• Title/Summary/Keyword: sound information

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Spectral Modeling Synthesis of Haegeum using GPU (GPU를 이용한 해금의 스펙트럼 모델링)

  • Islam, Md Shohidul;Islam, Md Rashedul;Farid, Fahmid Al;Kim, Jong-Myon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.5-8
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    • 2014
  • This paper presents a parallel approach of formant synthesis method for haegeum on graphics processing units (GPU) using spectral modeling. Spectral modeling synthesis (SMS) is a technique that models time-varying spectra as a combination of sinusoids and a time-varying filtered noise component. A second-order digital resonator by the impulse-invariant transform (IIT) is applied to generate deterministic components and the results are band-pass filtered to adjust magnitude. The noise is calculated by first generating the sinusoids with formant synthesis, subtracting them from the original sound, and then removing some harmonics remained. The synthesized sounds are consequently by adding sinusoids, which are shown to be similar to the original Haegeum sounds. Furthermore, GPU accelerates the synthesis process enabling- real time music synthesis system development, supporting more sound effect, and multiple musical sound compositions.

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Interactive Synthesizing of Sound in Virtual Environments with considering Shape and Elevation of the Terrain (가상환경에서 지형의 형태와 고도를 고려한 인터렉티브한 사운드 합성)

  • Park, Soyeon;Park, Seong-A;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.593-596
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    • 2021
  • 본 논문에서는 지형의 고도와 기울기를 고려하여 사운드의 확산과 회절을 인터렉티브하게 표현할 수 있는 사운드 합성 기법을 제안한다. 우리의 접근 방식은 광선 추적법(Raytracing)을 기반으로 소리의 크기를 보여줄 수 있는 사운드 강도 맵을 빠르게 계산한다. 지형의 고도와 기울기 값을 고려하여 소리의 강도 맵에 가중치를 적용하여, 결과적으로 지형의 지오메트리 분석인 큰 계산 과정을 피하고 지형을 고려한 소리의 크기를 인터렉티브하게 업데이트한다. 이 과정에서 소리의 근원지에 따른 고도 간의 격차를 계산하여 소리의 크기를 자동으로 감쇠시키며, 주변 지형의 공간 기울기를 기반으로 기울기의 차에 따라 소리의 크기를 자동으로 감쇠시킨다. 본 논문에서 제안하는 방법을 이용한 소리는 실제 높낮이가 있는 현실의 지형에서 듣는 소리의 전파 및 감쇠와 유사한 형태를 보여주며, 소리의 위치에 따라서 소리 감소 패턴이 변경되고, 또한, 지형에 따라서 소리의 크기가 제어되는 결과를 보여준다.

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Efficient Foam Sound Generation with Screened Clustering Based Sound Synthesis (스크린드 군집화 기반의 사운드 합성을 이용한 효율적인 거품 사운드 생성)

  • Shin, YoungChan;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.553-556
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    • 2022
  • 본 논문에서는 거품 입자를 활용하여 시뮬레이션 장면에 맞는 소리를 효율적으로 합성할 수 있는 기법을 제안한다. 물리 기반 시뮬레이션 환경에서 소리를 표현하는 대표적인 방법은 생성과 합성이다. 사운드 생성의 경우 시뮬레이션 장면마다 물리 기반 접근법을 사용하여 소리를 생성할 수 있는데 계산 시간과 재질 표현의 어려움으로 다양한 시뮬레이션 장면에 대한 소리를 만들어 내기에는 쉽지 않다. 사운드 합성의 경우 소리 데이터를 미리 구축해야 하는 사전 준비가 필요하지만, 한 번 구축하면 비슷한 장면에서는 같은 소리 데이터를 활용할 수 있는 점이 있다. 따라서 본 논문에서는 거품 시뮬레이션의 소리 합성을 위해 소리 데이터를 구축하고 거품 입자의 효율적인 군집화를 통해 계산 시간을 줄이면서 소리의 사실감은 개선할 수 있는 사운드 합성 기법을 제안한다.

