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사용성 평가 비교를 통한 노이즈 캔슬링 헤드폰 개선 방향 제안
소신주(Xiao, Xinzhu),곽대영(Kwak, Dae Young) 한국디자인문화학회 2023 한국디자인문화학회지 Vol.29 No.4
In the ever-evolving landscape of society, Bluetooth acoustic devices have seamlessly integrated into our daily lives. Notably, noise-canceling headphones have emerged as an indispensable companion, offering the unique advantage of allowing users to immerse themselves in music even in bustling environments like subways or noisy cafes. As the noise-canceling headphones market anticipates substantial growth, this study seeks to evaluate the usability of such devices. The ultimate goal is to identify potential usability challenges and propose targeted improvements. For the empirical usability evaluation, a rigorous test method was employed. Following the evaluation, the System Usability Scale (SUS) questionnaire was selected to derive a comprehensive evaluation score. The study focused on noise-canceling headphones from three prominent brands—Apple, Sony, and Sennheiser—which are widely available in Korea and share similar market positioning. The research methodology unfolded in several stages. Initially, a theoretical framework was developed to guide the usability evaluation of noise-canceling headphones. Subsequently, evaluation products and research subjects were carefully chosen, and primary tests were conducted based on the fundamental functions of these products. A second survey, utilizing the SUS questionnaire, was then administered to gauge the overall usability of the selected headphones. Finally, drawing insights from the research results, tailored improvement measures for noise-canceling headphones were proposed. Key findings from the study revealed that users experienced confusion when a single button served multiple functions. Additionally, since headphone operation occurs after placement on the head, button placement and the presence of voice prompts proved crucial. The interaction method was highlighted as needing to be user-friendly, offering familiarity in operation and delivering prompt and clear feedback. The SUS research indicated a user preference ranking for Apple, Sennheiser, and Sony headphones, with design concerns raised for the latter two brands, both receiving lower SUS scores. As a culmination of these insights, the study proposes specific improvements tailored to address the identified challenges and enhance the overall user experience of noise-canceling headphones.
A study of "Listen" and "Hear"
Ryuta Baba,Yuki Mochizuki,Takashi Toriizuka,Yoshinori Horie 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5
Recently, the portable audio players such as iPods are widespread. In this context, more people listen to music with headphones, and some people accidents such as the bicycles, cars or trains happen. People with headphones are shut off from surrounding sounds. So they can’t perceive sound information necessary to avoid the accidents. That’s why they have accidents. Then in this study it pays attention importantly of the balance of "Listen" and "Hear" that is the act that humans obtains outside auditory information as an influence that the headphone use in outdoor exerts on the perception function of aural, and in the present study, the measurement of the P300 event-related-potential(ERP) is used and examined. “Listen" means outside auditory information is actively obtained."Hear" means outside auditory information is felt passive with the ear. The tests subject the schoolboy who was listening to music daily by the healthy physically and mentally. Experimental conditions set three conditions when a normal headphone is used and when the headphone is not used when it uses noise-canceling headphone. The experimental methodology is tried by the ‘oddball’ Paradigm using the auditory stimulus that can be two kinds of discern it. The auditory stimuli use the bell sound of the bicycle and the running sound of the car. Target stimulus is a bell sound of the bicycle. Non-target stimulus is assumed to be a running sound of the car.
Swimmer’s Ear Emulating Kinetic Sound Using Headphones and Sounds of Water
John Baxter(존 백스터) 한국전자음악협회 2021 에밀레 Vol.19 No.-
In searching for new interfaces between human and technology, the head and ears can often go ignored. In this project, the head of a participant was thought of as a container, able to be filled with the sounds of a material and, by tracking the movement of the head, this material could be manipulated. In this iteration of the project, the user’s head was filled with sounds of water. The user could move his/her head, tilting it to the left and right, and the sound of water would behave accordingly. Uses for immersive environments and therapeutic applications are discussed.
이어폰 및 헤드폰의 정자기장이 인공심장 박동기 및 이식형 제세동기에 미치는 영향
정재원,최수범,박지수,김덕원,Chung, J.W.,Choi, S.B.,Park, J.S.,Kim, D.W. 대한의용생체공학회 2015 의공학회지 Vol.36 No.1
In this study, we evaluated the effects of static magnetic fields of earphones and headphones on pacemakers and implantable cardioverter defibrillators(ICDs). Five pacemakers and three ICDs were subjected to in-vitro test with three headphones which were an in-ear earphone, clip-on headphone, and closed-back headphone. Each implantable device was placed in close proximity(within 3 mm) to the ear-pad of each of the earphone and headphones for 3 min. As a result, no effects were observed on the pacemakers for the earphone and headphones during the test, but an effect was observed on one ICD for the clip-on and closed-back headphone during the test. When the ICD was placed in close proximity to the headphones, the ICD temporarily suspended functions of tachyarrhythmia detection and therapy. The effect was not observed in this study when the headphones were at least 2 cm from the ICD. Based on these findings, patients with ICDs should be advised to keep earphones and headphones at least 2 cm apart from their ICDs.
