14,960 research outputs found
Software Defined Media: Virtualization of Audio-Visual Services
Internet-native audio-visual services are witnessing rapid development. Among
these services, object-based audio-visual services are gaining importance. In
2014, we established the Software Defined Media (SDM) consortium to target new
research areas and markets involving object-based digital media and
Internet-by-design audio-visual environments. In this paper, we introduce the
SDM architecture that virtualizes networked audio-visual services along with
the development of smart buildings and smart cities using Internet of Things
(IoT) devices and smart building facilities. Moreover, we design the SDM
architecture as a layered architecture to promote the development of innovative
applications on the basis of rapid advancements in software-defined networking
(SDN). Then, we implement a prototype system based on the architecture, present
the system at an exhibition, and provide it as an SDM API to application
developers at hackathons. Various types of applications are developed using the
API at these events. An evaluation of SDM API access shows that the prototype
SDM platform effectively provides 3D audio reproducibility and interactiveness
for SDM applications.Comment: IEEE International Conference on Communications (ICC2017), Paris,
France, 21-25 May 201
Reflection-Aware Sound Source Localization
We present a novel, reflection-aware method for 3D sound localization in
indoor environments. Unlike prior approaches, which are mainly based on
continuous sound signals from a stationary source, our formulation is designed
to localize the position instantaneously from signals within a single frame. We
consider direct sound and indirect sound signals that reach the microphones
after reflecting off surfaces such as ceilings or walls. We then generate and
trace direct and reflected acoustic paths using inverse acoustic ray tracing
and utilize these paths with Monte Carlo localization to estimate a 3D sound
source position. We have implemented our method on a robot with a cube-shaped
microphone array and tested it against different settings with continuous and
intermittent sound signals with a stationary or a mobile source. Across
different settings, our approach can localize the sound with an average
distance error of 0.8m tested in a room of 7m by 7m area with 3m height,
including a mobile and non-line-of-sight sound source. We also reveal that the
modeling of indirect rays increases the localization accuracy by 40% compared
to only using direct acoustic rays.Comment: Submitted to ICRA 2018. The working video is available at
(https://youtu.be/TkQ36lMEC-M
A Geometric Approach to Sound Source Localization from Time-Delay Estimates
This paper addresses the problem of sound-source localization from time-delay
estimates using arbitrarily-shaped non-coplanar microphone arrays. A novel
geometric formulation is proposed, together with a thorough algebraic analysis
and a global optimization solver. The proposed model is thoroughly described
and evaluated. The geometric analysis, stemming from the direct acoustic
propagation model, leads to necessary and sufficient conditions for a set of
time delays to correspond to a unique position in the source space. Such sets
of time delays are referred to as feasible sets. We formally prove that every
feasible set corresponds to exactly one position in the source space, whose
value can be recovered using a closed-form localization mapping. Therefore we
seek for the optimal feasible set of time delays given, as input, the received
microphone signals. This time delay estimation problem is naturally cast into a
programming task, constrained by the feasibility conditions derived from the
geometric analysis. A global branch-and-bound optimization technique is
proposed to solve the problem at hand, hence estimating the best set of
feasible time delays and, subsequently, localizing the sound source. Extensive
experiments with both simulated and real data are reported; we compare our
methodology to four state-of-the-art techniques. This comparison clearly shows
that the proposed method combined with the branch-and-bound algorithm
outperforms existing methods. These in-depth geometric understanding, practical
algorithms, and encouraging results, open several opportunities for future
work.Comment: 13 pages, 2 figures, 3 table, journa
Towards End-to-End Acoustic Localization using Deep Learning: from Audio Signal to Source Position Coordinates
This paper presents a novel approach for indoor acoustic source localization
using microphone arrays and based on a Convolutional Neural Network (CNN). The
proposed solution is, to the best of our knowledge, the first published work in
which the CNN is designed to directly estimate the three dimensional position
of an acoustic source, using the raw audio signal as the input information
avoiding the use of hand crafted audio features. Given the limited amount of
available localization data, we propose in this paper a training strategy based
on two steps. We first train our network using semi-synthetic data, generated
from close talk speech recordings, and where we simulate the time delays and
distortion suffered in the signal that propagates from the source to the array
of microphones. We then fine tune this network using a small amount of real
data. Our experimental results show that this strategy is able to produce
networks that significantly improve existing localization methods based on
\textit{SRP-PHAT} strategies. In addition, our experiments show that our CNN
method exhibits better resistance against varying gender of the speaker and
different window sizes compared with the other methods.Comment: 18 pages, 3 figures, 8 table
- …