833 research outputs found

    Room acoustics and virtual reality: An implementation of auralisation and 360 degree image techniques to create virtual representations of spaces

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    There has been a huge increase in enthusiasm for virtual reality in recent years. Spatial audio is of significant importance when creating virtual reality content if the experience is to be perceptually congruent. This project aims to intersect the worlds of virtual acoustic auralisation and virtual reality, creating a novel method of demonstrating room acoustic environments with maximal audio visual impact in a user friendly fashion. An open source library of 3D impulse responses together with 360° image/video capture using a variety of techniques will be created in different spaces (and positions within). Various spaces will be measured and analysed including classrooms, music venues, buildings of historical interest and theatres. As well as impulse response (IR) measurements, 360° images will be recorded using photospheres, captured on android smart phones [1] and the Ricoh theta S [2]. Future applications for these impulse responses will be the development of a virtual mixing tool, where the user will be able to experience mixing live performances within an auralised virtual environment, a method of allowing audiences to view and hear auralisations of different seating positions within a space for ticketing and marketing purposes, and the possibility of a real time auralised virtual concert.N/

    The Audio Degradation Toolbox and its Application to Robustness Evaluation

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    We introduce the Audio Degradation Toolbox (ADT) for the controlled degradation of audio signals, and propose its usage as a means of evaluating and comparing the robustness of audio processing algorithms. Music recordings encountered in practical applications are subject to varied, sometimes unpredictable degradation. For example, audio is degraded by low-quality microphones, noisy recording environments, MP3 compression, dynamic compression in broadcasting or vinyl decay. In spite of this, no standard software for the degradation of audio exists, and music processing methods are usually evaluated against clean data. The ADT fills this gap by providing Matlab scripts that emulate a wide range of degradation types. We describe 14 degradation units, and how they can be chained to create more complex, `real-world' degradations. The ADT also provides functionality to adjust existing ground-truth, correcting for temporal distortions introduced by degradation. Using four different music informatics tasks, we show that performance strongly depends on the combination of method and degradation applied. We demonstrate that specific degradations can reduce or even reverse the performance difference between two competing methods. ADT source code, sounds, impulse responses and definitions are freely available for download

    Implementation of an Autonomous Impulse Response Measurement System

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    Data collection is crucial for researchers, as it can provide important insights for describing phenomena. In acoustics, acoustic phenomena are characterized by Room Impulse Responses (RIRs) occurring when sound propagates in a room. Room impulse responses are needed in vast quantities for various reasons, including the prediction of acoustical parameters and the rendering of virtual acoustical spaces. Recently, mobile robots navigating within indoor spaces have become increasingly used to acquire information about its environment. However, little research has attempted to utilize robots for the collection of room acoustic data. This thesis presents an adaptable automated system to measure room impulse responses in multi-room environments, using mobile and stationary measurement platforms. The system, known as Autonomous Impulse Response Measurement System (AIRMS), is divided into two stages: data collection and post-processing. To automate data collection, a mobile robotic platform was developed to perform acoustic measurements within a room. The robot was equipped with spatial microphones, multiple loudspeakers and an indoor localization system, which reported real time location of the robot. Additionally, stationary platforms were installed in specific locations inside and outside the room. The mobile and stationary platforms wirelessly communicated with one another to perform the acoustical tests systematically. Since a major requirement of the system is adaptability, researchers can define the elements of the system according to their needs, including the mounted equipment and the number of platforms. Post-processing included extraction of sine sweeps and the calculation of impulse responses. Extraction of the sine sweeps refers to the process of framing every acoustical test signal from the raw recordings. These signals are then processed to calculate the room impulse responses. The automatically collected information was complemented with manually produced data, which included rendering of a 3D model of the room, a panoramic picture. The performance of the system was tested under two conditions: a single-room and a multiroom setting. Room impulse responses were calculated for each of the test conditions, representing typical characteristics of the signals and showing the effects of proximity from sources and receivers, as well as the presence of boundaries. This prototype produces RIR measurements in a fast and reliable manner. Although some shortcomings were noted in the compact loudspeakers used to produce the sine sweeps and the accuracy of the indoor localization system, the proposed autonomous measurement system yielded reasonable results. Future work could expand the amount of impulse response measurements in order to further refine the artificial intelligence algorithms

    The acoustics of concentric sources and receivers – human voice and hearing applications

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    One of the most common ways in which we experience environments acoustically is by listening to the reflections of our own voice in a space. By listening to our own voice we adjust its characteristics to suit the task and audience. This is of particular importance in critical voice tasks such as actors or singers on a stage with no additional electroacoustic or other amplification (e.g. in ear monitors, loudspeakers, etc.). Despite the usualness of this situation, there are very few acoustic measurements aimed to quantify it and even fewer that address the problem of having a source and receiver that are very closely located. The aim of this thesis is to introduce new measurement transducers and methods that quantify correctly this situation. This is achieved by analysing the characteristics of the human as a source, a receiver and their interaction in close proximity when placed in acoustical environments. The characteristics of the human voice and human ear are analysed in this thesis in a similar manner as a loudspeaker or microphone would be analysed. This provides the basis for further analysis by making them analogous to measurement transducers. These results are then used to explore the consequences of having a source and receiver very closely located using acoustic room simulation. Different techniques for processing data using directional transducers in real rooms are introduced. The majority of the data used in this thesis was obtained in rooms used for performance. The final chapters of this thesis include details of the design and construction of a concentric directional transducer, where an array of microphones and loudspeakers occupy the same structure. Finally, sample measurements with this transducer are presented

    Implementation and Perceptual Evaluation of a Simulation Method for Coupled Rooms in Higher Order Ambisonics

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    A fast and perceptively plausible method for rendering acoustic scenarios with moving sources and moving listeners is presented. The method is principally suited for application in dynamic and interactive evaluation environments (e.g., for hearing aid development), psycho-physics with adaptively changing the spatial configuration, or simulation and computer games. The simulation distinguishes between the direct sound, sound reflected and diffracted by objects of limited size, diffuse sound surrounding the listener, e.g., diffuse background sounds and diffuse reverberation, and ’radiating holes’ for simulation of coupled adjacent rooms. Instead of providing its own simulation of room reverberation, the proposed simulation method generates appropriate output signals for external room reverberation simulators (e.g., see contribution by Wendt et al.). The output of such room reverberation simulators is then taken either as diffuse surrounding sound if the listener position is within the simulated room, or as input into a ’radiating hole’, if the listener is in an adjacent room. Subjective evaluations are performed by comparing measured and synthesized transitions between coupled rooms.DFG, FOR 1732, Individualisierte Hörakustik: Modelle, Algorithmen und Systeme für die Sicherstellung der akustischen Wahrnehmung für alle in allen Situatione
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