• Title/Summary/Keyword: virtual sound technology

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A Study on "A Midsummer Night's Palace" Using VR Sound Engineering Technology

  • Seok, MooHyun;Kim, HyungGi
    • International Journal of Contents
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    • v.16 no.4
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    • pp.68-77
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    • 2020
  • VR (Virtual Reality) contents make the audience perceive virtual space as real through the virtual Z axis which creates a space that could not be created in 2D due to the space between the eyes of the audience. This visual change has led to the need for technological changes to sound and sound sources inserted into VR contents. However, studies to increase immersion in VR contents are still more focused on scientific and visual fields. This is because composing and producing VR sounds require professional views in two areas: sound-based engineering and computer-based interactive sound engineering. Sound-based engineering is difficult to reflect changes in user interaction or time and space by directing the sound effects, script sound, and background music according to the storyboard organized by the director. However, it has the advantage of producing the sound effects, script sound, and background music in one track and not having to go through the coding phase. Computer-based interactive sound engineering, on the other hand, is produced in different files, including the sound effects, script sound, and background music. It can increase immersion by reflecting user interaction or time and space, but it can also suffer from noise cancelling and sound collisions. Therefore in this study, the following methods were devised and utilized to produce sound for VR contents called "A Midsummer Night" so as to take advantage of each sound-making technology. First, the storyboard is analyzed according to the user's interaction. It is to analyze sound effects, script sound, and background music which is required according to user interaction. Second, the sounds are classified and analyzed as 'simultaneous sound' and 'individual sound'. Thirdly, work on interaction coding for sound effects, script sound, and background music that were produced from the simultaneous sound and individual time sound categories is done. Then, the contents are completed by applying the sound to the video. By going through the process, sound quality inhibitors such as noise cancelling can be removed while allowing sound production that fits to user interaction and time and space.

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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A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

A Sound Interpolation Method Using Deep Neural Network for Virtual Reality Sound (가상현실 음향을 위한 심층신경망 기반 사운드 보간 기법)

  • Choi, Jaegyu;Choi, Seung Ho
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.227-233
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    • 2019
  • In this paper, we propose a deep neural network-based sound interpolation method for realizing virtual reality sound. Through this method, sound between two points is generated by using acoustic signals obtained from two points. Sound interpolation can be performed by statistical methods such as arithmetic mean or geometric mean, but this is insufficient to reflect actual nonlinear acoustic characteristics. In order to solve this problem, in this study, the sound interpolation is performed by training the deep neural network based on the acoustic signals of the two points and the target point, and the experimental results show that the deep neural network-based sound interpolation method is superior to the statistical methods.

A study on multichannel 3D sound rendering

  • Kim, Sun-Min;Park, Young-Jin
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.2-117
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    • 2001
  • In this paper, 3D sound rendering using multichannel speakers is studied. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two speakers in 3DD space. However, it is hard to implement the localization of virtual source at back/front and top/below positions because the HRTF of an individual is unique just like the fingerprint. Most of all, the HRTF is highly sensitive to the elevation change. Multichannel sound systems have mainly been used to reproduce the sound field picked up over a certain volume rather than at specific points. Moreover, multichannel speakers arranged in 3-D space produce a much better performance of ...

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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.

A Range Dependent Structural HRTF Model for 3-D Sound Generation in Virtual Environments (가상현실 환경에서의 3차원 사운드 생성을 위한 거리 변화에 따른 구조적 머리전달함수 모델)

  • Lee, Young-Han;Kim, Hong-Kook
    • MALSORI
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    • no.59
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    • pp.89-99
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    • 2006
  • This paper proposes a new structural head-related transfer function(HRTF) model to produce sounds in a virtual environment. The proposed HRTF model generates 3-D sounds by using a head model, a pinna model and the proposed distance model for azimuth, elevation, and distance that are three aspects for 3-D sounds, respectively. In particular, the proposed distance model consists of level normalization block distal region model, and proximal region model. To evaluate the performance of the proposed model, we setup an experimental procedure that each listener identifies a distance of 3-D sound sources that are generated by the proposed method with a predefined distance. It is shown from the tests that the proposed model provides an average distance error of $0.13{\sim}0.31$ meter when the sound source is generated as if it is 0.5 meter $\sim$ 2 meters apart from the listeners. This result is comparable to the average distance error of the human listening for the actual sound source.

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The effect of head movement on HRTF in 3D sound system: Sensitivity analysis on Sphere HRTF (머리움직임이 입체음향 시스템의 머리전달함수에 미치는 영향: 구 머리전달함수의 민감도해석)

  • 김선민;박영진
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2002.05a
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    • pp.353-358
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    • 2002
  • Human's vision is mostly confined to the area in the front and we, humans heavily depend on the sense of hearing to gather information in areas out of our sight. Thus, the virtual reality system consisting of the 3D sound effect gives the user a much better sense of reality than the system without the sound effect. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two channels in 3-D space. Head movement of listener might be change the nominal acoustic transfer function and deteriorate the performance of 3D sound system based on loudspeakers that needs a crosstalk canceller. In this paper, low kinds of sensitivity functions of sphere HRTF are derived to investigate the effect of head movement on HRTF in 3D sound system. Changes of HRTF caused by rotational and translational motion of head are obtained as we calculate the derivatives of HRTF with respect to angle and distance.

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Design of a Web Based Virtual Operating System for Sound Equipment (웹 기반 음향기기의 가상 운용 시스템 설계)

  • 이에스더
    • Journal of the Korea Computer Industry Society
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    • v.4 no.10
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    • pp.599-610
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    • 2003
  • Sound equipment has developed rapidly as digital technology has quickly matured. Due to this fact, the necessary knowledge and skills are new. Moreover, improvements in digital surrealism in acoustical modeling have increased the challenges facing future audio engineers. Therefore, the necessity of Instruction in the use of sound equipment is needed for the specialist and amateur, alike. However, it is not easy to loam all kinds of sound equipment and systems which are upgraded often. It is necessary to offer a virtual environment that accurately simulates the manipulation and experiences of new sound recording technologies. The purpose of this study was to design a web based virtual operating system for sound equipment technologies which guide user to learn basic principles of usage and production techniques. The virtual simulation system was designed to aggressively implement an actual equipments so that user manipulation will accurately reflect current equipment usage and behavior.

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Research on methods to extract standard head-related transfer function (표준 머리전달함수 추출 기법에 관한 연구)

  • Son, Daehyuk;Park, Youngjin;Jang, Sei-jin
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2014.10a
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    • pp.572-574
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    • 2014
  • Researches on three-dimensional multimedia has been performed actively in recent years. Virtual sound technology corresponding to virtual image should be provided to implement 3D multimedia with high quality. Head-related transfer function (HRTF) plays a key role in this research area. HRTFs measured in changing azimuth, elevation, and distance for each and every subject is necessary for ideal solution. However, it is practically impossible to measure all subjects' HRTFs, so various HRTF databases have been built by many researchers. Because HRTF displays quite different aspects from subject to subject, HRTF of dummy head has been used for generic usage. However, mannequin's HRTF showed much worse performance comparing with individual case so this solution should be improved. From previous work, standardization of HRTF based on tensor-singular value decomposition method has been proposed. For effective extraction of standard HRTF, three different decomposition methods are compared in this paper.

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