50 research outputs found
Loudness of the singing voice: A room acoustics perspective
This thesis is examining ectophonic (sounds created outside the human body) and autophonic (sound from one’s own voice) loudness perception for the operatic voice, within the context of room acoustics. Ectophonic loudness perception was modelled within the context of room acoustics for the operatic voice in chapter two. These models were then used to explore the loudness envelope of the messa di voce (MDV), where psychoacoustically based measures were shown to perform better than physical acoustic measures used in previous studies. The third chapter addressed autophonic loudness perception, while presenting limitations in modelling it in a manner similar to ectophonic loudness models. Some of these limitations were addressed in chapter four with two experiments where autophonic loudness of opera singers was explored using direct psychoacoustical scaling methods, within simulated room acoustic environments. In the first experiment, a power law relationship between autophonic loudness and the sound pressures produced was noticed for the magnitude production task, with different power law exponents for different phonemes. The contribution of room acoustics for autophonic loudness scaling was not statistically significant. Lombard slope, as it applies to autophonic perception and room acoustics was also studied, with some evidence found in support. The second experiment in chapter four explored autophonic loudness for more continuous vocalisations (crescendi, decrescendi, and MDV) using adapted direct scaling methods. The results showed that sensorimotor mechanisms seem to be more important than hearing and room acoustics in autophonic loudness perception, which is consistent with previous research. Overall, this thesis showed that the room acoustics effect on the loudness of the singing voice needs to be assessed based on the communication scenario. This has relevance for voice analysis, loudness perception in general, room acoustics simulation, and vocal pedagogy
A system for room acoustic simulation for one's own voice
The real-time simulation of room acoustical environments for one’s own voice, using generic software, has been difficult until very recently due to the computational load involved: requiring real-time convolution of a person’s voice with a potentially large number of long room impulse responses. This thesis is presenting a room acoustical simulation system with a software-based solution to perform real-time convolutions with headtracking; to simulate the effect of room acoustical environments on the sound of one’s own voice, using binaural technology. In order to gather data to implement headtracking in the system, human head- movements are characterized while reading a text aloud. The rooms that are simulated with the system are actual rooms that are characterized by measuring the room impulse response from the mouth to ears of the same head (oral binaural room impulse response, OBRIR). By repeating this process at 2o increments in the yaw angle on the horizontal plane, the rooms are binaurally scanned around a given position to obtain a collection of OBRIRs, which is then used by the software-based convolution system. In the rooms that are simulated with the system, a person equipped with a near- mouth microphone and near-ear loudspeakers can speak or sing, and hear their voice as it would sound in the measured rooms, while physically being in an anechoic room. By continually updating the person’s head orientation using headtracking, the corresponding OBRIR is chosen for convolution with their voice. The system described in this thesis achieves the low latency that is required to simulate nearby reflections, and it can perform convolution with long room impulse responses. The perceptual validity of the system is studied with two experiments, involving human participants reading aloud a set-text. The system presented in this thesis can be used to design experiments that study the various aspects of the auditory perception of the sound of one’s own voice in room environments. The system can also be adapted to incorporate a module that enables listening to the sound of one’s own voice in commercial applications such as architectural acoustic room simulation software, teleconferencing systems, virtual reality and gaming applications, etc
Autophonic Loudness of Singers in Simulated Room Acoustic Environments
This paper aims to study the effect of room acoustics and phonemes on the
perception of loudness of one's own voice (autophonic loudness) for a group of
trained singers. For a set of five phonemes, 20 singers vocalized over several
autophonic loudness ratios, while maintaining pitch constancy over extreme
voice levels, within five simulated rooms. There were statistically significant
differences in the slope of the autophonic loudness function (logarithm of
autophonic loudness as a function of voice sound pressure level) for the five
phonemes, with slopes ranging from 1.3 (/a:/) to 2.0 (/z:/). There was no
significant variation in the autophonic loudness function slopes with
variations in room acoustics. The autophonic room response, which represents a
systematic decrease in voice levels with increasing levels of room reflections,
was also studied, with some evidence found in support. Overall, the average
slope of the autophonic room response for the three corner vowels (/a:/, /i:/,
and /u:/) was -1.4 for medium autophonic loudness. The findings relating to the
slope of the autophonic loudness function are in agreement with the findings of
previous studies where the sensorimotor mechanisms in regulating voice were
shown to be more important in the perception of autophonic loudness than
hearing of room acoustics. However, the role of room acoustics, in terms of the
autophonic room response, is shown to be more complicated, requiring further
inquiry. Overall, it is shown that autophonic loudness grows at more than twice
the rate of loudness growth for sounds created outside the human body
Two simultaneous talkers distract more than one in simulated multi-talker environments, regardless of overall sound levels typical of open-plan offices
The irrelevant speech effect (ISE) characterizes detriment to cognitive task
performance in the presence of irrelevant speech. This paper examines whether
the ISE varies due to the number of simultaneously active nearby talkers (for
up to two talkers), or the overall sound level, within the context of a
simulated open-plan office. Two experiments were conducted within a
climate-controlled chamber that was set-up as a medium-sized open-plan office.
