• 제목/요약/키워드: audio engineering

검색결과 818건 처리시간 0.022초

AoIP 기반 지역분산형 오디오시스템의 구현 (Implementation of Local Distribution Audio System Based on AoIP)

  • 강민수;이상욱;박연식
    • 한국정보통신학회논문지
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    • 제12권12호
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    • pp.2165-2170
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    • 2008
  • 본 논문에서는 인터넷 기반 전송기술인 TCP/IP 네트워크의 한 분야인 AoIP(Audio over Internet Protocol)를 기반으로 한 지역분산형 오디오시스템을 구현하였다. 이 시스템은 SNMP 프로토콜을 기반으로 제어하며 입력된 아날로그 음원을 디지털로 변환하여 패킷으로 만들어 UDP로 전송하게 된다. 구현된 지역분산형 오디오 시스템은 최근 들어 각광받고 있는 홈시어터 시스템과 같이 다중 채널의 음향을 이용하는 경우와 다양한 음원 소스를 여러 지역에 분산하여 전송하는 PA(Public Address)시스템 등의 실용 가능성을 제시하였다.

A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • 한국멀티미디어학회논문지
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    • 제8권6호
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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신경망과 HAS을 이용한 강인한 오디오 워터마킹 알고리즘 (Robust Audio Watermarking Using HAS and Neural Network)

  • 정세원;박성일;한승수
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2006년도 제37회 하계학술대회 논문집 D
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    • pp.2101-2102
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    • 2006
  • In this paper, a new digital audio watermarking algorithm is presented. The proposed algorithm embeds watermark into audio signal based on human auditory system (HAS). This algorithm is a blind audio watermarking method, which does not require any prior information during watermark extraction process. This algorithm finds watermarking position using time-domain masking effect. First we insert the watermark into wavelet domain, and then we use a back-propagation neural network (BPN) to learn the characteristics of relationship between the watermark and the watermarked audio. Due to the teaming and adaptive capabilities of the BPN, the false recovery of the watermark can be greatly reduced by the trained BPN. Experimental results show that the proposed method has good inaudibility and high robustness to common audio processing attacks.

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웨이브릿과 마스킹 효과를 이용한 디지털 오디오 워터마킹 (A Digital Audio Watermark Using Wavelet Transform and Masking Effect)

  • Hwang, Won-Young;Kang, Hwan-Il;Han, Seung-Soo;Kim, Kab-Il;Kang, Hwan-Soo
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 컴퓨터소사이어티 추계학술대회논문집
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    • pp.243-246
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    • 2003
  • In this paper, we propose a new digital audio watermarking technique with the wavelet transform. The watermark is embedded by eliminating unnecessary information of audio signal based on human auditory system (HAS). This algorithm is an audio watermarking method, which does not require any original audio information in watermark extraction process. In this paper, the masking effect is used for audio watermarking, that is, post-tempera] masking effect. We construct the window with the synchronization signal and we extract the best frame in the window by using the zero-crossing rate (ZCR) and the energy of the audio signal. The watermark may be extracted by using the correlation of the watermark signal and the portion of the frame. Experimental results show good robustness against MPEG1-layer3 compression and other common signal processing manipulations. All the attacks are made after the D/A/D conversion.

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Multi-channel Audio Service in a Terrestrial-DMB System Using VSLI-Based Spatial Audio Coding

  • Seo, Jeong-Il;Moon, Han-Gil;Beack, Seung-Kwon;Kang, Kyeong-Ok;Hong, Jae-Keun
    • ETRI Journal
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    • 제27권5호
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    • pp.635-638
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    • 2005
  • Spatial audio coding (SAC) is an extremely high compact representation of encoded multi-channel audio material. This paper suggests a multi-channel audio service in the terrestrial digital multimedia broadcasting (T-DMB) system using a novel SAC tool, which is called a virtual source location information (VSLI)-based SAC tool. Intensive experiments are presented to evaluate the validity of the proposed VSLI-based SAC tool, and prototypical systems are also presented to demonstrate the reliability of the proposed multi-channel T-DMB system in real applications.

