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Environment Adaptive Sound Localization for Multi-Channel Surround Sound System
Yoon Bae Lee,Vinayagam Mariappan,Juphil Cho,Seon Hee Lee 한국인터넷방송통신학회 2016 Journal of Advanced Smart Convergence Vol.5 No.4
Recent development in multi-channel surround is emerging in various formats to provide better stereoscopic and sound effects to consumers in recent broadcasting. The ability sound localize the sound sources in space is most considerable design factor on multi-channel surround system for human earing perception model. However, this paper propose the change of the sound localization according to the spacing of the speakers, which is not covered in the existing research focus on sound system design. Presently the sound system uses the position and number of the speakers to localize the sound. In the multi-channel surround environment, the proposed design uses the sound localization is caused by the directional characteristics of the speaker, the distance between the speakers and the distance between the listener and the speaker according to the directivity is required. The proposed design is simulated using virtual measurement with MATLAB simulation environment and performances are measured.
Environment Adaptive Sound Localization for Multi-Channel Surround Sound System
이윤배,마리아판 비나야감,조주필,이선희 한국인터넷방송통신학회 2016 Journal of Advanced Smart Convergence Vol.5 No.4
Recent development in multi-channel surround is emerging in various formats to provide better stereoscopic and sound effects to consumers in recent broadcasting. The ability sound localize the sound sources in space is most considerable design factor on multi-channel surround system for human earing perception model. However, this paper propose the change of the sound localization according to the spacing of the speakers, which is not covered in the existing research focus on sound system design. Presently the sound system uses the position and number of the speakers to localize the sound. In the multi-channel surround environment, the proposed design uses the sound localization is caused by the directional characteristics of the speaker, the distance between the speakers and the distance between the listener and the speaker according to the directivity is required. The proposed design is simulated using virtual measurement with MATLAB simulation environment and performances are measured.
Environment Adaptive Sound Localization for Multi-Channel Surround Sound System
Lee, Yoon Bae,Mariappan, Vinayagam,Cho, Juphil,Lee, Seon Hee The Institute of Internet 2016 International journal of advanced smart convergenc Vol.5 No.4
Recent development in multi-channel surround is emerging in various formats to provide better stereoscopic and sound effects to consumers in recent broadcasting. The ability sound localize the sound sources in space is most considerable design factor on multi-channel surround system for human earing perception model. However, this paper propose the change of the sound localization according to the spacing of the speakers, which is not covered in the existing research focus on sound system design. Presently the sound system uses the position and number of the speakers to localize the sound. In the multi-channel surround environment, the proposed design uses the sound localization is caused by the directional characteristics of the speaker, the distance between the speakers and the distance between the listener and the speaker according to the directivity is required. The proposed design is simulated using virtual measurement with MATLAB simulation environment and performances are measured.
UHD TV(Ultra High Definition Television)를 위한 Multi Channel Audio Format 연구
이선하(Seon-Ha Lee),유호근(Ho-Keun Yoo) 산업기술교육훈련학회 2017 산업기술연구논문지 (JITR) Vol.22 No.2
This Audio format for UHD TV broadcasting is defined as multi-channel more than 10 channels usually. Development of surround-sound format for UHD TV (Ultra High Definition Television) test-runed 22.2 channel furnace to first in Aichi EXPO (Japan) in 2005. In this research, figure out 22.2 Channels hangup for UHD TV and realistic limitation and various Multi Channel Audio Format analyze comparison in Audio manufacture environment and system commercialization viewpoint and propose optimum Format wish to.
