2,811 research outputs found
Virtual Audio - Three-Dimensional Audio in Virtual Environments
Three-dimensional interactive audio has a variety ofpotential uses in human-machine interfaces. After lagging seriously
behind the visual components, the importance of sound is now becoming
increas-ingly accepted.
This paper mainly discusses background and techniques to implement
three-dimensional audio in computer interfaces. A case study of a
system for three-dimensional audio, implemented by the author, is
described in great detail. The audio system was moreover integrated
with a virtual reality system and conclusions on user tests and use
of the audio system is presented along with proposals for future work
at the end of the paper.
The thesis begins with a definition of three-dimensional audio and a
survey on the human auditory system to give the reader the needed
knowledge of what three-dimensional audio is and how human auditory
perception works
Wave Field Synthesis in a listening room
This thesis investigates the influence of the listening room on sound fields synthesised by Wave Field Synthesis. Methods are developed that allow for investigation of the spatial and timbral perception of Wave Field Synthesis in a reverberant environment using listening experiments based on simulation by binaural synthesis and room acoustical simulation. The results can serve as guidelines for the design of listening rooms for Wave Field Synthesis.Diese Dissertation untersucht den Einfluss des Wiedergaberaums auf Schallfelder, die mit Wellenfeldsynthese synthetisiert werden. Es werden Methoden zur Untersuchung von räumlicher und klangfarblicher Wahrnehmung von Wellenfeldsynthese in einer reflektierenden Umgebung mittels Hörversuchen entwickelt, die auf Simulation mit Binauralsynthese und raumakustischer Simulation beruhen. Die Ergebnisse können als Richtlinien zur Gestaltung von Wiedergaberäumen für Wellenfeldsynthese dienen
Local sound field synthesis
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
Real-time Microphone Array Processing for Sound-field Analysis and Perceptually Motivated Reproduction
This thesis details real-time implementations of sound-field analysis and perceptually motivated reproduction methods for visualisation and auralisation purposes. For the former, various methods for visualising the relative distribution of sound energy from one point in space are investigated and contrasted; including a novel reformulation of the cross-pattern coherence (CroPaC) algorithm, which integrates a new side-lobe suppression technique. Whereas for auralisation applications, listening tests were conducted to compare ambisonics reproduction with a novel headphone formulation of the directional audio coding (DirAC) method. The results indicate that the side-lobe suppressed CroPaC method offers greater spatial selectivity in reverberant conditions compared with other popular approaches, and that the new DirAC formulation yields higher perceived spatial accuracy when compared to the ambisonics method
An investigation into the real-time manipulation and control of three-dimensional sound fields
This thesis describes a system that can be used for the decoding of a three dimensional audio recording over headphones or two, or more, speakers. A literature review of psychoacoustics and a review (both historical and current) of surround sound systems is carried out. The need for a system which is platform independent is discussed, and the proposal for a system based on an amalgamation of Ambisonics, binaural and transaural reproduction schemes is given. In order for this system to function optimally, each of the three systems rely on providing the listener with the relevant psychoacoustic cues. The conversion from a five speaker ITU array to binaural decode is well documented but pair-wise panning algorithms will not produce the correct lateralisation parameters at the ears of a centrally seated listener. Although Ambisonics has been well researched, no one has, as yet, produced a psychoacoustically optimised decoder for the standard irregular five speaker array as specified by the ITU as the original theory, as proposed by Gerzon and Barton (1992) was produced (known as a Vienna decoder), and example solutions given, before the standard had been decided on. In this work, the original work by Gerzon and Barton (1992) is analysed, and shown to be suboptimal, showing a high/low frequency decoder mismatch due to the method of solving the set of non-linear simultaneous equations. A method, based on the Tabu search algorithm, is applied to the Vienna decoder problem and is shown to provide superior results to those shown by Gerzon and Barton (1992) and is capable of producing multiple solutions to the Vienna decoder problem. During the write up of this report Craven (2003) has shown how 4th order circular harmonics (as used in Ambisonics) can be used to create a frequency independent panning law for the five speaker ITU array, and this report also shows how the Tabu search algorithm can be used to optimise these decoders further. A new method is then demonstrated using the Tabu search algorithm coupled with lateralisation parameters extracted from a binaural simulation of the Ambisonic system to be optimised (as these are the parameters that the Vienna system is approximating). This method can then be altered to take into account head rotations directly which have been shown as an important psychoacoustic parameter in the localisation of a sound source (Spikofski et al., 2001) and is also shown to be useful in differentiating between decoders optimised using the Tabu search form of the Vienna optimisations as no objective measure had been suggested. Optimisations for both Binaural and Transaural reproductions are then discussed so as to maximise the performance of generic HRTF data (i.e. not individualised) using inverse filtering methods, and a technique is shown that minimises the amount of frequency dependant regularisation needed when calculating cross-talk cancellation filters.EPRS
Spatial auditory display for acoustics and music collections
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
- …