• Title/Summary/Keyword: visual-audio

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Real-time Implementation of the AMR-WB+ Audio Coder using ARM Core(R) (ARM Core(R)를 이용한 AMR-WB+ 오디오 부호화기의 실시간 구현)

  • Won, Yang-Hee;Lee, Hyung-Il;Kang, Sang-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.3
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    • pp.119-124
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    • 2009
  • In this paper, AMR-WB+ audio coder is implemented, in real-time, using Intel 400MHz Xscale PXA250 with 32bit RISC processor ARM9E-J(R)core. The assembly code for ARM9E-J(R)core is developed through the serial process of C code optimization, cross compile, assembly code manual optimization and adjusting the optimized code to Embedded Visual C++ platform. C code is trimmed on Visual C++ platform. Cross compile and assembly code manual optimization are performed on CodeWarrior with ARM compiler. Through these stages the code for both ARM EVM board and PDA is implemented. The average complexities of the code are 160.75MHz on encoder and 33.05MHz on decoder. In case of static link library(SLL), the required memories are 65.21Kbyte, 32.01Kbyte and 279.81Kbyte on encoder, decoder and common sources, respectively. The implemented coder is evaluated using 16 test vectors given by 3GPP to verify the bit-exactness of the coder.

Effect of watching movie & animation on anxiety and discomfort of the patients during MRI exam (MRI 검사 환자의 불안 및 불편감에 대한 영화(애니메이션)감상 효과 분석)

  • Park, Myung-Chul;Lee, Moo-Sik;Hong, Jee-Young;Bae, Seok-Hwan;Li, Nam-Gu
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.769-773
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    • 2009
  • 본 연구는 MRI 검사를 받은 환자를 대상으로 영상매체(Visual equipment & Audio system)를 이용하여 영상물을 제공함으로서 불안과 불편감에 대한 효과에 대해 규명함으로써 MRI 검사로 인한 심리적, 정신적 불안과 불편 감을 감소시킬 수 있는 대체요법을 제공하기 위하여 본 연구를 시도하였다. 연구대상은 대전광역시에 위치한 K 대학병원에서 MRI 검사를 받은 환자 중 영상물을 제공받은 실험군 30명과 영상물을 제공받지 않은 대조군 30명을 대상하였다. 연구의 도구는 Spielberger의 기질불안 도구와 Cline, Herman, Shaw와 Morton이 고안한 불안점수 도구인 시각적 상사척도(VAS)를 이용하였고, 영상물을 제공하여 두 군 간의 활력징후를 측정하였고 불편감은 대상자의 주관적 불편감(어지러움, 공포감. 긴장감)점수와 객관적 불편감 행동 점수를 사용하였다. 자료 분석 방법은 SPSS12K for Windows program을 이용하였으며, 두 군의 일반적 특성 및 수술에 관련된 특성의 동질성 검증은 $\chi^2$ 검정, 가설검증은 t-test로 분석하였다. 연구결과를 요약해 보면 영상매체(Visual equipment & Audio system)를 이용하여 영상물(영화, 애니메이션)을 제공하면서 MRI 검사를 진행했을 경우 검사 대상자의 혈압 및 객관적 불편감에서는 유의한 영향을 미치지 못했으나 불안과 활력징후의 하나인 맥박의 감소, 또한 주관적 불편감이 감소됨을 알 수 있었다. 따라서 환자의 심리적인 긴장감을 완화시키며 안정감을 느끼게 하는데 효과적인 대체요법이 될 수 있을 것으로 사료 된다.

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A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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An Analysis of the Learning Materials in the Elementary School Science According to the 7th Curriculum (제7차 교육과정에 따른 초등학교 과학과 학습자료의 분석)

  • 최도성;김명호;김정길;김석중;송판섭;한광래
    • Journal of Korean Elementary Science Education
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    • v.23 no.4
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    • pp.305-317
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    • 2004
  • The learning materials in elementary school science textbooks should include all kinds of materials being used by both teachers and students in the science teaching. The major purpose of this research is to analysis textbooks and teacher's guidebooks prepared for the science teaching of 3-6 grade students. To clarify this research, we listed whole of the learning materials of science teaching for each grade and counted numbers being used for whole of the lessons of science. And according to the characteristics and the methods of its preparation of materials, the types of learning materials can be divided into 10 categories such as teaching equipments for science, test materials, consumables, audio-visual aids, teaching equipments in general, collecting' recycling materials, field studies' collected data, breeding' cultivation materials, manufacture materials, and etc. At the result of this research, the 7th national science curriculum needs total 844 items of learning materials for science education. They could be separated into ten types of categories such as 159 items of teaching equipments for science, 65 items of test materials, 116 items of consumables, 198 items of audio-visual aids, 64 items teaching equipments in general, 31 items of collecting' recycling materials, 38 items of field studies (collecting) materials, 17 items of breeding-cultivation materials, 58 items of manufacturing materials, 105 items of other materials. And we found out that there were 332 items of materials for the 3rd grade, 303 items for the 4th grade, 324 items for the 5th grade, and 254 items for the 6th grade. The result of this research could be useful for classroom activities for science teaching.