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Novel Sound Energy and Reversal Mapping for Procedural Sound Synthesis in Cloth Simulation (옷감 시뮬레이션의 절차적 사운드 합성을 위한 새로운 사운드의 에너지와 반전 매핑)

  • Kim, Dong-Hui;Moon, Seong-Hyeok;Shin, Young-Chan;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.587-590
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    • 2022
  • 본 논문에서는 물리기반 옷감 시뮬레이션에 적합한 소리를 효율적으로 생성하기 위한 데이터 기반 합성 기법을 제안한다. 시뮬레이션에서 소리를 표현하는 방법은 크게 생성과 합성이 있지만, 합성은 실시간 애플리케이션에서 활용이 가능하기 때문에 인터랙티브한 환경에서 자주 활용되고 있다. 하지만, 데이터에 의존하기 때문에 원하는 장면에 부합하는 사운드를 합성하기는 어려우며, 기존 방법은 한 방향으로만 사운드 데이터를 검색하기 때문에 불연속으로 인한 끊김 현상이 발생한다. 본 논문에서는 양방향 사운드 합성 기법을 제시하며, 이를 통해 불연속적으로 합성되는 사운드 결과를 효율적으로 개선될 수 있음을 보여준다.

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The Analysis and Implementation of Realistic Sound using Doppler Effect (도플러 효과를 이용한 실감 음향 분석 및 구현)

  • Yim, Yong-Min;Lim, Heung-Jun;Heo, Jun-Seok;Park, Jun-Young;Do, Yun-Hyung;Lee, Kangwhan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.523-526
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    • 2017
  • In modern recently technology, 3D-Audio is used to enhance immersion in Virtual Reality. This includes interest of people about VR and AR, which related to the field of computer graphics. In fact, a lot of research has been carried out in recent years into a 3D sound field. However, the existing 3D generator device used for virtual reality does not contain Doppler effect occurred by the sound comes to or leave from a listener, while an angle from the listener and the altitude of the source sound are applied. Therefore, this paper present 3D real sound utilizing Doppler effect with spatial-rotation-speaker. We map the source sound in 3D-space into a real space where a user stays and present 3D real sound by manipulating with rotation angle, phase difference, sound output volume of the sound in 3D-space, according to the location of a virtual source sound. Utilizing both natural Doppler effect of rotating sound that is occurring by spatial-rotation-speaker and artificial Doppler effect generated by frequency-modulation of sound quality could improving the virtual reality for sound condition for perspective listening.

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Efficient Sound Source Localization System Using Angle Division (영역 분할을 이용한 효율적인 음원 위치 추정 시스템)

  • Kim, Yong-Eun;Cho, Su-Hyun;Chung, Jin-Gyun
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.2
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    • pp.114-119
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    • 2009
  • Sound source localization systems in service robot applications estimate the direction of a human voice. Time delay information obtained from a few separate microphones is widely used for the estimation of the sound direction. Correlation is computed in order to calculate the time delay between two signals. Inverse cosine is used when the position of the maximum correlation value is converted to an angle. Because of nonlinear characteristic of inverse cosine, the accuracy of the computed angle is varied depending on the position of the specific sound source. In this paper, we propose an efficient sound source localization system using angle division. By the proposed approach, the region from $0^{\circ}$ to $180^{\circ}$ is divided into three regions and we consider only one of the three regions. Thus considerable amount of computation time is saved. Also, the accuracy of the computed angle is improved since the selected region corresponds to the linear part of the inverse cosine function. By simulations, it is shown that the error of the proposed algorithm is only 31% of that of the conventional a roach.

