9 research outputs found

    Audibility and Interpolation of Head-Above-Torso Orientation in Binaural Technology

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    Head-related transfer functions (HRTFs) incorporate fundamental cues required for human spatial hearing and are often applied to auralize results obtained from room acoustic simulations. HRTFs are typically available for various directions of sound incidence and a fixed head-above-torso orientation (HATO). If-in interactive auralizations-HRTFs are exchanged according to the head rotations of a listener, the auralization result most often corresponds to a listener turning head and torso simultaneously, while-in reality-listeners usually turn their head independently above a fixed torso. In the present study, we show that accounting for HATO produces clearly audible differences, thereby suggesting the relevance of correct HATO when aiming at perceptually transparent binaural synthesis. Furthermore, we addressed the efficient representation of variable HATO in interactive acoustic simulations using spatial interpolation. Hereby, we evaluated two different approaches: interpolating between HRTFs with identical torso-to-source but different head-to-source orientations (head interpolation) and interpolating between HRTFs with the same head-to-source but different torso-to-source orientations (torso interpolation). Torso interpolation turned out to be more robust against increasing interpolation step width. In this case the median threshold of audibility for the head-above-torso resolution was about 25 degrees, whereas with head interpolation the threshold was about 10 degrees. Additionally, we tested a non-interpolation approach (nearest neighbor) as a suitable means for mobile applications with limited computational capacities

    How wearing headgear affects measured head-related transfer functions

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    International audienceThe spatial representation of sound sources is an essential element of virtual acoustic environments (VAEs). When determining the sound incidence direction, the human auditory system evaluates monaural and binaural cues, which are caused by the shape of the pinna and the head. While spectral information is the most important cue for elevation of a sound source, we use differences between the signals reaching the left and the right ear for lateral localization. These binaural differences manifest in interaural time differences (ITDs) and interaural level differences (ILDs). In many headphone-based VAEs, head-related transfer functions (HRTFs) are used to describe the sound incidence from a source to the left and right ear, thus integrating both monaural and the binaural cues. Specific aspects, like for example the individual shape of the head and the outer ears (e.g. Bomhardt, 2017), of the torso (Brinkmann et al., 2015), and probably even of headgear (Wersenyi, 2005; Wersenyi, 2017) influence the HRTFs and thus probably as well localization and other perceptual attributes.<par>Generally speaking, spatial cues are modified by headgear, for example by wearing a baseball cap, a bicycle helmet, or a head-mounted display, which nowadays is often used in VR applications. In many real life situations, however, a good localization performance is important when wearing such items, e.g. in order to determine approaching vehicles when cycling. Furthermore, when performing psychoacoustic experiments in mixed-reality applications using head-mounted displays, the influence of the head-mounted display on the HRTFs must be considered. Effects of an HTC Vive head-mounted display on localization performance have already been shown in Ahrens et al. (2018). To analyze the influence of headgear for varying directions of incidence, measurements of HRTFs on a dense spherical sampling grid are required. However, HRTF measurements of a dummy head with various headgear are still rare, and to our knowledge only one dataset measured for an HTC Vice on a sparse grid with 64 positions is freely accessible (Ahrens, 2018).<par>This work presents high-density measurement data of HRTFs from a Neumann KU100 and a HEAD acoustics HMS II.3 dummy head, either equipped with a bicycle helmet, a baseball cap, an Oculus Rift head-mounted display, or a set of extra-aural AKG K1000 headphones. For the measurements, we used the VariSphear measurement system (Bernschütz, 2010), allowing precise positioning of the dummy head at the spatial sampling positions. The various HRTF sets were captured on a full spherical Lebedev grid with 2702 points.<par>In our study, we analyze the measured datasets in terms of their spectrum, their binaural cues, and regarding their localization performance based on localization models, and compare the results to reference measurements of the dummy heads without headgear. The results show that differences to the reference without headgear vary significantly depending on the type of the headgear. Regarding the ITDs and ILDs, the analysis reveals the highest influences for the AKG K1000. While for the Oculus Rift head-mounted display, the ITDs and ILDs are mainly affected for frontal directions, only a very weak influence of the bicycle helmet and the baseball cap on ITDs and ILDs was observed. For the spectral differences to the reference the results show maximal deviations for the AKG K1000, the lowest for the Oculus Rift and the baseball cap. Furthermore, we analyzed for which incidence directions the spectrum is influenced most by the headgears. For the Oculus Rift and the baseball cap, the strongest deviations were found for contralateral sound incidence. For the bicycle helmet, the directions mostly affected are as well contralateral, but shifted upwards in elevation. Finally, the AKG K1000 headphones generally has the highest influence on the measured HRTFs, which becomes maximal for sound incidence from behind.<par>The results of this study are relevant for applications where headgears are worn and localization or other aspects of spatial hearing are considered. This could be the case, for example in mixed-reality applications where natural sound sources are presented while the listener is wearing a head-mounted display, or when investigating localization performance in certain situations, e.g. in sports activities where headgears are used. However, it is an important intention of this study to provide a freely available database of HRTF sets which is well suited for auralization purposes and which allows to further investigate the influence of headgear on auditory perception. The HRTF sets will be publicly available in the SOFA format under a Creative Commons CC BY-SA 4.0 license

