• Title/Summary/Keyword: three-dimensional sound

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Stereo Sound Image Expansion Using Phase Difference and Sound Pressure Level Difference in Television (위상차와 음압 레벨차를 이용한 텔레비전에서의 스테레오 음상 확대)

  • 박해광;오제화
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.1243-1246
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    • 1998
  • Three-dimensional(3-D) sound is a technique for generating or recreating sounds so they are perceived as emanating from locations in a three-dimensional space. Three dimensional sound has the potential of increasing the feeling of realism in music or movie soundtracks. Three-dimensional sound effects depend on psychoacoustic spectral and phase cues being presented in a reproduced signal. In this paper we propose an effective algorithm for the sound image expansion in television system using stereo image enhancement techniques. Compared to the other techniques of three-dimensional sound, the proposed algorithm use only two speakers to enhance the sound image expansion, while maintaining the original sound characteristics.

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Sound Field Reconstruction Technology Using a Three Dimensional Loudspeaker Array (3차원 라우드스피커 어레이를 이용한 음장재현기술)

  • Seo, Jeong-Il;Kang, Kyeong-Ok;Fazi, Filippo M.;Nelson, Philip A.
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.8
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    • pp.723-731
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    • 2009
  • In this paper, we propose a novel sound field reconstruction algorithm using a three dimensional loudspeaker array for providing realistic sound field to multiple listeners. The proposed algorithm is based on minimization of the squared error between the original sound field and the reconstructed sound field by the loudspeaker array over a predefined three dimensional region of the space using a loudspeaker array surrounding the listening area. For evaluating the proposed algorithm, we constructed the three dimensional array composed of 40 loudspeakers and discuss the relevant experiment results.

Developing two Dimensional Film Speaker using Piezoelectric Materials

  • Um, Keehong;Lee, Dong-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • v.4 no.1
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    • pp.1-2
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    • 2012
  • A speaker is a system which produces sound through electromechanical operations. It transforms electronic signals into audible sound signals. Almost all speakers are three dimensional. These days, many mobile electronic devices such as mobile electronic devices have become smaller and thinner. A problem with this miniaturization, however, is that the volume of speakers has also decreased. In contrast to conventional three dimensional speakers, we have invented a new type of two dimensional flexible speaker by utilizing the reverse piezoelectric effect.

Design of Multichannel Spherical Loudspeaker Array for the Spatial Sound Manipulation (소리의 공간 제어를 위한 구형 다채널 스피커 어레이 설계)

  • Kang, Dong-Soo;Choi, Jung-Woo;Lee, Jung-Min;Kim, Yang-Hann
    • The Journal of the Acoustical Society of Korea
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    • v.31 no.4
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    • pp.214-224
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    • 2012
  • The objective of this paper is to design multichannel spherical loudspeaker array by considering various positioning methods such as Gaussian grid, Lebedev grid and packing method. For the spatial sound manipulation, which is to make desired sound field by controling multiple sound sources, the Kirchhoff- Helmholtz integral states that sound fields can be reproduced in terms of infinite control sources on the integral surface. But since we cannot control infinite number of sources for the implementation, we have to allocate finite number of sound sources which can approximately act as infinite number of sources. To manipulate sound field inside of a sphere (which is typical example of three dimensional array) by controlling sound sources on the surface, three methods of allocating sound sources, which are Gaussian grid, Lebedev grid and packing method, are reviewed. For each geometry, the performances of manipulation rendered by time-reversal operator and higher-order ambisonics are compared.