A Study on the Detection of Small Arm Rifle Sound Using the Signal Modelling Method (신호 모델링 기법을 이용한 소총화기 신호 검출에 대한 연구)

  • Shin, Mincheol;Park, Kyusik
    • KIISE Transactions on Computing Practices
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    • v.21 no.7
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    • pp.443-451
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    • 2015
  • This paper proposes a signal modelling method that can effectively detect the shock wave(SW) sound and muzzle blast(MB) sound from the gunshot of a small arm rifle. In order to localize a counter sniper in battlefield, an accurate detection of both shock wave sound and muzzle blast sound are the necessary keys in estimating the direction and the distance of the counter sniper. To verify the performance of the proposed algorithm, a real gunshot sound in a domestic military shooting range was recorded and analyzed. From the experimental results, the proposed signal modelling method was found to be superior to the comparative system more than 20% in a shock wave detection and 5% in a muzzle blast detection, respectively.

A Study on the Characteristics of Electroencephalogram for the Evaluating Words of Soundscape Sound Source When Visual Information is Suggested (시각정보 제공에 따른 사운드스케이프 음원평가어휘별 뇌파변화에 관한 연구)

  • Song, Min-Jeong;Shin, Hoon
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.21 no.7
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    • pp.629-636
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    • 2011
  • In this study, survey experiment and EEG test was carried out to know the effect of visual images on EEG for evaluating words of soundscape sound source with 18 subjects. Analysis on the EEG were executed to know the difference according to with and without visual images. Followings are results of this study. 1) There is no big difference with visual images in soundscape sound evaluating adjectives such as "Full", "Clear", "Enjoyable" whereas there is a big difference in soundscape sound evaluating adjectives such as "Pleasant", "Comfortable", "Gentle", "Sonorous". 2) There is a tendency that soundscape sound source which is consist of single sound source shows + 1 above increase in survey test when visual image is suggested whereas soundscape sound source which is consist of one more sound source shows - 1 below decrease in survey test. 3) Statistical analysis was used to know considerable probability. ${\alpha}$-wave has a considerable probability and Maximum level difference occurring brain spots were number 1 and 2.

A Study on the Optimized Announcement Based Evacuation Guidance Using Haas Effect (선행음 효과를 이용한 최적의 음성피난유도음에 관한 연구)

  • Baek, Eun-Sun;Kim, Sun-Woo;Baek, Geon-Jong;Shin, Hoon;Song, Min-Jeong;Kook, Chan
    • Fire Science and Engineering
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    • v.25 no.2
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    • pp.101-106
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    • 2011
  • In case of an emergency such as a fire on a building and there is a need to evacuate the occupant in that building, it is important to have the guidance information effectively delivered to the evacuating occupants to guide them toward a safe direction using audio sensual media. And, it is also very important to prevent the evacuating occupants getting lost or falling astray, away from the direction toward safety. The purpose of this study, in this respect, is to examine the possible application of the precedent sound effect, with which the evacuating occupants may get a sense of the direction where the announcement comes from. With such an effect, an experiment was conducted to measure the extent to which people can hear the preceding and the following sound in terms of the acoustic pressure level changes and delay time changes, with a view to make the optimal evacuation-guidance announcement or sound. The optimal evacuation guidance sound (announcement) per each of the experimental indoors environments were as follows; 1) Regarding the optimal condition for the evacuation guidance announcement sound in the space of a lecture room, the direction of the advanced sound is positively recognized when the follow-up sound has the delaying time of 10 ms~50 ms in comparison with the advanced sound or when there is no difference between the acoustic pressures of the advanced and follow-up sounds or the acoustic pressure of the advanced sound is higher than that of the follow-up sound. 2) Regarding the optimal evacuation guidance announcement sound in the space of a hall, the advanced sound is positively recognized when the follow-up sound has the delaying time of 20 ms~60 ms in comparison with the advanced sound. 3) Regarding the optimal evacuation guidance announcement sound in the space of a gymnasium, the advanced sound is positively recognized when the follow-up sound has the delaying time of 10 ms~40 ms in comparison with the advanced sound or when the sound pressure of the advanced sound has a higher level than or the same level as that of the follow-up sound.