2,082 research outputs found

    3D sound for simulation of arthroscopic surgery

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    Arthroscopic surgery offers many advantages compared to traditional surgery. Nevertheless, the required skills to practice this kind of surgery need specific training. Surgery simulators are used to train surgeon apprentices to practice specific gestures. In this paper, we present a study showing the contribution of 3D sound in assisting the triangulation gesture in arthroscopic surgery simulation. This ability refers to the capacity of the subject to manipulate the instruments while having a modified and limited view provided by the video camera of the simulator. Our approach, based on the use of 3D sound metaphors, provides interaction cues to the subjects about the real position of the instrument. The paper reports a performance evaluation study based on the perception of 3D sound integrated in the process of training of surgical task. Despite the fact that 3D sound cueing was not shown useful to all subjects in terms of execution time, the results of the study revealed that the majority of subjects who participated to the experiment confirmed the added value of 3D sound in terms of ease of use

    Efficient Synthesis of Room Acoustics via Scattering Delay Networks

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    An acoustic reverberator consisting of a network of delay lines connected via scattering junctions is proposed. All parameters of the reverberator are derived from physical properties of the enclosure it simulates. It allows for simulation of unequal and frequency-dependent wall absorption, as well as directional sources and microphones. The reverberator renders the first-order reflections exactly, while making progressively coarser approximations of higher-order reflections. The rate of energy decay is close to that obtained with the image method (IM) and consistent with the predictions of Sabine and Eyring equations. The time evolution of the normalized echo density, which was previously shown to be correlated with the perceived texture of reverberation, is also close to that of IM. However, its computational complexity is one to two orders of magnitude lower, comparable to the computational complexity of a feedback delay network (FDN), and its memory requirements are negligible

    Reverberation: models, estimation and application

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    The use of reverberation models is required in many applications such as acoustic measurements, speech dereverberation and robust automatic speech recognition. The aim of this thesis is to investigate different models and propose a perceptually-relevant reverberation model with suitable parameter estimation techniques for different applications. Reverberation can be modelled in both the time and frequency domain. The model parameters give direct information of both physical and perceptual characteristics. These characteristics create a multidimensional parameter space of reverberation, which can be to a large extent captured by a time-frequency domain model. In this thesis, the relationship between physical and perceptual model parameters will be discussed. In the first application, an intrusive technique is proposed to measure the reverberation or reverberance, perception of reverberation and the colouration. The room decay rate parameter is of particular interest. In practical applications, a blind estimate of the decay rate of acoustic energy in a room is required. A statistical model for the distribution of the decay rate of the reverberant signal named the eagleMax distribution is proposed. The eagleMax distribution describes the reverberant speech decay rates as a random variable that is the maximum of the room decay rates and anechoic speech decay rates. Three methods were developed to estimate the mean room decay rate from the eagleMax distributions alone. The estimated room decay rates form a reverberation model that will be discussed in the context of room acoustic measurements, speech dereverberation and robust automatic speech recognition individually

    Systematic evaluation of perceived spatial quality

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    The evaluation of perceived spatial quality calls for a method that is sensitive to changes in the constituent dimensions of that quality. In order to devise a method accounting for these changes, several processes have to be performed. This paper shows the development of scales by elicitation and structuring of verbal data, followed by validation of the resulting attribute scales

    Acoustic modeling using the digital waveguide mesh

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    The digital waveguide mesh has been an active area of music acoustics research for over ten years. Although founded in 1-D digital waveguide modeling, the principles on which it is based are not new to researchers grounded in numerical simulation, FDTD methods, electromagnetic simulation, etc. This article has attempted to provide a considerable review of how the DWM has been applied to acoustic modeling and sound synthesis problems, including new 2-D object synthesis and an overview of recent research activities in articulatory vocal tract modeling, RIR synthesis, and reverberation simulation. The extensive, although not by any means exhaustive, list of references indicates that though the DWM may have parallels in other disciplines, it still offers something new in the field of acoustic simulation and sound synth

    A measuring instrument for the auditory perception of rooms: The Room Acoustical Quality Inventory (RAQI)

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    With the Room Acoustical Quality Inventory (RAQI), a measuring instrument for the perceptual space of performance venues for music and speech has been developed. First, a focus group with room acoustical experts determined relevant aspects of room acoustical impression in the form of a comprehensive list of 50 uni- and bipolar items in different categories. Then, n = 190 subjects rated their acoustical impression of 35 binaurally simulated rooms from 2 listening positions, with symphonic orchestra, solo trumpet, and dramatic speech as audio content. Subsequent explorative and confirmative factor analyses of the questionnaire data resulted in three possible solutions with four, six, and nine factors of room acoustical impression. The factor solutions, as well as the related RAQI items, were tested in terms of reliability, validity, and several types of measurement invariance, and were cross-validated by a follow-up experiment with a subsample of 46% of the original participants, which provided re-test reliabilities and stability coefficients for all RAQI constructs. The resulting psychometrically evaluated measurement instrument can be used for room quality assessment, acoustical planning, and the further development of room acoustical parameters in order to predict primary acoustical qualities of venues for music and speech.DFG, 174776315, FOR 1557: Simulation and Evaluation of Acoustical Environments (SEACEN

    Dynamic mapping strategies for interactive art installations: an embodied combined HCI HRI HHI approach

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    This paper proposes a theoretical framework for dealing with the paradigm of interactivity in new media art, and how the broad use of the term in different research fields can lead to some misunderstandings. The paper addresses a conceptual view on how we can implement interaction in new media art from an embodied approach that unites views from HCI, HRI and HHI. The focus is on an intuitive mapping of a multitude of sensor data and to extend upon this using the paradigm of (1) finite state machines (FSM) to address dynamic mapping strategies, (2) mediality to address aisthesis and (3) embodiment to address valid mapping strategies originated from natural body movements. The theory put forward is illustrated by a case study

    Planar Refrains

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    My practice explores phenomenal poetic truths that exist in fissures between the sensual and physical qualities of material constructs. Magnifying this confounding interspace, my work activates specific instruments within mutable, relational systems of installation, movement, and documentation. The tools I fabricate function within variable orientations and are implemented as both physical barriers and thresholds into alternate, virtual domains. Intersecting fragments of sound and moving image build a nexus of superimposed spatialities, while material constructions are enveloped in ephemeral intensities. Within this compounded environment, both mind and body are charged as active sites through which durational, contemplative experiences can pass. Reverberation, the ghostly refrain of a sound calling back to our ears from a distant plane, can intensify our emotional experience of place. My project Planar Refrains utilizes four electro-mechanical reverb plates, analog audio filters designed to simulate expansive acoustic arenas. Historically these devices have provided emotive voicings to popular studio recordings, dislocating the performer from the commercial studio and into a simulated reverberant territory of mythic proportions. The material resonance of steel is used to filter a recorded signal, shaping the sound of a human performance into something more transformative, a sound embodying otherworldly dynamics. In subverting the designed utility of reverb plates, I am exploring their value as active surfaces extending across different spatial realities. The background of ephemeral sonic residue is collapsed into the foreground, a filter becomes sculpture, and this sculpture becomes an instrument in an evolving soundscape
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