주재한(Jae-han Ju) 한국통신학회 2007 韓國通信學會論文誌 Vol.32 No.12D
멀티미디어 동영상 처리기술인 MPEG에서 파생된 MP3은 CD음질을 목표로 하는 음향 압축포맷으로 압축알고리즘이다. 일반적으로 MP3기반에서는 입체 음향효과를 MP3+AMP 칩을 이용해서 나타내고 있다. 본 논문에서는 더욱 우수한 업체 음향효과 구현을 위해 MP3 칩과 3D 사운드 칩을 결합하고 설계 및 제작하여 비교하였다. 따라서 시뮬레이션 결과, 기존 제품의 업체 음향보다 실제로 제작한 제품의 스테레오 3D 사운드 업체음향이 더욱 우수함을 보여 주었다. The MP3 is derived from the MPEG format which is considered to be the best multimedia video processing technique. MP3 is a sound compaction format which tries to maintain CD quality. In general based on MP3 appear on the surround sound effect make use of an MP3+AMP chip. In this paper, to realize more an excellent surround sound effect, we did compare a MP3 chip and 3D sound chip by the design and manufacture. As a result of simulation, surround stereo 3D sound of manufacture product show more an excellent than surround sound of existing product.
강세윤,이원덕 한국영상제작기술학회 2018 영상기술연구 Vol.- No.28
Recent domestic documentaries are producing various issues such as social, political, cultural and artistic issues, and these documentaries are increasingly being introduced into theaters rather than television. For this reason, they lost their ability to function as their own journalism for many years, and journalists are no longer on TV, but they are now moving into cinemas, And the public became sympathetic to their story, and finally the popularity of the documentary film went up. These documentary films have created a new language called ‘movie journalism’ and received much public attention. As a result, the documentary is devoid of the perception that it is the only thing of television broadcasting, and now it has created a genre called movie journalism documentary film which is recognized as a movie. Documentary shows the development of narrative different from general film or drama. Because the difference between the portrayal of our imagination and the documentary that reproduces our reality is evident, the sound elements expressed in such expressionism and realism can be different, and the way the sound is expressed can also be different. This study examines the difference between these sound productions and shows how sound is expressed in documentary realism. I will also look at the role of voice-over narration in TV documentaries and the auditory elements that distinguish narration from documentary films and how documentary films can express the truth of stories. In addition, the documentary will conclude this study by exploring the difference between the existing broadcasting sound production method and the movie sound production method, while advancing to the film now, suggesting an improved documentary film sound production method.
이정혁(Lee, Jeong-Hyeok) 한국게임학회 2012 한국게임학회 논문지 Vol.12 No.1
1970년대의 게임은 소형카세트와 축음기 등의 하드웨어에 음악 등과 같은 아날로그 파형을 저장하여 사용하였다. 이러한 구성 요소들로 인해 내구성이 매우 떨어질 수 밖에 없었다. 비디오 게임에 음악을 사용하는 경우 보다 저렴한 방법은 컴퓨터 칩을 사용하여 아날로그 음형을 컴퓨터 코드로 변환해 스피커로 보낼 수 있는 전기 파형으로 변환하는 것이다. 게임 음향 효과도 이와 같은 방식으로 생성되었다. 기술적 한계가 점점 극복되어, 작곡가들에게는 더 많은 자유가 부여되었으며 광디스크 등에 의해 미리 녹음된 사운드 트랙이 출현하게 되었다. 오늘날의 게임 개발자는 게임음악을 제작하는 기술에 대해 여러 가지 시도를 하고 있다. 게임 음악 제작의 변화가 기술과 비즈니스 영향을 받아 발달하는 과정에 따른 연구를 고찰하였다. Games in 1970s have used the savings of analog wavelength as in music and the like on hardwares of small cassette, gramophone, and the like. Due to these configuration elements, durability has to be declined so much. In the event of using the music on the video game, more affordable method is to use the computer chip to convert the analog sound into the computer code to convert into the electric wavelength to send to the speaker. The sound effect of the game is generated in this method. The technical limit has been gradually overcome to grant more freedom to the composers and the sound track pre-recorded on the optic disc and the like has emerged. The game developers of today have made several attempts on the technology to produce the game music. This study has contemplated the process of advancement in the change of game music production with the influence on technology and business.