    A High Resolution and Full-Spherical Head-Related Transfer Function Database for Different Head-Above-Torso Orientations

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    Head-related transfer functions (HRTFs) capture the free-field sound transmission from a sound source to the listeners ears, incorporating all the cues for sound localization, such as interaural time and level differences as well as the spectral cues that originate from scattering, diffraction, and reflection on the human pinnae, head, and body. In this study, HRTFs were acoustically measured and numerically simulated for the FABIAN head-and-torso simulator on a full-spherical and high-resolution sampling grid. HRTFs were acquired for 11 horizontal head-above-torso orientations, covering the typical range of motion of +/-50°. This made it possible to account for head movements in dynamic binaural auralizations. Because of a lack of an external reference for the HRTFs, measured and simulated data sets were cross-validated by applying auditory models for localization performance and spectral coloration. The results indicate a high degree of similarity between the two data sets regarding all tested aspects, thus suggesting that they are free of systematic errors

    A Cross-Evaluated Database of Measured and Simulated HRTFs Including 3D Head Meshes, Anthropometric Features, and Headphone Impulse Responses

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    The individualization of head related transfer functions (HRTFs) can make an important contribution to improving the quality of binaural technology applications. One approach to individualization is to exploit the relationship between the shape of HRTFs and the anthropometric features of the ears, head, and torso of the corresponding listeners. To identify statistically significant relationships between the two sets of variables, a relatively large database is required. For this purpose full-spherical HRTFs of 96 subjects were acoustically measured and numerically simulated. A detailed cross-evaluation showed a good agreement to previous data between repeated measurements and between measured and simulated data. In addition to 96 HRTFs, the database includes high-resolution head-meshes, a list of 25 anthropometric features per subject, and headphone transfer functions for two headphone models

    Local sound field synthesis

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    This thesis investigates the physical and perceptual properties of selected methods for (Local) Sound Field Synthesis ((L)SFS). In agreement with numerical sound field simulations, a specifically developed geometric model shows an increase of synthesis accuracy for LSFS compared to conventional SFS approaches. Different (L)SFS approaches are assessed within listening experiments, where LSFS performs at least as good as conventional methods for azimuthal sound source localisation and achieves a significant increase of timbral fidelity for distinct parametrisations.Die Arbeit untersucht die physikalischen und perzeptiven Eigenschaften von ausgewählten Verfahren zur (lokalen) Schallfeldsynthese ((L)SFS). Zusammen mit numerischen Simulationen zeigt ein eigens entwickeltes geometrisches Modell, dass LSFS gegenüber konventioneller SFS zu einer genauere Synthese führt. Die Verfahren werden in Hörversuchen evaluiert, wobei LSFS bei der horizontalen Lokalisierung von Schallquellen eine Genauigkeit erreicht, welche mindestens gleich der von konventionellen Methoden ist. Für bestimmte Parametrierung wird eine signifikant verbesserte klangliche Treue erreicht

    Proceedings of the EAA Spatial Audio Signal Processing symposium: SASP 2019

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    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Evaluating the Perceived Quality of Binaural Technology

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    This thesis studies binaural sound reproduction from both a technical and a perceptual perspective, with the aim of improving the headphone listening experience for entertainment media audiences. A detailed review is presented of the relevant binaural technology and of the concepts and methods for evaluating perceived quality. A pilot study assesses the application of state-of-the-art binaural rendering systems to existing broadcast programmes, finding no substantial improvements in quality over conventional stereo signals. A second study gives evidence that realistic binaural simulation can be achieved without personalised acoustic calibration, showing promise for the application of binaural technology. Flexible technical apparatus is presented to allow further investigation of rendering techniques and content production processes. Two web-based studies show that appropriate combination of techniques can lead to improved experience for typical audience members, compared to stereo signals, even without personalised rendering or listener head-tracking. Recent developments in spatial audio applications are then discussed. These have made dynamic client-side binaural rendering with listener head-tracking feasible for mass audiences, but also present technical constraints. To limit distribution bandwidth and computational complexity during rendering, loudspeaker virtualisation is widely used. The effects on perceived quality of these techniques are studied in depth for the first time. A descriptive analysis experiment demonstrates that loudspeaker virtualisation during binaural rendering causes degradations to a range of perceptual characteristics and that these vary across other system conditions. A final experiment makes novel use of the check-all-that-apply method to efficiently characterise the quality of seven spatial audio representations and associated dynamic binaural rendering techniques, using single sound sources and complex dramatic scenes. The perceived quality of these different representations varies significantly across a wide range of characteristics and with programme material. These methods and findings can be used to improve the quality of current binaural technology applications
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