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Robust Audio Fingerprinting Method Using Prominent Peak Pair Based on Modulated Complex Lapped Transform

  • Kim, Hyoung-Gook;Kim, Jin Young
    • ETRI Journal
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    • 제36권6호
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    • pp.999-1007
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    • 2014
  • The robustness of an audio fingerprinting system in an actual noisy environment is a major challenge for audio-based content identification. This paper proposes a high-performance audio fingerprint extraction method for use in portable consumer devices. In the proposed method, a salient audio peak-pair fingerprint, based on a modulated complex lapped transform, improves the accuracy of the audio fingerprinting system in actual noisy environments with low computational complexity. Experimental results confirm that the proposed method is quite robust in different noise conditions and achieves promising preliminary accuracy results.

Compression history detection for MP3 audio

  • Yan, Diqun;Wang, Rangding;Zhou, Jinglei;Jin, Chao;Wang, Zhifeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권2호
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    • pp.662-675
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    • 2018
  • Compression history detection plays an important role in digital multimedia forensics. Most existing works, however, mainly focus on digital image and video. Additionally, the existed audio compression detection algorithms aim to detect the trace of double compression. In real forgery scenario, multiple compression is more likely to happen. In this paper, we proposed a detection algorithm to reveal the compression history for MP3 audio. The statistics of the scale factor and Huffman table index which are the parameters of MP3 codec have been extracted as the detecting features. The experimental results have shown that the proposed method can effectively identify whether the testing audio has been previously treated with single/double/triple compression.

5.1 채널 오디오 신호를 스테레오 신호로 변환하는 디지털 다운믹서 개발 (Development of a Digital Down-mixer to Convert 5.1 Channel Audio Signals to Stereo Signals)

  • 전광섭;정호용;이승요
    • 전기학회논문지
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    • 제62권12호
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    • pp.1764-1770
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    • 2013
  • Use of the 5.1 channel audio signals suitable for the television system is improper for the radio broadcasting system, which uses the stereo audio system. Therefore, it is necessary to develop an audio down-mixer to convert 5.1 multi-channel audio signals to stereo signals for radio broadcasting. In this paper, a development of an audio down-mixer was carried out to convert 5.1 multi-channel audio signals to stereo signals. The down-mixer which was developed can use the audio signals separated from video signals, including sound signals or individual signals provided from 3-channel AES/EBU signals including Left(L), Right(R), Left Surround(Ls), Right Surround(Rs), Center(C) and Low Frequency Effect(Lfe) sounds as mixer inputs.

증강현실에서 객체와 오디오의 상호작용 (Interaction between Object and Audio in Augmented Reality)

  • 조현욱;이종근;이종혁
    • 한국정보통신학회논문지
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    • 제15권12호
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    • pp.2705-2711
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    • 2011
  • 최근 멀티미디어 기술의 발달, 특히 음향 기술의 급격한 발달과 더불어 고품질 오디오에 대한 요구와 함께보다 현실감 있는 오디오를 재생하기 위한 실감 오디오기술 개발이 요구되고 있다. 이러한 요구를 만족시키기 위해 사용자의 가상현실 및 증강현실에서 실감나는 오디오 효과를 제공해 줄 수 있는 3차원 오디오에 대한 연구가 활발히 진행되고 있다. 본 논문에서는 증강현실에서 좀 더 나은 오디오 기술을 적용하여 실감나는 오디오 효과를 제공해 줄 수 있는 방법을 연구하고자 하였다. 연구한 내용은 가상세계와 실제세계의 현실감을 제공하기 위하여 마커 위에 띄워진 3D 모델의 움직임에 따라서 움직임에 맞는 사운드. 즉, 거리, 각도 등의 변화에 따른 사운드의 크기 및 피치 변화를 줄 수 있도록 하였다.