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Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

Reaction Test Platform and Application by Auditory and Visual Stimulus for Language Learning Ability Improvement (언어 학습 능력 향상을 위한 청각 및 시각 자극에 대한 반응속도 측정 플랫폼과 응용)

  • Lee, Hye-Ran;Beak, Seung-Hyun
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.77-84
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    • 2010
  • Children, who have a language disorder, have difficulty in expressing their reaction about stimulus of sound and vision. So it is very hard to grasp that they recognize external stimulus or not. For solving these problem, we can check response time and make them to choose stimulus by giving stimulus of sound and vision to them through Audio and Visual Stimulus and Reaction Meter System. Additionally, We can help them by improving response time by repeated study based on the results and making them to recognize and choose stimulus faster without aversion about external stimulus. It would make them not to feel uncomfortable and isolated because they are unfamiliar with external stimulus.

The Effectiveness of the Use of Distance-Evaluation Tools and Methods among Students with Learning-Difficulties from the Teachers' Point of View

  • Almaleki, Deyab A.;Khayat, Wejdan W.;Yally, Taghreed F.;Al-hajjaji, Aysha A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.243-255
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    • 2021
  • This study aimed to identify the effectiveness of the use of distance-evaluation tools and methods among students with learning difficulties from the teachers' point of view, to achieve this goal. A scale was built, and the psychometric characteristics were validated. It consisted, in its final form, of 17 items distributed on four axes, in addition to three open questions. It was applied to a random sample of (149) teachers of students with learning difficulties in Makkah Region. The results showed that teachers' keenness to encourage students with learning difficulties, so that they would not feel frustrated with the distance learning process. It was also evident that teachers did not use achievement portfolios in the evaluation process. In connection with the appropriate evaluation methods, the majority indicated the use of work sheets and visual evaluation methods that rely on audio and visual skills, such as presenting videos, pictures, audio and games, and applying short objective tests. Among the proposals to improve evaluation methods and tools: Individual evaluation, attention to individual treatment, obligating personal attendance of students to school, splitting the required tasks, and not increasing the skills required to be mastered. As for the obstacles that teachers face: Lack of time, difficulty in communicating with students with distance learning difficulties and problems related to the Internet such as interruption, weakness, or lack of availability.

Real-time automated detection of construction noise sources based on convolutional neural networks

  • Jung, Seunghoon;Kang, Hyuna;Hong, Juwon;Hong, Taehoon;Lee, Minhyun;Kim, Jimin
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.455-462
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    • 2020
  • Noise which is unwanted sound is a serious pollutant that can affect human health, as well as the working and living environment if exposed to humans. However, current noise management on the construction project is generally conducted after the noise exceeds the regulation standard, which increases the conflicts with inhabitants near the construction site and threats to the safety and productivity of construction workers. To overcome the limitations of the current noise management methods, the activities of construction equipment which is the main source of construction noise need to be managed throughout the construction period in real-time. Therefore, this paper proposed a framework for automatically detecting noise sources in construction sites in real-time based on convolutional neural networks (CNNs) according to the following four steps: (i) Step 1: Definition of the noise sources; (ii) Step 2: Data preparation; (iii) Step 3: Noise source classification using the audio CNN; and (iv) Step 4: Noise source detection using the visual CNN. The short-time Fourier transform (STFT) and temporal image processing are used to contain temporal features of the audio and visual data. In addition, the AlexNet and You Only Look Once v3 (YOLOv3) algorithms have been adopted to classify and detect the noise sources in real-time. As a result, the proposed framework is expected to immediately find construction activities as current noise sources on the video of the construction site. The proposed framework could be helpful for environmental construction managers to efficiently identify and control the noise by automatically detecting the noise sources among many activities carried out by various types of construction equipment. Thereby, not only conflicts between inhabitants and construction companies caused by construction noise can be prevented, but also the noise-related health risks and productivity degradation for construction workers and inhabitants near the construction site can be minimized.

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Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes - (패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 -)

  • Lim, Hyun-Jung;Park, Hye-Won
    • Journal of Fashion Business
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    • v.9 no.4
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    • pp.1-15
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    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.