433 research outputs found

    Spatial auditory display for acoustics and music collections

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    PhDThis thesis explores how audio can be better incorporated into how people access information and does so by developing approaches for creating three-dimensional audio environments with low processing demands. This is done by investigating three research questions. Mobile applications have processor and memory requirements that restrict the number of concurrent static or moving sound sources that can be rendered with binaural audio. Is there a more e cient approach that is as perceptually accurate as the traditional method? This thesis concludes that virtual Ambisonics is an ef cient and accurate means to render a binaural auditory display consisting of noise signals placed on the horizontal plane without head tracking. Virtual Ambisonics is then more e cient than convolution of HRTFs if more than two sound sources are concurrently rendered or if movement of the sources or head tracking is implemented. Complex acoustics models require signi cant amounts of memory and processing. If the memory and processor loads for a model are too large for a particular device, that model cannot be interactive in real-time. What steps can be taken to allow a complex room model to be interactive by using less memory and decreasing the computational load? This thesis presents a new reverberation model based on hybrid reverberation which uses a collection of B-format IRs. A new metric for determining the mixing time of a room is developed and interpolation between early re ections is investigated. Though hybrid reverberation typically uses a recursive lter such as a FDN for the late reverberation, an average late reverberation tail is instead synthesised for convolution reverberation. Commercial interfaces for music search and discovery use little aural information even though the information being sought is audio. How can audio be used in interfaces for music search and discovery? This thesis looks at 20 interfaces and determines that several themes emerge from past interfaces. These include using a two or three-dimensional space to explore a music collection, allowing concurrent playback of multiple sources, and tools such as auras to control how much information is presented. A new interface, the amblr, is developed because virtual two-dimensional spaces populated by music have been a common approach, but not yet a perfected one. The amblr is also interpreted as an art installation which was visited by approximately 1000 people over 5 days. The installation maps the virtual space created by the amblr to a physical space

    The role that sound spatialization plays in improving performance in an interactive installation : study of the correlation between gesture and localization of sound sources in space

