• Title/Summary/Keyword: auditory perceptual experiment

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A Study on the Acoustic Characteristics of Sexy Voice (섹시한 음성의 음향학적 특징 연구)

  • Jeong Ok-Ran;Jo Sung-Mi
    • MALSORI
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    • no.57
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    • pp.73-84
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    • 2006
  • The purpose of this study was to explore the acoustic characteristics of sexy voice. In this study, we measured acoustic parameters (fundamental frequency, jitter, shimmer, and nasalance) of a sustained vowel sound produced by 40 actors (20 males and 20 females) and 40 non-actors (20 males and 20 females). Digital audio recordings were made in the sustained vowel |a| for acoustic analyses using Praat (version 4.1.9) and Nasal View (version 4.5). Twenty voice pathologists participated in the listening experiment and judged the degree of sexiness on a 7-point scale. The results showed that fundamental frequency, shimmer and nasalance had significant differences between actors and non-actors. The acoustic parameters of sexy voice matched perceptual aspects of a previous study: Low fundamental frequency-low pitch and high shimmer-husky voice. On the other hand, the nasalance score did not match that of the previous study: Decreased nasalance had a higher score on sexiness scale judged by the listeners. It would be desirable to study the voice quality by analyzing and controlling more acoustic and auditory parameters for practical applications in the future.

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Evaluation of heavy-weight impact sounds generated by impact ball through classification (주파수 특성 분류를 통한 임팩트 볼 중량충격음의 주관적 평가)

  • Kim, Jae-Ho;Lee, Pyoung-Jik;Jeon, Jin-Yong
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.1142-1146
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    • 2007
  • In this studies, subjective evaluation of heavy-weight floor impact sound through classification was conducted. Heavyweight impact sounds generated by an impact ball were recorded through dummy heads in apartment buildings. The recordings were classified according to the frequency characteristics of the floor impact sounds which are influenced by the floor structure with different boundary conditions and composite materials. The characteristics of the floor impact noise were investigated by paired comparison tests and semantic differential tests. Sound sources for auditory experiment were selected based on the actual noise levels with perceptual level differences. The results showed that roughness and fluctuation strength as well as loudness of the heavy-weight impact noise had a major effect on annoyance.

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Study on the Generation of Inaudible Binary Random Number Using Canonical Signed Digit Coding (표준 부호 디지트 코딩을 이용한 비가청 이진 랜덤 신호 발생에 관한 연구)

  • Nam, MyungWoo;Lee, Young-Seok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.4
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    • pp.263-269
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    • 2015
  • Digital watermarking is imperceptible and statistically undetectable information embeds into digital data. Most information in digital audio watermarking schemes have used binary random sequences. The embedded binary random sequence distorts and modifies the original data while it plays a vital role in security. In this paper, a binary random sequence to improve imperceptibility in perceptual region of the human auditory system is proposed. The basic idea of this work is a modification of a binary random sequence according to the frequency analysis of adjacent binary digits that have different signs in the sequence. The canonical signed digit code (CSDC) is also applied to modify a general binary random sequence and the pair-matching function between original and its modified version. In our experiment, frequency characteristics of the proposed binary random sequence was evaluated and analyzed by Bark scale representation of frequency and frequency gains.

An aerodynamic and acoustic characteristics of Clear Speech in patients with Parkinson's disease (파킨슨 환자의 클리어 스피치 전후 음향학적 공기역학적 특성)

  • Shin, Hee Baek;Ko, Do-Heung
    • Phonetics and Speech Sciences
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    • v.9 no.3
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    • pp.67-74
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    • 2017
  • An increase in speech intelligibility has been found in Clear Speech compared to conversational speech. Clear Speech is defined by decreased articulation rates and increased frequency and length of pauses. The objective of the present study was to investigate improvement in immediate speech intelligibility in 10 patients with Parkinson's disease (age range: 46 to 75 years) using Clear Speech. This experiment has been performed using the Phonatory Aerodynamic System 6600 after the participants read the first sentence of a Sanchaek passage and the "List for Adults 1" in the Sentence Recognition Test (SRT) using casual speech and Clear Speech. Acoustic and aerodynamic parameters that affect speech intelligibility were measured, including mean F0, F0 range, intensity, speaking rate, mean airflow rate, and respiratory rate. In the Sanchaek passage, use of Clear Speech resulted in significant differences in mean F0, F0 range, speaking rate, and respiratory rate, compared with the use of casual speech. In the SRT list, significant differences were seen in mean F0, F0 range, and speaking rate. Based on these findings, it is claimed that speech intelligibility can be affected by adjusting breathing and tone in Clear Speech. Future studies should identify the benefits of Clear Speech through auditory-perceptual studies and evaluate programs that use Clear Speech to increase intelligibility.

A Study of the spatial perception by audio-visual information (시각과 청각에 의한 공간적 지각에 관한 연구)

  • Lee, Chai-Bong;Kang, Dae-Gee
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.2
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    • pp.132-136
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    • 2010
  • Psychophysical experiment was performed to investigate how audio-visual spatial disparity affects on perceptual space in peripheral vision. In the experiment, participants were exposed to two stimuli of vision and sound which comes simultaneously from different directions, respectively. The visual stimulus was implemented by 7 white LEDs which were located at an equal distance with 7 different angles of $-70^{\circ}$, $-40^{\circ}$, $-20^{\circ}$, $0^{\circ}$, $20^{\circ}$, $40^{\circ}$, and $70^{\circ}$ from the right front. Those audial stimuli were also implemented by loudspeakers which were placed at 9 different directions equally spaced by $5^{\circ}$ ranged from $-20^{\circ}$ to $20^{\circ}$. Each participant then evaluated spatial disparity between visual and audial stimuli with 5 levels of response, in which the higher level indicates the larger gap. When the visual stimulus is applied from the right, the results show that the response level gets higher for a larger angle between visual and auditory stimuli. A similar tendency for the visual stimulus with $0^{\circ}$ orientation was also be observed. On the other hand, when the visual stimulus is applied from the left, the response level gets lower for the larger angle.

Stereo Audio Matched with 3D Video (3D영상에 정합되는 스테레오 오디오)

  • Park, Sung-Wook;Chung, Tae-Yun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.2
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    • pp.153-158
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    • 2011
  • This paper presents subjective experimental results to understand how audio should be changed when a video clip is watched in 3D than 2D. This paper divided auditory perceptual information into two categories; distance and azimuth that a sound source contributes mostly, and spaciousness that scene or environment contribute mostly. According to the experiment for distance and azimuth, i.e. sound localization, we found that distance and azimuth of sound sources were magnified when heard with 3D than 2D video. This lead us to conclude 3D sound for localization should be designed to have more distance and azimuth than 2D sound. Also we found 3D sound are preferred to be played with not only 3D video clip but also 2D video clip. According to the experiment for spaciousness, we found people prefer sound with more reverberation when they watch 3D video clips than 2D video clips. This can be understood that 3D video provides more spacial information than 2D video. Those subjective experimental results can help audio engineer familiar with 2D audio to create 3D audio, and be fundamental information of future research to make 2D to 3D audio conversion system. Furthermore when designing 3D broadcasting system with limited bandwidth and with 2D TV supportive, we propose to consider transmitting stereoscopic video, audio with enhanced localization, and metadata for TV sets to generate reverberation for spaciousness.