2,340 research outputs found

    Towards perceptually optimized sound zones:A proof-of-concept study

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    Sound Zone Control inside Spatially Confined Regions in Acoustic Enclosures

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    The Creation of Perceptually Optimized Sound Zones Using Variable Span Trade-Off Filters

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    Signal-Adaptive and Perceptually Optimized Sound Zones with Variable Span Trade-Off Filters

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    Creating sound zones has been an active research field since the idea was first proposed. So far, most sound zone control methods rely on either an optimization of physical metrics such as acoustic contrast and signal distortion or a mode decomposition of the desired sound field. By using these types of methods, approximately 15 dB of acoustic contrast between the reproduced sound field in the target zone and its leakage to other zone(s) has been reported in practical set-ups, but this is typically not high enough to satisfy the people inside the zones. In this paper, we propose a sound zone control method shaping the leakage errors so that they are as inaudible as possible for a given acoustic contrast. The shaping of the leakage errors is performed by taking the time-varying input signal characteristics and the human auditory system into account when the loudspeaker control filters are calculated. We show how this shaping can be performed using variable span trade-off filters, and we show theoretically how these filters can be used for trading signal distortion in the target zone for acoustic contrast. The proposed method is evaluated based on physical metrics such as acoustic contrast and perceptual metrics such as STOI. The computational complexity and processing time of the proposed method for different system set-ups are also investigated. Lastly, the results of a MUSHRA listening test are reported. The test results show that the proposed method provides more than 20% perceptual improvement compared to existing sound zone control methods.Comment: Accepted for publication in IEEE/ACM TRANSACTIONS ON AUDIO, SPEECH, AND LANGUAGE PROCESSIN

    Isolation performance metrics for personal sound zone reproduction systems

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    Two isolation performance metrics, Inter-Zone Isolation (IZI) and Inter-Program Isolation (IPI), are introduced for evaluating Personal Sound Zone (PSZ) systems. Compared to the commonly-used Acoustic Contrast metric, IZI and IPI are generalized for multichannel audio, and quantify the isolation of sound zones and of audio programs, respectively. The two metrics are shown to be generally non-interchangeable and suitable for different scenarios, such as generating dark zones (IZI) or minimizing audio-on-audio interference (IPI). Furthermore, two examples with free-field simulations are presented and demonstrate the applications of IZI and IPI in evaluating PSZ performance in different rendering modes and PSZ robustness

    Presence studies as an evaluation method for user experiences in multimodal virtual environments

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    Classification and reduction of pilot error

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    Human error is a primary or contributing factor in about two-thirds of commercial aviation accidents worldwide. With the ultimate goal of reducing pilot error accidents, this contract effort is aimed at understanding the factors underlying error events and reducing the probability of certain types of errors by modifying underlying factors such as flight deck design and procedures. A review of the literature relevant to error classification was conducted. Classification includes categorizing types of errors, the information processing mechanisms and factors underlying them, and identifying factor-mechanism-error relationships. The classification scheme developed by Jens Rasmussen was adopted because it provided a comprehensive yet basic error classification shell or structure that could easily accommodate addition of details on domain-specific factors. For these purposes, factors specific to the aviation environment were incorporated. Hypotheses concerning the relationship of a small number of underlying factors, information processing mechanisms, and error types types identified in the classification scheme were formulated. ASRS data were reviewed and a simulation experiment was performed to evaluate and quantify the hypotheses

    Assessment and Mitigation of the Effects of Noise on Habitability in Deep Space Environments: Report on Non-Auditory Effects of Noise

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    This document reviews non-auditory effects of noise relevant to habitable volume requirements in cislunar space. The non-auditory effects of noise in future long-term space habitats are likely to be impactful on team and individual performance, sleep, and cognitive well-being. This report has provided several recommendations for future standards and procedures for long-term space flight habitats, along with recommendations for NASA's Human Research Program in support of DST mission success

    The subjective gameplay experience: An examination of the revised game engagement model

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    The study of the subjective gameplay experience spans multiple disciplines, from teachers who want to harness the power of gameplay to enhance instruction to game developers hoping to create the next big hit. Despite decades of interest, little agreement has been found regarding the way constructs—such as immersion, involvement, presence, and flow—are used to describe the subjective gameplay experience. Without the consistent usage of well-defined constructs, it becomes impossible to further scientific understanding of this domain. This dissertation examined the theoretical evolution of the key subjective gameplay experience constructs. From this, definitions for immersion, involvement, presence, and flow were extracted. Based on the prior work of Brockmyer et al. (2009), a revised game engagement model was created that incorporated these definitions. To test the proposed relationships within the revised game engagement model, experienced players of the computer game Minecraft were recruited for an experimental study. The participants played the game Minecraft, which was manipulated with respect to both level of difficulty and immersive aspects. This allowed for a range of potential game engagement states to be experienced by the participants. Several individual differences hypothesized to influence the different constructs of game engagement also were measured. The results of the study supported many proposed aspects of the revised game engagement model and revealed ways in which the model could be further refined. The theoretically-derived definitions and revised game engagement model resulting from this work, along with the suggested measures for these relevant constructs, provides a framework for future work in this area. This framework will improve the consistency of construct operationalization, benefiting the continued study of the subjective gameplay experience
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