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    The main objective of this research work is to study the correlation between gesture and localization of sound sources in space within the framework of interactive installations, based on theories of hearing and gesture. We have therefore chosen the experimental method by developing an interactive installation with which we carry out three different experiments, in which a subject’s hand is tracked by a Microsoft Kinect depth camera (motion capture) and a deictic gesture is used to trigger recorded music sounds and identify their localization in the horizontal plane. Thus, we manipulate the direction of sound and we measure the percentage of correct perceptual sound source localizations resulting from the participant’s responses in an Inquiry Mode Questionnaire in comparison with the actual directions of the gesture and perceptual sound sources provided by software. Descriptive and inferential statistics is applied to the collected data. The main results show that it is easier to define the origin of sound and that auditory perception is more accurate when its incidence is frontal in the horizontal plane, just as sound source localization theory predicts. Whereas 86.1% of all volunteers consider that their gesture coincides with the origin of sound in experiment 1, in which the use of their gesture in a certain direction produces a sound from that direction, only 58.1% admit the same in experiment 3, in which the same gesture is used to identify the system-predetermined localization of a perceptual sound source in an angle of 260o around a subject. At least 55.9% of all participants do not perceive that their gesture cannot coincide with the origin of sound in experiment 2, since sound is produced from the opposite surround direction, which seems to demonstrate that, when sounds are produced frontally or from the back and a person has the task of controlling their motion with a deictic gesture at the same time, his or her ability to identify the origin of sound generally diminishes, in addition to the already well-known reduced ability to identify it when it is in the median plane, if the head is not rotated. We therefore conclude that there is a relatively high correlation between gesture and localization of sound sources in space, but this is not as perfect as it could be owing to the limitations of the human auditory system and to the natural dependence of head movement on gesture.O objectivo principal deste trabalho de pesquisa é o de estudar a correlação entre gesto e localização de fontes sonoras no espaço, no âmbito das instalações interactivas, com base nas teorias da audição e do gesto. Na ocasisão em que começamos a nossa investigação verificámos que havia vários estudos que abordavam os assuntos “gesto” e “localização de fontes sonoras” de diversas maneiras: 1) de forma independente um do outro e/ou noutros contextos distintos dos das instalações interactivas, como por exemplo em Blauert (1997), Pulkki (1999) Pulkki & Karjalainen (2001), Pulkki (2001a), Bates et al. (2007), Hammershøi (2009), McNeill (1992), Coutaz & Crowley (1995), Choi (2000), Cadoz & Wanderley (2000), Nehaniv (2005), Campbell (2005), ou Godøy & Leman (2010); 2) de um ponto de vista mais técnico, como por exemplo em Harada et al. (1992), Jensenius et al. (2006), Marshall et al. (2006), Schacher (2007), Neukom & Schacher (2008), Zelli (2009), Marshall et al. (2009), Bhuiyan & Picking (2009), ou Schumacher & Bresson (2010); ou 3) de um ponto de vista mais artístico, como em Bencina et al. (2008) ou Grigoriou & Floros (2010). Havia, no entanto, muito poucos estudos a envolver ou a abordar ambos os assuntos e a analisar de maneira conjugada as suas relações de um ponto de vista mais perceptual, como por exemplo em Gröhn (2002), de Götzen (2004) ou Marentakis et al. (2008). Foi esta última perspectiva que decidimos seguir e que aqui exploramos. Desta forma, optámos pelo método experimental, aplicando um desenho de medidas repetidas e desenvolvendo uma instalação interactiva com a qual realizamos três experiências diferentes, em que a mão de um sujeito é rastreada por uma câmara de profundidade Microsoft Kinect (captação de movimento) e um gesto díctico é usado para activar sons de música gravada e para identificar as suas localizações no plano de escuta horizontal. Assim, manipulamos a direcção do som e medimos a percentagem de localizações de fontes sonoras perceptuais correctas, resultante das respostas dos participantes num Inquérito Por Questionário em comparação com as direcções reais do gesto díctico e das fontes sonoras perceptuais fornecidas pelo software que utilizamos no nosso trabalho. Para população-alvo pensámos em pessoas com conhecimentos musicais e pessoas com poucos ou nenhuns conhecimentos musicais, o que nos levou a solicitar a um grande número de pessoas a sua participação voluntária, anónima e sem constrangimentos no nosso estudo. Isso foi levado a cabo sobretudo através do envio de correio electrónico para amigos, para estudantes de diferentes áreas a frequentar e para colegas a trabalhar na Escola de Artes da Universidade Católica Portuguesa (EA- -UCP), na Escola Superior de Música e Artes do Espetáculo do Instituto Politécnico do Porto e na Academia de Música de Espinho. Para além disso, foi também crucial falar-se com amigos e familiares e informar tantas pessoas quanto possíıvel sobre a nossa investigação, através da colocação de cartazes informativos nas paredes dos corredores da Universidade Católica, alguns dias antes de as experiências terem sido realizadas no Laboratório de Captação de Movimento da EA-UCP. Por fim, é efectuada uma análise estatística descritiva e inferencial dos dados recolhidos. Os principais resultados apontam no sentido de ser mais fácil definir a origem do som quando a sua incidência é frontal no plano de escuta horizontal, para além de a percepção auditiva ser mais precisa nessa direcção, tal como a teoria da localização de fontes sonoras prevê. Enquanto 86.1% de todos os participantes consideram que o seu gesto díctico coincide com a origem do som na experiência 1, em que o uso desse gesto numa determinada direcção faz despoletar um som proveniente dessa direcção, apenas 58.1% admitem o mesmo na experiência 3, em que o mesmo gesto é usado para identificar a localização de uma fonte sonora perceptual predeterminada pelo sistema num ângulo de 260º em torno de um sujeito. Esta última percentagem parece dever-se ao facto de a maior parte dos sons ser produzida a partir de direcções laterais na experiência 3, tendo a posição da cabeça voltada para a câmara como referência. Pelo menos 55.9% de todos os voluntários não percebem que o seu gesto não poderia ter coincidido com a origem do som na experiência 2, já que o som é produzido a partir da direcção envolvente oposta. Este facto parece demonstrar que, quando os sons são produzidos frontalmente ou de trás e uma pessoa tem a tarefa de controlar os seus movimentos com um gesto díctico ao mesmo tempo, a sua capacidade para identificar a origem do som é, em geral, ainda mais baixa, para além da já conhecida capacidade reduzida para identificá-la quando o som se encontra no plano mediano, se a cabeça não for rodada. A maior parte dos participantes sente um controlo imediato sobre o som nas experiências 1 e 2, mas os tempos estimados pelos próprios são bastante superiores aos aproximadamente 650 milissegundos necessários para o ser humano ouvir e reagir a um som na nossa instalação interactiva. Descobrimos também que o tempo médio necessário para localizar sons com o uso de um gesto díctico na nossa experiência 3 é de cerca de 10 segundos, o que corresponde a um tempo bastante mais longo do que os 3 segundos que supusemos. Para além disso, os voluntários fazem em média 2 tentativas para localizar sons com os seus gestos dícticos, tendo a necessidade de ouvir apenas uma vez em média cada som na íntegra para o localizar. Os desvios à esquerda e à direita efectuados pela maior parte dos participantes relativamente às direcções verdadeiras do som, quando estes tentam identificar as localizações predeterminadas pelo sistema das fontes sonoras perceptuais com os seus gestos dícticos na zona periférica do corpo, são em média de 7.97º e -7.19º, respectivamente. Desta forma, o desvio médio absoluto é de 7.76º. Comparando esses desvios com aqueles levados a cabo pelos participantes usando a mão esquerda (desvios de 6.86o para a esquerda e -6.35º para a direita das direcções verdadeiras do som) e com aqueles usando a mão direita (desvios de 8.46º para a esquerda e -7.38º para a direita das direcções verdadeiras do som), concluímos que os resultados são bastante parecidos entre si. Descobrimos que a maior parte dos voluntários estima um tempo muito mais longo do que os 2 segundos que supusemos experimentalmente para entender cada uma das três experiências. Para além disso, esse tempo estimado pelos participantes diminui da primeira para a última experiência, aparentemente devido à familiarização, conscientemente provocada por nós através da mesma sequência de realização das experiências imposta a cada participante, com o nosso sistema interactivo, embora considerem ter entendido cada uma das três experiências rapidamente. Acresce que a maioria dos voluntários interage facilmente com a nossa instalação e concorda que o gesto sugerido por nós foi adequadamente seleccionado para qualquer uma das três experiências. Também constatamos que os participantes consideram a resposta do sistema ao gesto como sendo imediata nas nossas três experiências, ou seja, estimam cerca de 1 segundo, o que é consistente com o resultado da medição da latência do sistema de cerca de 470 milissegundos. Além disso, verificamos que a maioria dos voluntários se sente envolvida pelo som na nossa instalação interactiva usando Ambisonics Equivalent Panning. Portanto, concluímos que, usando uma instalação interactiva como a nossa com um público-alvo semelhante aquele que tivemos, há uma correlação relativamente elevada entre o gesto e a localização de fontes sonoras no espaço, mas que esta não é tão perfeita como poderia ser devido às limitações do nosso sistema auditivo e aparentemente à dependência natural do movimento da cabeça do gesto. Assim, parece que a espacialização sonora pode melhorar o desempenho numa instalação interactiva, mas de forma moderada. Mesmo assim, defendemos que um sistema como o nosso pode vir a ser aplicado com vantagem em domínios diversos como os que apresentamos como exemplos