A Study on the Sensitivity Compensation of Three-dimensional Acoustic Intensity Probe in the Higher Frequency Range (3차원 음향 인텐시티 프로브의 고주파 영역 감도 보상 연구)

  • Kim, Suk-Jae;Hideo, Suzuki;Kim, Chun-Duck
    • The Journal of the Acoustical Society of Korea
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    • v.13 no.5
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    • pp.40-50
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    • 1994
  • In this paper, the sensitivity compensation method for three-dimensional acoustic intensity probe in the higher frequency range has been studied. The measurement error in the higher frequency range is generated from the phase mismatch between microphone's signals of the probe. If the wavelength of sound signal measured is less than those of the distance between microphones of the probe, that is, the higher frequency of the sound signal, the bigger measurement error is generated. In this study, we proposed the compensation methods for one-dimensional acoustic intensity probe with two-microphones, and the efficiency of those methods were investigated by numerical calculation of computer. It was most effective method to compensate the phase mismatch between microphone for the acoustic intensity probe was investigated for the sound estimated. and the efficiency of this method in a three-dimensional probe was investigated for the sound wave travelling in the arbitrary direction by numerical calculation of computer. In this result, the efficiency was proved that, for the measurement error of 1dB or less with the three-dimensional probe of 60mm space, the frequency should be less than 1.2kHz without the error compensation method, but the frequency increased up to 2.8kHz with the error compensation method.

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Drawing of Sea Mapping using Sound Detector (음향탐지장비를 활용한 해저지형도작성에 관한 연구)

  • Lee, Jae-Gi;Kim, Myoung-Bae;Kim, Kam-Lae
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.6_2
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    • pp.625-633
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    • 2007
  • Recently human beings are enforcing marine investigations to extend their living environment from land to the sea. Therefore, this study grasped objects in the bottom of the sea and its topographical undulation and acquired topographic map with a sound detector. In result, This study acquired their images with a sound detector and can draw up a Drawing of Sea Mapping and a three-dimensional modeling map.

NUMERICAL ANALYSIS OF THREE-DIMENSIONAL SUBSONIC TURBULENT CAVITY FLOWS (3차원 아음속 난류 공동 유동에 대한 수치적 연구)

  • Choi, Hong-Il;Kim, Jae-Soo
    • Journal of computational fluids engineering
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    • v.13 no.1
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    • pp.35-40
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    • 2008
  • Generally flight vehicles have many cavities such as wheel wells, bomb bays and windows on their external surfaces and the flow around these cavities makes separation, vortex, shock and expansion waves, reattachment and other complex flow phenomenon. The flow around the cavity makes abnormal and three-dimensional noise and vibration even thought the aspect ratio (L/D) is small. The cavity giving large effects to the flow might make large noise, cause structural damage or breakage, harm the aerodynamic performance and stability, or damage the sensitive devices. In this study, numerical analysis was performed for cavity flows by the unsteady compressible three dimensional Reynolds-Averaged Navier-Stokes (RANS) equations with Wilcox's $\kappa-\omega$ turbulence model. The MPI(Message Passing Interface) parallelized code was used for calculations by PC-cluster. The cavity has the aspect ratios of 2.5, 3.5 and 4.5 with the W/D ratio of 2 for three-dimensional cavities. The Sound Pressure Level (SPL) analysis was done with FFT to check the dominant frequency of the cavity flow. The dominant frequencies were analyzed and compared with the results of Rossiter's formula and Ahuja& Mendoza's experimental datum.

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.

Prediction of transmission loss of parallelepiped plenum chambers with liner (흡음재가 부착된 직방형 소음기의 전달 손실 예측)

  • 김회전;이정권;박철민
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2003.05a
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    • pp.383-386
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    • 2003
  • This paper deals with transmission loss of 3-dimensional rectangular plenum lined chamber. There are three kinds of rectangular plenum lined chamber: throughflow type, flow-reversal type, and end-in/side-out type. The combination of above three types of rectangular plenum lined chamber is used for the commercial HVAC system and automobile exhaust system. However, the ambiguity and complexity of sound absorbing material property and 3-dimensional property have impeded research. In this paper, the transmission loss of three kinds of rectangular plenum lined chamber is derived and calculated. The effect of increase of sound absorbing material is also considered. Analytical solution is calculated by using the locally-reacting property of sound absorbing material.

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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.