104 research outputs found

    Auditory Localization in Low-Bitrate Compressed Ambisonic Scenes

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    The increasing popularity of Ambisonics as a spatial audio format for streaming services poses new challenges to existing audio coding techniques. Immersive audio delivered to mobile devices requires an efficient bitrate compression that does not affect the spatial quality of the content. Good localizability of virtual sound sources is one of the key elements that must be preserved. This study was conducted to investigate the localization precision of virtual sound source presentations within Ambisonic scenes encoded with Opus low-bitrate compression at different bitrates and Ambisonic orders (1st, 3rd, and 5th). The test stimuli were reproduced over a 50-channel spherical loudspeaker configuration and binaurally using individually measured and generic Head-Related Transfer Functions (HRTFs). Participants were asked to adjust the position of a virtual acoustic pointer to match the position of virtual sound source within the bitrate-compressed Ambisonic scene. Results show that auditory localization in low-bitrate compressed Ambisonic scenes is not significantly affected by codec parameters. The key factors influencing localization are the rendering method and Ambisonic order truncation. This suggests that efficient perceptual coding might be successfully used for mobile spatial audio delivery

    Audiovisual Database with 360 Video and Higher-Order Ambisonics Audio for Perception, Cognition, Behavior, and QoE Evaluation Research

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    Research into multi-modal perception, human cognition, behavior, and attention can benefit from high-fidelity content that may recreate real-life-like scenes when rendered on head-mounted displays. Moreover, aspects of audiovisual perception, cognitive processes, and behavior may complement questionnaire-based Quality of Experience (QoE) evaluation of interactive virtual environments. Currently, there is a lack of high-quality open-source audiovisual databases that can be used to evaluate such aspects or systems capable of reproducing high-quality content. With this paper, we provide a publicly available audiovisual database consisting of twelve scenes capturing real-life nature and urban environments with a video resolution of 7680x3840 at 60 frames-per-second and with 4th-order Ambisonics audio. These 360 video sequences, with an average duration of 60 seconds, represent real-life settings for systematically evaluating various dimensions of uni-/multi-modal perception, cognition, behavior, and QoE. The paper provides details of the scene requirements, recording approach, and scene descriptions. The database provides high-quality reference material with a balanced focus on auditory and visual sensory information. The database will be continuously updated with additional scenes and further metadata such as human ratings and saliency information.Comment: 6 pages, 2 figures, accepted and presented at the 2022 14th International Conference on Quality of Multimedia Experience (QoMEX). Database is publicly accessible at https://qoevave.github.io/database

    Improvements in the Perceived Quality of Streaming and Binaural Rendering of Ambisonics

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    With the increasing popularity of spatial audio content streaming and interactive binaural audio rendering, it is pertinent to study the quality of the critical components of such systems. This includes low-bitrate compression of Ambisonic scenes and binaural rendering schemes. This thesis presents a group of perceptual experiments focusing on these two elements of the Ambisonic delivery chain. The first group of experiments focused on the quality of low-bitrate compression of Ambisonics. The first study evaluated the perceived timbral quality degradation introduced by the Opus audio codec at different bitrate settings and Ambisonic orders. This experiment was conducted using multi-loudspeaker reproduction as well as binaural rendering. The second study has been dedicated to auditory localisation performance in bitrate-compressed Ambisonic scenes reproduced over loudspeakers and binaurally using generic and individually measured HRTF sets. Finally, the third study extended the evaluated set of codec parameters by testing different channel mappings and various audio stimuli contexts. This study was conducted in VR thanks to a purposely developed listening test framework. The comprehensive evaluation of the Opus codec led to a set of recommendations regarding optimal codec parameters. The second group of experiments focused on the evaluation of different methods for binaural rendering of Ambisonics. The first study in this group focused on the implementation of the established methods for designing Ambisonic-to-binaural filters and subsequent objective and subjective evaluations of these. The second study explored the concept of hybrid binaural rendering combining anechoic filters with reverberant ones. Finally, addressing the problem of non-individual HRTFs used for spatial audio rendering, an XR-based method for acquiring individual HRTFs using a single loudspeaker has been proposed. The conducted perceptual evaluations identified key areas where the Ambisonic delivery chain could be improved to provide a more satisfactory user experience

    Virtual reality supported simulation training for healthcare personnel

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    Sørlandet sykehus helseforetak suggested a thesis to design a virtual reality (VR) application with 360-degree videos to be used as an educational tool for training psychiatric healthcare personnel in handling aggressive and suicidal patients. This study aims to find the advantages of using interactive VR scenarios as a supplement to simulation training by developing an application using humancentred design. The article explores how an educational VR application can be designed using human-centred design, the advantages and challenges of using it as a tool for learning, and nurses’ satisfaction with the application. Simulation training is used in healthcare education and training because it allows participants to actively train in challenging situations while remaining in a safe environment. However, because of the time investment and organisational constraints related to simulation training, the use of VR as a possible supplement is currently being researched and explored by Norwegian hospitals. The present research study utilised a mixed-method approach comprised of the usability testing method, combining observations and interviews, and a survey to answer the research questions. The observations and interviews mainly focused on exploring the design, advantages, and challenges of the application in healthcare training. The survey focused on exploring satisfaction levels. This resulted in two interactive VR scenarios that train psychiatric healthcare personnel in handling a suicidal patients and threats from an aggressive patients.The application was developed using Premiere Pro, Audition, and Unity, which resulted in an active learning environment where users directly affect the outcomes of scenarios. The advantages of the application are related to its affordability, its use as a learning tool for experiential and affective learning, and its use as a mediator for peer learning. The disadvantages of the application are related to the immersion of experienced healthcare personnel in the topics, the time investment for developing such an application, and the fact that it may not adequately sufficiently replace physical scenarios. Lastly, the application was satisfying based on the healthcare workers’ responses. Future research could explore the research’s advantages and challenges in depth to re-evaluate their importance in healthcare training or in other fields. For example, future research could directly test interactive VR simulations in simulation training or test whether it promotes peer learning. Exploring interactive VR scenarios in different cultures and professions could also result in different satisfaction levels

    Videos in Context for Telecommunication and Spatial Browsing

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    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance

    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Proceedings of the EAA Spatial Audio Signal Processing symposium: SASP 2019

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    International audienc

    Sonic interactions in virtual environments

    Get PDF
    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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