    Ambisonics

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    This open access book provides a concise explanation of the fundamentals and background of the surround sound recording and playback technology Ambisonics. It equips readers with the psychoacoustical, signal processing, acoustical, and mathematical knowledge needed to understand the inner workings of modern processing utilities, special equipment for recording, manipulation, and reproduction in the higher-order Ambisonic format. The book comes with various practical examples based on free software tools and open scientific data for reproducible research. The book’s introductory section offers a perspective on Ambisonics spanning from the origins of coincident recordings in the 1930s to the Ambisonic concepts of the 1970s, as well as classical ways of applying Ambisonics in first-order coincident sound scene recording and reproduction that have been practiced since the 1980s. As, from time to time, the underlying mathematics become quite involved, but should be comprehensive without sacrificing readability, the book includes an extensive mathematical appendix. The book offers readers a deeper understanding of Ambisonic technologies, and will especially benefit scientists, audio-system and audio-recording engineers. In the advanced sections of the book, fundamentals and modern techniques as higher-order Ambisonic decoding, 3D audio effects, and higher-order recording are explained. Those techniques are shown to be suitable to supply audience areas ranging from studio-sized to hundreds of listeners, or headphone-based playback, regardless whether it is live, interactive, or studio-produced 3D audio material

    Analysis, modeling and wide-area spatiotemporal control of low-frequency sound reproduction

