy the drawbacks, construction of new HRTF database aimed at Korean is needed. Therefore, our laboratory built HRTF measurement system which can measure HRTF of three-dimensional space with dense spatial resolution. With this system, 55 Korean males and 45 females' HRTFs were measured and Korean HRTF database was built based on these data.

A Study on the Creation of Stereoscopic Image and Three-Dimensional Sound in a Virtual Space (가상공간에서의 3차원 입체영상과 입체음향 생성에 관한 연구)

  • 김현라;이규동;임정빈
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2002.11a
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    • pp.71-74
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    • 2002
  • 이 연구에서는, 가상현실(virtual reality)분야에서 현실감 있는 가상공간을 구성하는데 중요한 요소인 3차원 입체영상과 입체음향을 하나의 메커니즘으로 구성하기 위한 알고리즘에 대해서 기술하였다 동기화 이중(Sync Doubling) 방식과 머리전달함수(Head Related Transfer Function: HRTF)를 이용하여 간단한 입체 게임을 구성한 후, 4명의 학생을 대상으로 실험한 결과, 3차원 입체영상은 모니터의 전후 방향으로 돌출되거나 함몰되는 현상을 나타냈으며, 영상에 따른 입체음향의 재생도 확인할 수 있었다.

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A Study on the Creation of Stereoscopic Image and Three-Dimensional Sound in a Virtual Space (가상공간에서의 3차원 입체영상과 입체음향 생성에 관한 연구)

  • Kim Hyun-Ra;Lee Kyu-Dong;Yim Jeong-Bin
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.399-402
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    • 2002
  • 3차원 입체영상과 음향은 가상현실(virtual reality) 분야에서 현실감 있는 가상공간을 구성하는데 제일 중요한 요소인데 지금까지 이들은 분리되어 연구되어왔다. 이 연구에서는 가상공간에서 3차원 입체영상과 입체음향을 하나의 통일된 메카니즘으로 구성하기 위한 알고리듬에 대해서 기술하였다.

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A development of the virtual auditory display system that allows listeners to move in a 3D space (청취자가 이동이 가능한 청각 디스플레이 시스템 개발)

  • Kang, Dae-Gee;Lee, Chai-Bong
    • Journal of the Institute of Convergence Signal Processing
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    • v.13 no.1
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    • pp.1-5
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    • 2012
  • In this study, we constructed a virtual auditory display(VAD) that enables listener to move in a room freely. The VAD system was installed in a soundproof room($4.7m(W){\times}2.8m(D){\times}3.0m(H)$). The system consisted of a personal computer, a sound presentation device, and a three-dimensional ultrasound sensor system. This system acquires listener's location and position from a three-dimension ultrasonic sensor system covering the entire room. Localization was realized by convolving the sound source with head related transfer functions(HRTFs) on personal computer(PC). The calculated result is generated through a LADOMi(Localization Auditory Display with Opened ear-canal for Mixed Reality). The HRTFs used in the experiment were measured for each listener with loudspeakers constantly 1.5m away from the center of the listener' s head in an anechoic room. To evaluate the system performance, we experimented a search task of a sound source position in the condition that the listener is able to move all around the room freely. As a result, the positioning error of presented sound source was within 30cm in average for all listeners.