134 research outputs found

    Surround by Sound: A Review of Spatial Audio Recording and Reproduction

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    In this article, a systematic overview of various recording and reproduction techniques for spatial audio is presented. While binaural recording and rendering is designed to resemble the human two-ear auditory system and reproduce sounds specifically for a listener’s two ears, soundfield recording and reproduction using a large number of microphones and loudspeakers replicate an acoustic scene within a region. These two fundamentally different types of techniques are discussed in the paper. A recent popular area, multi-zone reproduction, is also briefly reviewed in the paper. The paper is concluded with a discussion of the current state of the field and open problemsThe authors acknowledge National Natural Science Foundation of China (NSFC) No. 61671380 and Australian Research Council Discovery Scheme DE 150100363

    Efficient Interactive Sound Propagation in Dynamic Environments

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    The physical phenomenon of sound is ubiquitous in our everyday life and is an important component of immersion in interactive virtual reality applications. Sound propagation involves modeling how sound is emitted from a source, interacts with the environment, and is received by a listener. Previous techniques for computing interactive sound propagation in dynamic scenes are based on geometric algorithms such as ray tracing. However, the performance and quality of these algorithms is strongly dependent on the number of rays traced. In addition, it is difficult to acquire acoustic material properties. It is also challenging to efficiently compute spatial sound effects from the output of ray tracing-based sound propagation. These problems lead to increased latency and less plausible sound in dynamic interactive environments. In this dissertation, we propose three approaches with the goal of addressing these challenges. First, we present an approach that utilizes temporal coherence in the sound field to reuse computation from previous simulation time steps. Secondly, we present a framework for the automatic acquisition of acoustic material properties using visual and audio measurements of real-world environments. Finally, we propose efficient techniques for computing directional spatial sound for sound propagation with low latency using head-related transfer functions (HRTF). We have evaluated both the performance and subjective impact of these techniques on a variety of complex dynamic indoor and outdoor environments and observe an order-of-magnitude speedup over previous approaches. The accuracy of our approaches has been validated against real-world measurements and previous methods. The proposed techniques enable interactive simulation of sound propagation in complex multi-source dynamic environments.Doctor of Philosoph

    Ecological Validity of Immersive Virtual Reality (IVR) Techniques for the Perception of Urban Sound Environments

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    Immersive Virtual Reality (IVR) is a simulated technology used to deliver multisensory information to people under different environmental conditions. When IVR is generally applied in urban planning and soundscape research, it reveals attractive possibilities for the assessment of urban sound environments with higher immersion for human participation. In virtual sound environments, various topics and measures are designed to collect subjective responses from participants under simulated laboratory conditions. Soundscape or noise assessment studies during virtual experiences adopt an evaluation approach similar to in situ methods. This paper aims to review the approaches that are utilized to assess the ecological validity of IVR for the perception of urban sound environments and the necessary technologies during audio–visual reproduction to establish a dynamic IVR experience that ensures ecological validity. The review shows that, through the use of laboratory tests including subjective response surveys, cognitive performance tests and physiological responses, the ecological validity of IVR can be assessed for the perception of urban sound environments. The reproduction system with head-tracking functions synchronizing spatial audio and visual stimuli (e.g., head-mounted displays (HMDs) with first-order Ambisonics (FOA)-tracked binaural playback) represents the prevailing trend to achieve high ecological validity. These studies potentially contribute to the outcomes of a normalized evaluation framework for subjective soundscape and noise assessments in virtual environment

    Perceived width evaluation on interpolated line sources in a virtual urban square

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    The aim of this study is to investigate the relationship between the perceived width and different interpolation setups of a line source, and whether it is possible to reduce interpolations of a line source in a virtual open urban space. In order to auralise sound sources efficiently and accurately, the subjective evaluation was carried out in accordance with Virtual Reality (VR) with spatial audio. The results show that when the audible angle between adjacent interpolation points of a line source is lowered to 1â—¦ , the perceived width of the line source will significantly improve under VR experience. When the angle is less than 1â—¦ , the variation in points interpolation does not significantly affect the perceived width. This improvement may enhance the immersion during subjective evaluation, thus creating a more realistic experience

    Efficient Techniques for Wave-based Sound Propagation in Interactive Applications