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    This research aims to develop a low-frequency response control methodology capable of delivering a consistent spectral and temporal response over a wide listening area. Low-frequency room acoustics are naturally plagued by room-modes, a result of standing waves at frequencies with wavelengths that are integer multiples of one or more room dimension. The standing wave pattern is different for each modal frequency, causing a complicated sound field exhibiting a highly position-dependent frequency response. Enhanced systems are investigated with multiple degrees of freedom (independently-controllable sound radiating sources) to provide adequate low-frequency response control. The proposed solution, termed a chameleon subwoofer array or CSA, adopts the most advantageous aspects of existing room-mode correction methodologies while emphasizing efficiency and practicality. Multiple degrees of freedom are ideally achieved by employing what is designated a hybrid subwoofer, which provides four orthogonal degrees of freedom configured within a modest-sized enclosure. The CSA software algorithm integrates both objective and subjective measures to address listener preferences including the possibility of individual real-time control. CSAs and existing techniques are evaluated within a novel acoustical modeling system (FDTD simulation toolbox) developed to meet the requirements of this research. Extensive virtual development of CSAs has led to experimentation using a prototype hybrid subwoofer. The resulting performance is in line with the simulations, whereby variance across a wide listening area is reduced by over 50% with only four degrees of freedom. A supplemental novel correction algorithm addresses correction issues at select narrow frequency bands. These frequencies are filtered from the signal and replaced using virtual bass to maintain all aural information, a psychoacoustical effect giving the impression of low-frequency. Virtual bass is synthesized using an original hybrid approach combining two mainstream synthesis procedures while suppressing each method‟s inherent weaknesses. This algorithm is demonstrated to improve CSA output efficiency while maintaining acceptable subjective performance

    The quality of experience of next generation audio :exploring system, context and human influence factors

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    PhD ThesisThe next generation of audio reproduction technology has the potential to deliver immersive and personalised experiences to the user; multichannel with-height loudspeaker arrays and binaural techniques offer 3D audio experiences, whereas objectbased techniques offer possibilities of adapting content to suit the system, context and user. A fundamental process in the advancement of such technology is perceptual evaluation. It is crucial to understand how listeners perceive new technology in order to drive future developments. This thesis explores the experience provided by next generation audio technology by taking a quality of experience (QoE) approach to evaluation. System, context and human factors all influence QoE and in this thesis three case studies are presented to explore the role of these categories of influence factors (IFs) in the context of next generation audio evaluation. Furthermore, these case studies explore suitable methods and approaches for the evaluation of the QoE of next generation audio with respect to its various IFs. Specific contributions delivered from these individual studies include a subjective comparison between soundbar and discrete surround sound technology, the application of the Open Profiling of Quality method to the field of audio evaluation, an understanding of both how and why environmental noise influences preferred audio object balance, an understanding of how the influence of technical audio quality on overall listening experience is related to a range of psychographic variables and an assessment of the impact of binaural processing on overall listening experience. When considering these studies as a whole, the research presented here contributes the thesis that to effectively evaluate the perceived quality of next generation audio, a QoE mindset should be taken that considers system, context and human IFs.Engineering and Physical Sciences Research Council (EPSRC) and the British Broadcasting Corporation Research & Development department (BBC R&D

    Optimization and improvements in spatial sound reproduction systems through perceptual considerations

