507 research outputs found

    An audio-visual system for object-based audio : from recording to listening

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    Object-based audio is an emerging representation for audio content, where content is represented in a reproduction format-agnostic way and, thus, produced once for consumption on many different kinds of devices. This affords new opportunities for immersive, personalized, and interactive listening experiences. This paper introduces an end-to-end object-based spatial audio pipeline, from sound recording to listening. A high-level system architecture is proposed, which includes novel audiovisual interfaces to support object-based capture and listenertracked rendering, and incorporates a proposed component for objectification, that is, recording content directly into an object-based form. Text-based and extensible metadata enable communication between the system components. An open architecture for object rendering is also proposed. The system’s capabilities are evaluated in two parts. First, listener-tracked reproduction of metadata automatically estimated from two moving talkers is evaluated using an objective binaural localization model. Second, object-based scene capture with audio extracted using blind source separation (to remix between two talkers) and beamforming (to remix a recording of a jazz group) is evaluate

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    A Parametric Sound Object Model for Sound Texture Synthesis

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    This thesis deals with the analysis and synthesis of sound textures based on parametric sound objects. An overview is provided about the acoustic and perceptual principles of textural acoustic scenes, and technical challenges for analysis and synthesis are considered. Four essential processing steps for sound texture analysis are identifi ed, and existing sound texture systems are reviewed, using the four-step model as a guideline. A theoretical framework for analysis and synthesis is proposed. A parametric sound object synthesis (PSOS) model is introduced, which is able to describe individual recorded sounds through a fi xed set of parameters. The model, which applies to harmonic and noisy sounds, is an extension of spectral modeling and uses spline curves to approximate spectral envelopes, as well as the evolution of parameters over time. In contrast to standard spectral modeling techniques, this representation uses the concept of objects instead of concatenated frames, and it provides a direct mapping between sounds of diff erent length. Methods for automatic and manual conversion are shown. An evaluation is presented in which the ability of the model to encode a wide range of di fferent sounds has been examined. Although there are aspects of sounds that the model cannot accurately capture, such as polyphony and certain types of fast modulation, the results indicate that high quality synthesis can be achieved for many different acoustic phenomena, including instruments and animal vocalizations. In contrast to many other forms of sound encoding, the parametric model facilitates various techniques of machine learning and intelligent processing, including sound clustering and principal component analysis. Strengths and weaknesses of the proposed method are reviewed, and possibilities for future development are discussed

    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

    Virtual Audio - Three-Dimensional Audio in Virtual Environments

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    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

    High Frequency Reproduction in Binaural Ambisonic Rendering

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    Humans can localise sounds in all directions using three main auditory cues: the differences in time and level between signals arriving at the left and right eardrums (interaural time difference and interaural level difference, respectively), and the spectral characteristics of the signals due to reflections and diffractions off the body and ears. These auditory cues can be recorded for a position in space using the head-related transfer function (HRTF), and binaural synthesis at this position can then be achieved through convolution of a sound signal with the measured HRTF. However, reproducing soundfields with multiple sources, or at multiple locations, requires a highly dense set of HRTFs. Ambisonics is a spatial audio technology that decomposes a soundfield into a weighted set of directional functions, which can be utilised binaurally in order to spatialise audio at any direction using far fewer HRTFs. A limitation of low-order Ambisonic rendering is poor high frequency reproduction, which reduces the accuracy of the resulting binaural synthesis. This thesis presents novel HRTF pre-processing techniques, such that when using the augmented HRTFs in the binaural Ambisonic rendering stage, the high frequency reproduction is a closer approximation of direct HRTF rendering. These techniques include Ambisonic Diffuse-Field Equalisation, to improve spectral reproduction over all directions; Ambisonic Directional Bias Equalisation, to further improve spectral reproduction toward a specific direction; and Ambisonic Interaural Level Difference Optimisation, to improve lateralisation and interaural level difference reproduction. Evaluation of the presented techniques compares binaural Ambisonic rendering to direct HRTF rendering numerically, using perceptually motivated spectral difference calculations, auditory cue estimations and localisation prediction models, and perceptually, using listening tests assessing similarity and plausibility. Results conclude that the individual pre-processing techniques produce modest improvements to the high frequency reproduction of binaural Ambisonic rendering, and that using multiple pre-processing techniques can produce cumulative, and statistically significant, improvements
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