25 research outputs found

    Anthropometric Individualization of Head-Related Transfer Functions Analysis and Modeling

    Get PDF
    Human sound localization helps to pay attention to spatially separated speakers using interaural level and time differences as well as angle-dependent monaural spectral cues. In a monophonic teleconference, for instance, it is much more difficult to distinguish between different speakers due to missing binaural cues. Spatial positioning of the speakers by means of binaural reproduction methods using head-related transfer functions (HRTFs) enhances speech comprehension. These HRTFs are influenced by the torso, head and ear geometry as they describe the propagation path of the sound from a source to the ear canal entrance. Through this geometry-dependency, the HRTF is directional and subject-dependent. To enable a sufficient reproduction, individual HRTFs should be used. However, it is tremendously difficult to measure these HRTFs. For this reason this thesis proposes approaches to adapt the HRTFs applying individual anthropometric dimensions of a user. Since localization at low frequencies is mainly influenced by the interaural time difference, two models to adapt this difference are developed and compared with existing models. Furthermore, two approaches to adapt the spectral cues at higher frequencies are studied, improved and compared. Although the localization performance with individualized HRTFs is slightly worse than with individual HRTFs, it is nevertheless still better than with non-individual HRTFs, taking into account the measurement effort

    Large Deformation Diffeomorphic Metric Mapping Provides New Insights into the Link Between Human Ear Morphology and the Head-Related Transfer Functions

    Get PDF
    The research findings presented in this thesis is composed of four sections. In the first section of this thesis, it is shown how LDDMM can be applied to deforming head and ear shapes in the context of morphoacoustic study. Further, tools are developed to measure differences in 3D shapes using the framework of currents and also to compare and measure the differences between the acoustic responses obtained from BEM simulations for two ear shapes. Finally this section introduces the multi-scale approach for mapping ear shapes using LDDMM. The second section of the thesis estimates a template ear, head and torso shape from the shapes available in the SYMARE database. This part of the thesis explains a new procedure for developing the template ear shape. The template ear and head shapes were are verified by comparing the features in the template shapes to corresponding features in the CIPIC and SYMARE database population. The third section of the thesis examines the quality of the deformations from the template ear shape to target ears in SYMARE from both an acoustic and morphological standpoint. As a result of this investigation, it was identified that ear shapes can be studied more accurately by the use of two physical scales and that scales at which the ear shapes were studied were dependent on the parameters chosen when mapping ears in the LDDMM framework. Finally, this section concludes by noting how shape distances vary with the acoustic distances using the developed tools. In the final part of this thesis, the variations in the morphology of ears are examined using the Kernel Principle Component Analysis (KPCA) and the changes in the corresponding acoustics are studied using the standard principle component analysis (PCA). These examinations involved identifying the number of kernel principle components that are required in order to model ear shapes with an acceptable level of accuracy, both morphologically and acoustically

    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

    Sonic Interactions in Virtual Environments

    Get PDF

    Sonic Interactions in Virtual Environments

    Get PDF
    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

    Binaural sound source localization using machine learning with spiking neural networks features extraction

    Get PDF
    Human and animal binaural hearing systems are able take advantage of a variety of cues to localise sound-sources in a 3D space using only two sensors. This work presents a bionic system that utilises aspects of binaural hearing in an automated source localisation task. A head and torso emulator (KEMAR) are used to acquire binaural signals and a spiking neural network is used to compare signals from the two sensors. The firing rates of coincidence-neurons in the spiking neural network model provide information as to the location of a sound source. Previous methods have used a winner-takesall approach, where the location of the coincidence-neuron with the maximum firing rate is used to indicate the likely azimuth and elevation. This was shown to be accurate for single sources, but when multiple sources are present the accuracy significantly reduces. To improve the robustness of the methodology, an alternative approach is developed where the spiking neural network is used as a feature pre-processor. The firing rates of all coincidence-neurons are then used as inputs to a Machine Learning model which is trained to predict source location for both single and multiple sources. A novel approach that applied spiking neural networks as a binaural feature extraction method was presented. These features were processed using deep neural networks to localise multisource sound signals that were emitted from different locations. Results show that the proposed bionic binaural emulator can accurately localise sources including multiple and complex sources to 99% correctly predicted angles from single-source localization model and 91% from multi-source localization model. The impact of background noise on localisation performance has also been investigated and shows significant degradation of performance. The multisource localization model was trained with multi-condition background noise at SNRs of 10dB, 0dB, and -10dB and tested at controlled SNRs. The findings demonstrate an enhancement in the model performance in compared with noise free training data

    Three-dimensional point-cloud room model in room acoustics simulations

    Get PDF

    Sonic Interactions in Virtual Environments

    Get PDF
    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
    corecore