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    [ES] La reproducción de las propiedades espaciales del sonido es una cuestión cada vez más importante en muchas aplicaciones inmersivas emergentes. Ya sea en la reproducción de contenido audiovisual en entornos domésticos o en cines, en sistemas de videoconferencia inmersiva o en sistemas de realidad virtual o aumentada, el sonido espacial es crucial para una sensación de inmersión realista. La audición, más allá de la física del sonido, es un fenómeno perceptual influenciado por procesos cognitivos. El objetivo de esta tesis es contribuir con nuevos métodos y conocimiento a la optimización y simplificación de los sistemas de sonido espacial, desde un enfoque perceptual de la experiencia auditiva. Este trabajo trata en una primera parte algunos aspectos particulares relacionados con la reproducción espacial binaural del sonido, como son la escucha con auriculares y la personalización de la Función de Transferencia Relacionada con la Cabeza (Head Related Transfer Function - HRTF). Se ha realizado un estudio sobre la influencia de los auriculares en la percepción de la impresión espacial y la calidad, con especial atención a los efectos de la ecualización y la consiguiente distorsión no lineal. Con respecto a la individualización de la HRTF se presenta una implementación completa de un sistema de medida de HRTF y se introduce un nuevo método para la medida de HRTF en salas no anecoicas. Además, se han realizado dos experimentos diferentes y complementarios que han dado como resultado dos herramientas que pueden ser utilizadas en procesos de individualización de la HRTF, un modelo paramétrico del módulo de la HRTF y un ajuste por escalado de la Diferencia de Tiempo Interaural (Interaural Time Difference - ITD). En una segunda parte sobre reproducción con altavoces, se han evaluado distintas técnicas como la Síntesis de Campo de Ondas (Wave-Field Synthesis - WFS) o la panoramización por amplitud. Con experimentos perceptuales se han estudiado la capacidad de estos sistemas para producir sensación de distancia y la agudeza espacial con la que podemos percibir las fuentes sonoras si se dividen espectralmente y se reproducen en diferentes posiciones. Las aportaciones de esta investigación pretenden hacer más accesibles estas tecnologías al público en general, dada la demanda de experiencias y dispositivos audiovisuales que proporcionen mayor inmersión.[CA] La reproducció de les propietats espacials del so és una qüestió cada vegada més important en moltes aplicacions immersives emergents. Ja siga en la reproducció de contingut audiovisual en entorns domèstics o en cines, en sistemes de videoconferència immersius o en sistemes de realitat virtual o augmentada, el so espacial és crucial per a una sensació d'immersió realista. L'audició, més enllà de la física del so, és un fenomen perceptual influenciat per processos cognitius. L'objectiu d'aquesta tesi és contribuir a l'optimització i simplificació dels sistemes de so espacial amb nous mètodes i coneixement, des d'un criteri perceptual de l'experiència auditiva. Aquest treball tracta, en una primera part, alguns aspectes particulars relacionats amb la reproducció espacial binaural del so, com són l'audició amb auriculars i la personalització de la Funció de Transferència Relacionada amb el Cap (Head Related Transfer Function - HRTF). S'ha realitzat un estudi relacionat amb la influència dels auriculars en la percepció de la impressió espacial i la qualitat, dedicant especial atenció als efectes de l'equalització i la consegüent distorsió no lineal. Respecte a la individualització de la HRTF, es presenta una implementació completa d'un sistema de mesura de HRTF i s'inclou un nou mètode per a la mesura de HRTF en sales no anecoiques. A mès, s'han realitzat dos experiments diferents i complementaris que han donat com a resultat dues eines que poden ser utilitzades en processos d'individualització de la HRTF, un model paramètric del mòdul de la HRTF i un ajustament per escala de la Diferencià del Temps Interaural (Interaural Time Difference - ITD). En una segona part relacionada amb la reproducció amb altaveus, s'han avaluat distintes tècniques com la Síntesi de Camp d'Ones (Wave-Field Synthesis - WFS) o la panoramització per amplitud. Amb experiments perceptuals, s'ha estudiat la capacitat d'aquests sistemes per a produir una sensació de distància i l'agudesa espacial amb que podem percebre les fonts sonores, si es divideixen espectralment i es reprodueixen en diferents posicions. Les aportacions d'aquesta investigació volen fer més accessibles aquestes tecnologies al públic en general, degut a la demanda d'experiències i dispositius audiovisuals que proporcionen major immersió.[EN] The reproduction of the spatial properties of sound is an increasingly important concern in many emerging immersive applications. Whether it is the reproduction of audiovisual content in home environments or in cinemas, immersive video conferencing systems or virtual or augmented reality systems, spatial sound is crucial for a realistic sense of immersion. Hearing, beyond the physics of sound, is a perceptual phenomenon influenced by cognitive processes. The objective of this thesis is to contribute with new methods and knowledge to the optimization and simplification of spatial sound systems, from a perceptual approach to the hearing experience. This dissertation deals in a first part with some particular aspects related to the binaural spatial reproduction of sound, such as listening with headphones and the customization of the Head Related Transfer Function (HRTF). A study has been carried out on the influence of headphones on the perception of spatial impression and quality, with particular attention to the effects of equalization and subsequent non-linear distortion. With regard to the individualization of the HRTF a complete implementation of a HRTF measurement system is presented, and a new method for the measurement of HRTF in non-anechoic conditions is introduced. In addition, two different and complementary experiments have been carried out resulting in two tools that can be used in HRTF individualization processes, a parametric model of the HRTF magnitude and an Interaural Time Difference (ITD) scaling adjustment. In a second part concerning loudspeaker reproduction, different techniques such as Wave-Field Synthesis (WFS) or amplitude panning have been evaluated. With perceptual experiments it has been studied the capacity of these systems to produce a sensation of distance, and the spatial acuity with which we can perceive the sound sources if they are spectrally split and reproduced in different positions. The contributions of this research are intended to make these technologies more accessible to the general public, given the demand for audiovisual experiences and devices with increasing immersion.Gutiérrez Parera, P. (2020). Optimization and improvements in spatial sound reproduction systems through perceptual considerations [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/142696TESI