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    Sound propagation techniques model the effect of the environment on sound waves and predict their behavior from point of emission at the source to the final point of arrival at the listener. Sound is a pressure wave produced by mechanical vibration of a surface that propagates through a medium such as air or water, and the problem of sound propagation can be formulated mathematically as a second-order partial differential equation called the wave equation. Accurate techniques based on solving the wave equation, also called the wave-based techniques, are too expensive computationally and memory-wise. Therefore, these techniques face many challenges in terms of their applicability in interactive applications including sound propagation in large environments, time-varying source and listener directivity, and high simulation cost for mid-frequencies. In this dissertation, we propose a set of efficient wave-based sound propagation techniques that solve these three challenges and enable the use of wave-based sound propagation in interactive applications. Firstly, we propose a novel equivalent source technique for interactive wave-based sound propagation in large scenes spanning hundreds of meters. It is based on the equivalent source theory used for solving radiation and scattering problems in acoustics and electromagnetics. Instead of using a volumetric or surface-based approach, this technique takes an object-centric approach to sound propagation. The proposed equivalent source technique generates realistic acoustic effects and takes orders of magnitude less runtime memory compared to prior wave-based techniques. Secondly, we present an efficient framework for handling time-varying source and listener directivity for interactive wave-based sound propagation. The source directivity is represented as a linear combination of elementary spherical harmonic sources. This spherical harmonic-based representation of source directivity can support analytical, data-driven, rotating or time-varying directivity function at runtime. Unlike previous approaches, the listener directivity approach can be used to compute spatial audio (3D audio) for a moving, rotating listener at interactive rates. Lastly, we propose an efficient GPU-based time-domain solver for the wave equation that enables wave simulation up to the mid-frequency range in tens of minutes on a desktop computer. It is demonstrated that by carefully mapping all the components of the wave simulator to match the parallel processing capabilities of the graphics processors, significant improvement in performance can be achieved compared to the CPU-based simulators, while maintaining numerical accuracy. We validate these techniques with offline numerical simulations and measured data recorded in an outdoor scene. We present results of preliminary user evaluations conducted to study the impact of these techniques on user's immersion in virtual environment. We have integrated these techniques with the Half-Life 2 game engine, Oculus Rift head-mounted display, and Xbox game controller to enable users to experience high-quality acoustics effects and spatial audio in the virtual environment.Doctor of Philosoph

    Cost-effective 3D scanning and printing technologies for outer ear reconstruction: Current status

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    Current 3D scanning and printing technologies offer not only state-of-the-art developments in the field of medical imaging and bio-engineering, but also cost and time effective solutions for surgical reconstruction procedures. Besides tissue engineering, where living cells are used, bio-compatible polymers or synthetic resin can be applied. The combination of 3D handheld scanning devices or volumetric imaging, (open-source) image processing packages, and 3D printers form a complete workflow chain that is capable of effective rapid prototyping of outer ear replicas. This paper reviews current possibilities and latest use cases for 3D-scanning, data processing and printing of outer ear replicas with a focus on low-cost solutions for rehabilitation engineering

    Shaping the auditory peripersonal space with motor planning in immersive virtual reality

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    Immersive audio technologies require personalized binaural synthesis through headphones to provide perceptually plausible virtual and augmented reality (VR/AR) simulations. We introduce and apply for the first time in VR contexts the quantitative measure called premotor reaction time (pmRT) for characterizing sonic interactions between humans and the technology through motor planning. In the proposed basic virtual acoustic scenario, listeners are asked to react to a virtual sound approaching from different directions and stopping at different distances within their peripersonal space (PPS). PPS is highly sensitive to embodied and environmentally situated interactions, anticipating the motor system activation for a prompt preparation for action. Since immersive VR applications benefit from spatial interactions, modeling the PPS around the listeners is crucial to reveal individual behaviors and performances. Our methodology centered around the pmRT is able to provide a compact description and approximation of the spatiotemporal PPS processing and boundaries around the head by replicating several well-known neurophysiological phenomena related to PPS, such as auditory asymmetry, front/back calibration and confusion, and ellipsoidal action fields

    On the distance perception in spatial audio system: a comparison between Wave-Field Synthesis and Panning Systems

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    Creating a realistic distance perception by means of spatial audio reproduction systems is not an easy task. Cues such as the ratio between the direct signal and the level of reverberation have been traditionally employed in stereo and surround systems. With the introduction of advanced spatial audio systems such as Wave Field Synthesis (WFS), it is possible to synthesize within the whole listening area the correct wavefront curvature produced by a virtual source located at a given distance. Some previous studies suggest that this curvature can be an additional cue for the listener to extrapolate distance. In this work, a subjective perceptual test has been carried out to compare the capabilities of WFS and Vector Base Amplitude Panning (VBAP) to reproduce accurately sound distances. Different variables were studied; type of sound, listening angle and reverberation at different distances. The analysis of the collected data suggests that WFS is better at reproducing distances than panning systems.Gutiérrez Parera, P.; López Monfort, JJ.; Aguilera Martí, E. (2014). On the distance perception in spatial audio system: a comparison between Wave-Field Synthesis and Panning Systems. Waves. 6:51-59. http://hdl.handle.net/10251/57870S5159
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