김현돈(Hyun-Don Kim) 한국산업기술융합학회(구. 산업기술교육훈련학회) 2022 산업기술연구논문지 (JITR) Vol.27 No.4
이 논문에서는 청각장애인을 위하여 시야 밖에서 발생하는 위험 환경 소리(사이렌, 자동차경적, 비명, 총소리, 공사장 소음 등) 및 특정 음성 키워드(본인 이름, 조심하세요! 등)가 인식이 되면 진동 코드로 알려주어 사고 노출 위험성감소와 편의성을 높여주는 인공지능 헤드폰을 제안하였다. 웨어러블 기기에 걸맞게 저전력 및 휴대가 가능하도록 임베디드PC(Raspberry Pi 4B)에서 동작이 가능한 20종류의 소리를 분류할 수 있는 합성곱 신경망(CNN)기반 네트워크를 제안하였다. 제안한 소리 인식기는 평균 약 95.14% 인식률을 보였으며, 5.12초 길이의 음성 데이터가 라즈베리파이4B 상에서 평균 약 0.139초에 실행되어 실시간 처리가 가능함을 확인하였다. We designed an artificial intelligence (AI) headphone for hearing impaired people and proposed a convolution neural network (CNN)-based sound classifier with a low computational network that can run on an embedded PC (Raspberry Pi 4B) in real-time. Because our AI headphone can classify 20 types of dangerous or environmental sounds (e.g., siren, car horn, scream, gunshot, etc.) and recognize specific voice keywords (e.g., person name, be careful!, stop!, etc.), it can assist hearing impaired people in reducing the risk of accident exposure and improving convenience. In addition, we use vibration codes to notify the hearing impaired person of detected information to the vibration motors attached to both sides of the headphone. We confirm that our proposed sound classifier achieves an average accuracy rate of approximately 95.14%, and enables real-time processing on the Raspberry Pi 4B because it requires an average computation time of approximately 0.139s with audio recording data for 5.12s.
헤드폰/이어폰을 위한 저전력 피드백 능동 소음 제어 필터 설계 방법
서지호(Ji-ho Seo),윤대희(Dae-Hee Youn),박영철(Young-Cheol Park) 한국정보전자통신기술학회 2017 한국정보전자통신기술학회논문지 Vol.10 No.1
본 논문은 헤드폰/이어폰에 최적화된 저전력 피드백 능동 소음 제어 필터 설계 방법을 제안하였다. 제약 최적화를 이용하여 높은 샘플링 주파수 환경에서 합리적인 소음 저감 성능을 확보하기 위한 높은 차수의 유한 임펄스 응답소음 제어 필터를 얻은 후 무한 임펄스 응답 근사 기법인 Balanced Model Truncation (BMT)를 이용하여 얻어낸 필터를 헤드폰/이어폰과 같은 저전력 디지털 신호처리 시스템에 적합하도록 낮은 차수의 무한 임펄스 응답 소음 제어 필터로 변환하였다. 성능 확보를 위해 주파수 워핑 기법을 이용하여 기존의 높은 차수의 유한 임펄스 응답 소음 제어 필터와 더욱 유사한 주파수 응답을 가지는 무한 임펄스 응답 필터를 얻었으며, 이를 2차 무한 임펄스 응답 필터들의 종속연결 구조로 재구성하여 시스템 전체의 안정성을 높였다. 백색 잡음을 통한 능동 소음 제어 시뮬레이션과 결과 및 안정성 실험 등을 통해 제안하는 기법이 기존의 기법보다 우수한 소음 저감 성능과 안정성을 가짐을 검증하였다. This paper presented a method of designing low-power feedback active noise control filter optimized for headphones/earphones. Using constrained optimization, we obtained a high order FIR noise control filter to ensure reasonable noise attenuation performance at high sampling frequency environment. Then using infinite impulse response (IIR) approximation method called Balanced Model Truncation (BMT), we obtained a low order IIR noise control filter suitable for low-power digital signal processing system like headphones/earphones. For further performance improvement, we utilized frequency warping method so that we could obtain more accurately approximated IIR filter and we ensured system stability by reconstructing the low order IIR filter in form of cascaded second order IIR filters. ANC simulation with white noise and stability test verified that the proposed algorithm had superior attenuation performance and better robustness compared to the conventional algorithm.
김시호,김경훈,배건성,최송인,박만호,Kim Siho,Kim Kyunghoon,Bae Keunsung,Choi Songin,Park Manho 대한전자공학회 2005 電子工學會論文誌-SP (Signal processing) Vol.42 No.1
본 논문에서는 5.1채널 입체음향 오디오 신호를 2채널의 헤드폰으로 재생하기 위한 HRTF (Head Related Transfer Function) 기반의 입체음향 생성 시스템에 대하여 다룬다. 각 채널의 모노 입력신호는 HRTF를 이용한 바이노럴(binaural) 필터링을 통해 가상적으로 음상정위되며, 입체감과 공간감을 증가시키기 위해 잔향효과가 추가된다. 연산량 감소를 위해 음상정위 성능을 저하시키지 않는 범위에서 HRTF의 임펄스 응답 탭 수를 줄였으며, 잔향효과를 위한 음장제어부에서는 초기반사열중 주요한 성분만을 지연기로 모델링하였다. 또한 비개인화된 HRTF DB에 의란 앞/뒤 혼돈 문제를 줄이기 위하여 앞/뒤 스펙트럼의 차를 가중치로 하여 HRTF 스펙트럼을 강조하는 방법을 적용하였다. 구현한 시스템의 성능 평가 결과, 단순한 스테레오 방법이나 2채널 Down Mixing 방식에 비해 현실감 있고 방향성 있는 입체음향을 느낄 수가 있었다. In this paper we implement a headphone-based 5.1 channel 3-dimensional (3D) sound generation system using HRTF (Head Related Transfer Function). Each mono sound source in the 5.1 channel signal is localized on its virtual location by binaural filtering with corresponding HRTFs, and reverberation effect is added for spatialization. To reduce the computational burden, we reduce the number of taps in the HRTF impulse response and model the early reverberation effect with several tens of impulses extracted from the whole impulse sequences. We modified the spectrum of HRTF by weighing the difference of front-back spec01m to reduce the front-back confusion caused by non-individualized HRTF DB. In informal listening test we can confirm that the implemented 3D sound system generates live and rich 3D sound compared with simple stereo or 2 channel down mixing.