    Perception of Reverberation in Domestic and Automotive Environments

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    Proceedings of the EAA Joint Symposium on Auralization and Ambisonics 2014

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    In consideration of the remarkable intensity of research in the field of Virtual Acoustics, including different areas such as sound field analysis and synthesis, spatial audio technologies, and room acoustical modeling and auralization, it seemed about time to organize a second international symposium following the model of the first EAA Auralization Symposium initiated in 2009 by the acoustics group of the former Helsinki University of Technology (now Aalto University). Additionally, research communities which are focused on different approaches to sound field synthesis such as Ambisonics or Wave Field Synthesis have, in the meantime, moved closer together by using increasingly consistent theoretical frameworks. Finally, the quality of virtual acoustic environments is often considered as a result of all processing stages mentioned above, increasing the need for discussions on consistent strategies for evaluation. Thus, it seemed appropriate to integrate two of the most relevant communities, i.e. to combine the 2nd International Auralization Symposium with the 5th International Symposium on Ambisonics and Spherical Acoustics. The Symposia on Ambisonics, initiated in 2009 by the Institute of Electronic Music and Acoustics of the University of Music and Performing Arts in Graz, were traditionally dedicated to problems of spherical sound field analysis and re-synthesis, strategies for the exchange of ambisonics-encoded audio material, and – more than other conferences in this area – the artistic application of spatial audio systems. This publication contains the official conference proceedings. It includes 29 manuscripts which have passed a 3-stage peer-review with a board of about 70 international reviewers involved in the process. Each contribution has already been published individually with a unique DOI on the DepositOnce digital repository of TU Berlin. Some conference contributions have been recommended for resubmission to Acta Acustica united with Acustica, to possibly appear in a Special Issue on Virtual Acoustics in late 2014. These are not published in this collection.European Acoustics Associatio

    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

    Sound diffusion systems for the live performance of electroacoustic music : an inclusive approach led by technological and aesthetical consideration of the electroacoustic idiom and an evaluation of existing systems.

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    This thesis documents research in the field of sound diffusion for the live performance of electroacoustic music. Broad and inclusive ways of conceptual ising electroacoustic music are presented, with the intention of promoting the design of improved sound diffusion systems in the future. Having defined 'electroacoustic music' in terms of the technologies involved and the unique ways in which these creative frameworks are appropriated by practitioners (Chapter 1), a binary interpretation of the electroacoustic idiom, whereby musical philosophies can be regarded as either top-down or bottom-up, is given (Chapter 2). Discussion of the process of sound diffusion itself reveals two distinct performance praxes, which can also be characterised as top-down and bottom-up (Chapter 3). These differing ideologies, in addition to the technical demands of the electroacoustic idiom and the logistical demands of sound diffusion itself, must be accommodated by the sound diffusion system if live performances are to achieve the desired musical communication. It is argued that this is not presently the case. A system of criteria for the evaluation of sound diffusion systems is presented (Chapter 4). Two original concepts - the coherent audio source set (CASS) and coherent loudspeaker set (CLS) - are also presented; these are intended to be practically and theoretically useful in the field of sound diffusion. Several existing diffusion systems are evaluated in terms of these criteria (also Chapter 4). A description and evaluation of the M2 Sound Diffusion System, which was co-developed by the author as part of this research, is also given (Chapter 5). The final chapter describes ways in which superior future systems can be devised. These range from specific practical suggestions to general methodological recommendations. Overall, the intention is to provide an interpretation of the electroacoustic idiom that can be used as a heuristic tool 111 the design of new sound diffusion systems
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