• Title/Summary/Keyword: sound information

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The Selection of the Scenery and Sound as the Environmental Friendly Elements (친환경 요소로서의 경관과 그에 어울리는 소리의 선택)

  • Shin, Yong-Gyu;Jeon, Ji-Hyeon;Jang, Gil-Soo;Kook, Chan
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11a
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    • pp.682-685
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    • 2005
  • In this research, how the evaluation of the spacial image influenced by the environmental friendly elements included in the visual information, and how the selection of the sound changed depending on the characteristics of spatial image by the 40 subjects were carried out. Vast tracts of green land and the waterfront were highly preferred and impressive than the other spaces. The green music, signal with water sound and bird chirping sound were highly scored. In the frequency characteristics of the factors, the first factor was artificial sound(high at the low frequency band), the second was natural sound(uniform at all frequency band) and the third was water sound(high at the middle and high frequency band over 500Hz). This shows that the proposal of the sound which has the frequency characteristics fit to the spacial image should be selected for the soundscape of the target space.

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Optimal Thoracic Sound Data Extraction Using Principal Component Analysis (주성분 분석을 이용한 최적 흉부음 데이터 검출)

  • 임선희;박기영;최규훈;박강서;김종교
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.2156-2159
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    • 2003
  • Thoracic sound has been widely known as a good method to examine thoracic disease. But, it's difficult to diagnose with correct data according to patient's thoracic position from same patient who has thoracic disease. Therefore, it is necessary to normalize the data for lung sound objectively In this paper, we'd like to detect a useful data for medical examination by applying PCA(Principal Component Analysis) to thoracic sound data and then present a objective data about lung and heart sound for thoracic disease.

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A Study on Disaster Prevention Improved Performance by Utilizing Directional Speakers (지향성스피커를 활용한 방재성능 향상에 관한 연구)

  • Kang, Shinwook;Jeon, Gaehyun;Kim, Teahwan
    • Journal of the Society of Disaster Information
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    • v.12 no.3
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    • pp.235-241
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    • 2016
  • Recently our country was entering a high-tech society with social and economic development. However, the individual's ability to respond to disasters is lowered by the increase in complexity society. Accurate situation assessment and disaster response by a margin of personal information that can identify when a disaster has been difficult. Until now, by leveraging Standard speaker was the emergency alert broadcast. However, it was difficult to have regular speakers reverberation, a distinct attenuation of sound by listening to the sound, etc. due to the reflection of sound. By using a directional speaker that is characteristic of the sound attenuation of sound is straight to solve this problem and obtain feedback on measures that can effectively provide the oocytes to a valid information on a disaster situation and the evacuation.

Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.405-408
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    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

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Implementation of On-site Audio Center based on AoIP

  • Lee, Jaeho;Kwon, Soonchul;Lee, Seunghyun
    • International journal of advanced smart convergence
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    • v.6 no.2
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    • pp.51-58
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    • 2017
  • Recently, rapid advances of Ethernet and IP technology have brought many changes in the sound industry. In addition, due to AoIP-based audio transmission technology, various problems of the acoustic system (sound quality deterioration due to long distance transmission, complicated wiring) have improved dramatically. However, when many distributed audio systems are connected with AoIP equipment, if there is a problem in the equipment, it is impossible to operate the connected system. AoIP equipment only can transmit audio signals but cannot adjust the system for acoustic environment. In this paper, AoIP equipment is to be installed with sound equipment on a one-to-one basis, so that various existing problems can be solved and adjustment of sound quality (reverberation, echo, delay and EQ) can be possible by AoIP-based OAC (On-site Audio Center) with built-in DSP function. As a result, uncompressed real-time transmission by distributed transmission/receipt module in OAC (On-site Audio Center) and high quality sound by adjustment of sound quality with built-in DSP can be acquired. It is expected that OAC based sound system will be the industry standard in ubiquitous environment.

Numerical Analysis for Modeling of Sound Absorbing Medium using Transmission Line Matrix Modeling (전달선로행렬법을 이용한 흡음재 모델링에 대한 수치해석)

  • Park, Kyu-Chil;Yoon, Jong-Rak
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.8
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    • pp.1599-1605
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    • 2012
  • We introduced an approach of modeling of a sound absorbing medium that had different absorbing coefficient according to frequency. To obtain the time domain result of the frequency characteristics of a sound absorbing medium, transmission line matrix modeling was used. To input sound absorbing effect in TLM modeling, we added a FIR filter at a node instead of absorbing component using resistance component. There were simulated the characteristics of time-shift, low pass filter, high pass filter using the FIR filter with 7-tap coefficients, then compared with theoretical results. From various simulation results, we could find that added FIR filter coefficient in TLM modeling was an useful way to model a sound absorbing medium.

a study on optimization for iphone sound (아이폰 사운드의 최적화에 관한 연구)

  • Lee, Myung-hwan;Ryu, Chang-su;Kim, Sung-nam
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.454-457
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    • 2012
  • Recently, Smartphone takes center stage as the next generation platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone sound is more widely. in this paper, we analyze the necessity of sound desing tailored to the characteristics of mobile sources of sound that can be optimized for the iphone mobile production and mobile sources to meet the need for a sound design and the development direction of the sound, professional sound production suggest the need for.

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Real-time 3D Audio Downmixing System based on Sound Rendering for the Immersive Sound of Mobile Virtual Reality Applications

  • Hong, Dukki;Kwon, Hyuck-Joo;Kim, Cheong Ghil;Park, Woo-Chan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5936-5954
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    • 2018
  • Eight out of the top ten the largest technology companies in the world are involved in some way with the coming mobile VR revolution since Facebook acquired Oculus. This trend has allowed the technology related with mobile VR to achieve remarkable growth in both academic and industry. Therefore, the importance of reproducing the acoustic expression for users to experience more realistic is increasing because auditory cues can enhance the perception of the complicated surrounding environment without the visual system in VR. This paper presents a audio downmixing system for auralization based on hardware, a stage of sound rendering pipelines that can reproduce realiy-like sound but requires high computation costs. The proposed system is verified through an FPGA platform with the special focus on hardware architectural designs for low power and real-time. The results show that the proposed system on an FPGA can downmix maximum 5 sources in real-time rate (52 FPS), with 382 mW low power consumptions. Furthermore, the generated 3D sound with the proposed system was verified with satisfactory results of sound quality via the user evaluation.