132 research outputs found

    Investigating Bilateral Cochlear Implant Users' Localization of Amplitude- and Time-Panned Stimuli Produced Over a Limited Loudspeaker Arrangement

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    Objective: The objective of this study was to investigate the localization ability of bilateral cochlear implant (BiCI) users for virtual sound sources produced over a limited loudspeaker arrangement. Design: Ten BiCI users and 10 normal-hearing subjects participated in listening tests in which amplitude- and time-panned virtual sound sources were produced over a limited loudspeaker setup with varying azimuth angles. Three stimuli were utilized: speech, band-passed pink noise between 20 Hz and 1 kHz, and band-passed pink noise between 1 kHz and 8 kHz. The data were collected via a two-alternative forced-choice procedure and used to calculate the minimum audible angle (MAA) of each subject, which was subsequently compared to the results of previous studies in which real sound sources were employed. Result The median MAAs of the amplitude-panned speech, low-frequency pink noise, and high-frequency pink noise stimuli for the BiCI group were calculated to be 20 degrees, 38 degrees, and 12 degrees, respectively. For the time-panned stimuli, the MAAs of the BiCI group for all three stimuli were calculated to be close to the upper limit of the listening test. Conclusions: The computed MAAs of the BiCI group for amplitude-panned speech were marginally larger than BiCI users' previously reported MAAs for real sound sources, whereas their computed MAAs for the time-panned stimuli were significantly larger. Subsequent statistical analysis indicated a statistically significant difference in the performances of the BiCI group in localizing the amplitude-panned sources and the time-panned sources. It follows that time-panning over limited loudspeaker arrangements may not be a useful clinical tool, whereas amplitude-panning utilizing such a setup may be further explored as such. Additionally, a comparison with the patient demographics indicated correlations between the results and the patients' age at time of diagnoses and the time passed between date of diagnosis and their implant surgeries.Peer reviewe

    Spatial sound generation and perception by amplitude panning techniques

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    Spatial audio aims to recreate or synthesize spatial attributes when reproducing audio over loudspeakers or headphones. Such spatial attributes include, for example, locations of perceived sound sources and an auditory sense of space. This thesis focuses on new methods of spatial audio for loudspeaker listening and on measuring the quality of spatial audio by subjective and objective tests. In this thesis the vector base amplitude panning (VBAP) method, which is an amplitude panning method to position virtual sources in arbitrary 2-D or 3-D loudspeaker setups, is introduced. In amplitude panning the same sound signal is applied to a number of loudspeakers with appropriate non-zero amplitudes. With 2-D setups VBAP is a reformulation of the existing pair-wise panning method. However, differing from earlier solutions it can be generalized for 3-D loudspeaker setups as a triplet-wise panning method. A sound signal is then applied to one, two, or three loudspeakers simultaneously. VBAP has certain advantages compared to earlier virtual source positioning methods in arbitrary layouts. Previous methods either used all loudspeakers to produce virtual sources, which results in some artefacts, or they used loudspeaker triplets with a non-generalizable 2-D user interface. The virtual sources generated with VBAP are investigated. The human directional hearing is simulated with a binaural auditory model adapted from the literature. The interaural time difference (ITD) cue and the interaural level difference (ILD) cue which are the main localization cues are simulated for amplitude-panned virtual sources and for real sources. Psychoacoustic listening tests are conducted to study the subjective quality of virtual sources. Statistically significant phenomena found in listening test data are explained by auditory model simulation results. To obtain a generic view of directional quality in arbitrary loudspeaker setups, directional cues are simulated for virtual sources with loudspeaker pairs and triplets in various setups. The directional qualities of virtual sources generated with VBAP can be stated as follows. Directional coordinates used for this purpose are the angle between a position vector and the median plane (θcc), and the angle between a projection of a position vector to the median plane and frontal direction (Φcc). The perceived θcc direction of a virtual source coincides well with the VBAP panning direction when a loudspeaker set is near the median plane. When the loudspeaker set is moved towards a side of a listener, the perceived θcc direction is biased towards the median plane. The perceived Φcc direction of an amplitude-panned virtual source is individual and cannot be predicted with any panning law.reviewe

    Recording, Analysis and Playback of Spatial Sound Field using Novel Design Methods of Transducer Arrays