The cognitive tasks performed by the participants included the digit recall
task, and a writing task, within a room acoustic simulation of realistic
multi-talker speech from spatially separated talkers. Within Experiment 1
(n=60), an increase in the number of talkers from none (T0) to one (T1), and
from one to two (T2) simultaneous talkers resulted in statistically significant
decline in the digit recall task performances, with effect sizes of 24% (i.e.,
T1 vs. T0), and 12% (i.e., T2 vs. T1), respectively. The pauses between words
during the writing task were similar for T0 and T1, but showed a statistically
significant increase within T2 vs. T1, with an effect size of 12%. The findings
of Experiment 1 are inconsistent with the maximally distracting status
attributed to T1 in some studies, but is consistent with findings in other
studies. Within Experiment 2 (n = 62), the cognitive performance in T2 remained
largely invariant between 45 and 57 dB (A-weighted sound pressure levels),
which represents a typical range of levels within open-plan offices. In
general, these findings have relevance for characterizing auditory distraction
within complex multi-talker environments; both in laboratory studies and actual
open-plan offices. (Abridged version; please see the paper for the full
abstract
Real-time auralization for performers on virtual stages
This article presents an interactive system for stage acoustics
experimentation including considerations for hearing one's own and others'
instruments. The quality of real-time auralization systems for psychophysical
experiments on music performance depends on the system's calibration and
latency, among other factors (e.g. visuals, simulation methods, haptics, etc).
The presented system focuses on the acoustic considerations for laboratory
implementations. The calibration is implemented as a set of filters accounting
for the microphone-instrument distances and the directivity factors, as well as
the transducers' frequency responses. Moreover, sources of errors are
characterized using both state-of-the-art information and derivations from the
mathematical definition of the calibration filter. In order to compensate for
hardware latency without cropping parts of the simulated impulse responses, the
virtual direct sound of musicians hearing themselves is skipped from the
simulation and addressed by letting the actual direct sound reach the listener
through open headphones. The required latency compensation of the interactive
part (i.e. hearing others) meets the minimum distance requirement between
musicians, which is 2 m for the implemented system. Finally, a proof of concept
is provided that includes objective and subjective experiments, which give
support to the feasibility of the proposed setup
A theory of markets with return-seeking firms
Neoclassical theory erroneously makes the assumption that firms maximise profits on a fixed endowment of physical capital leading to the pervasive rule of thumb that firms produce at a level of output where marginal revenues equal marginal costs. However this is merely a special case of the general goal of firms maximising returns on all costs. Firms adopting a return-seeking strategy make decisions that are consistent with fundamental assumptions of financial analysis and outperform profit maximising firms.
Introducing time and a measure of incremental capital unit into the model overcomes many limitations with mainstream analysis, particularly in relation to capital investment decisions. This new framework provides a more general model with which to consider market interactions and allows for observable pricing mechanisms, such as mark-up pricing, downward sloping cost curves at the firm level, and ignorance of marginal costs by firm managers. It also reveals that the leap between the positive descriptive model and the normative welfare implications of markets outcomes cannot be bridged by the fundamental welfare theorems
Cognitive performance in open-plan office acoustic simulations: Effects of room acoustics and semantics but not spatial separation of sound sources
The irrelevant sound effect (ISE) characterizes short-term memory performance
impairment during irrelevant sounds relative to quiet. Irrelevant sound
presentation in most laboratory-based ISE studies has been rather limited to
represent complex scenarios including open-plan offices (OPOs) and not many
studies have considered serial recall of heard information. This paper
investigates ISE using an auditory-verbal serial recall task, wherein
performance was evaluated for relevant factors in simulating OPO acoustics: the
irrelevant sounds including the semanticity of speech, reproduction methods
over headphones, and room acoustics. Results (Experiments 1 and 2) show that
ISE was exhibited in most conditions with anechoic (irrelevant) nonspeech
sounds with/without speech, but the effect was substantially higher with
meaningful speech compared to foreign speech, suggesting a semantic effect.
Performance differences in conditions with diotic and binaural reproductions
were not statistically robust, suggesting limited role of spatial separation of
sources. In Experiment 3, statistically robust ISE were exhibited for binaural
room acoustic conditions with mid-frequency reverberation times, T30 (s) = 0.4,
0.8, 1.1, suggesting cognitive impairment regardless of sound absorption
representative of OPOs. Performance differences in T30 = 0.4 s relative to T30
= 0.8 and 1.1 s conditions were statistically robust. This emphasizes the
benefits for cognitive performance with increased sound absorption, reinforcing
extant room acoustic design recommendations. Performance differences in T30 =
0.8 s vs. 1.1 s were not statistically robust. Collectively, these results
suggest that certain findings from ISE studies with idiosyncratic acoustics may
not translate well to complex OPO acoustic environments
Reliability and repeatability of ISO 3382-3 metrics based on repeated acoustic measurements in open-plan offices
This paper investigates variability in the key ISO 3382-3:2012 metrics, based
primarily on the repeatability and reliability of these metrics, using repeated
measurements in open-plan offices. Two types of repeated measurements were
performed in offices, Type1 (n=36), where the same path over workstations was
measured from opposite ends, and Type2 (n=7), where two different measurement
paths were measured. Overall, most of the Type1 results seem reasonable
considering repeats were conducted in complicated room acoustic environments,
while Type2 repeats would benefit from larger sample sizes in future studies.
Some recommendations are outlined for the ISO 3382-3 methodology vis-a-vis
Type1 and Type2 repeats, including future research directions that go beyond
increased sample sizes. (This is an abridged version of the abstract. Please
see the paper for the full abstract