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    Nowadays, a growing interest in the recording and reproduction of spatial audio has been observed. With virtual and augmented reality technologies spreading fast thanks to entertainment and video game industries, also the professional opportunities in the field of engineering are evolving. However, despite many microphone arrays are reaching the market, most of them is not optimized for engineering or diagnostic use and remains mainly confined to voice and music recordings. In this thesis, the design of two new systems for recording and analysing the spatial distribution of sound energy, employing arrays of transducers and cameras, is discussed. Both acoustic and visual spatial information is recorded and combined together to produce static and dynamic colour maps, with a specially designed software and employing Ambisonics and Spatial PCM Sampling (SPS), two common spatial audio formats, for signals processing. The first solution consists in a microphone array made of 32 capsules and a circular array of eight cameras, optimized for low frequencies. The size of the array is designed accordingly to the frequency range of interest for automotive Noise, Vibration & Harshness (NVH) applications. The second system is an underwater probe with four hydrophones and a panoramic camera, with which it is possible to monitor the effects of underwater noise produced by human activities on marine species. Finite Elements Method (FEM) simulations have been used to calculate the array response, thus deriving the filtering matrix and performing theoretical evaluation of the spatial performance. Field tests of the proposed solutions are presented in comparison with the current state-of-the-art equipment. The faithful reproduction of the spatial sound field arouses equally interest. Hence, a method to playback panoramic video with spatial audio is presented, making use of Virtual Reality (VR) technology, spatial audio, individualized Head Related Transfer Functions (HRTFs) and personalized headphones equalization. The work in its entirety presents a complete methodology for recording, analysing and reproducing the spatial information of soundscapes

    The auditory perceived aperture position of the transition between rooms

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    Funding Information: This research was supported by the Human Optimised XR (HumOR) Project. The authors appreciate the contribution of Aleksi Öyry in the listening test design. Publisher Copyright: © 2022 Author(s).This exploratory study investigates the phenomenon of the auditory perceived aperture position (APAP): the point at which one feels they are in the boundary between two adjoined spaces, judged only using auditory senses. The APAP is likely the combined perception of multiple simultaneous auditory cue changes, such as energy, reverberation time, envelopment, decay slope shape, and the direction, amplitude, and colouration of direct and reverberant sound arrivals. A framework for a rendering-free listening test is presented and conducted in situ, avoiding possible inaccuracies from acoustic simulations, impulse response measurements, and auralisation to assess how close the APAP is to the physical aperture position under blindfold conditions, for multiple source positions and two room pairs. Results indicate that the APAP is generally within ± 1 m of the physical aperture position, though reverberation amount, listener orientation, and source position affect precision. Comparison to objective metrics suggests that the APAP generally falls within the period of greatest acoustical change. This study illustrates the non-trivial nature of acoustical room transitions and the detail required for their plausible reproduction in dynamic rendering and game audio engines.Peer reviewe

    Using multi-channel spatialization in sonification: A case study with meteorological data

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    Proceedings of the 9th International Conference on Auditory Display (ICAD), Boston, MA, July 7-9, 2003.Spatialization can be used in sonification as an additional mapping dimension. Immersive spatialization also transmits more auditory data to a subject, compared to monophonic or stereophonic presentation. In this study the VBAP spatialization method is applied to the sonification of meteorological data gathered from a large geographical area in two different listening conditions. Parameter-driven FM synthesis, using JSyn (a Java-based sound API) [1] was used to reinforce the spatialization with timbral coloring. The sonification, designed to display a year of data in about twenty minutes, afforded a sense of storm movement, North-South seasonal variation, and comparison between years

    DOA ESTIMATION WITH HISTOGRAM ANALYSIS OF SPATIALLY CONSTRAINED ACTIVE INTENSITY VECTORS

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    The active intensity vector (AIV) is a common descriptor of the sound field. In microphone array processing, AIV is commonly approximated with beamforming operations and uti- lized as a direction of arrival (DOA) estimator. However, in its original form, it provides inaccurate estimates in sound field conditions where coherent sound sources are simultane- ously active. In this work we utilize a higher order intensity- based DOA estimator on spatially-constrained regions (SCR) to overcome such limitations. We then apply 1-dimensional (1D) histogram processing on the noisy estimates for mul- tiple DOA estimation. The performance of the estimator is shown with a 7-channel microphone array, fitted on a rigid mobile-like device, in reverberant conditions and under dif- ferent signal-to-noise ratios

    3D sound can have a negative impact on the perception of visual content in audiovisual reproductions

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    Presented at the 21st International Conference on Auditory Display (ICAD2015), July 6-10, 2015, Graz, Styria, Austria.There is reason to believe that sound interacts with visual attention mechanisms. Practical implications of that interaction have never been analyzed in the context of spatial sound design for audiovisual reproduction. The study reported here aimed to test if sound spatialization could affect eye movements and the processing of visual events in audiovisual scenes. We presented participants with audiovisual scenes of a metro station. The sound was either mono, stereo, or 3D. Participants wore eye tracking glasses during the experiment and their task was to count how many people entered the metro. In the divided attention task, participants had to count people entering 3 doors of the metro. In the selective attention task, participants had to count how many people entered the middle door alone. It was found that sound spatialization did not affect the divided attention task. But in the selective attention task participants counted less visual events with 3D sound. In that condition, the number of eye fixations and time spent in the visual area of interest were smaller. It is hypothesized that, in the case of divided attention, the attention is already disengaged and fluctuating, which could explain why sound did not have any additional effect. In the selective attention task, participants must remain concentrated in only one visual area and competing well-spatialized sounds in peripheral areas might have a negative impact. These results should be taken into consideration when designing sound spatialization algorithms and soundtracks
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