22 results on '"HRTF"'
Search Results
2. Estimation of the Optimal Spherical Harmonics Order for the Interpolation of Head-Related Transfer Functions Sampled on Sparse Irregular Grids
- Author
-
David Bau, Johannes M. Arend, and Christoph Pörschmann
- Subjects
HRTF ,head-related transfer function ,spherical harmonics ,interpolation ,spatial audio ,irregular sampling ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Conventional individual head-related transfer function (HRTF) measurements are demanding in terms of measurement time and equipment. For more flexibility, free body movement (FBM) measurement systems provide an easy-to-use way to measure full-spherical HRTF datasets with less effort. However, having no fixed measurement installation implies that the HRTFs are not sampled on a predefined regular grid but rely on the individual movements of the subject. Furthermore, depending on the measurement effort, a rather small number of measurements can be expected, ranging, for example, from 50 to 150 sampling points. Spherical harmonics (SH) interpolation has been extensively studied recently as one method to obtain full-spherical datasets from such sparse measurements, but previous studies primarily focused on regular full-spherical sampling grids. For irregular grids, it remains unclear up to which spatial order meaningful SH coefficients can be calculated and how the resulting interpolation error compares to regular grids. This study investigates SH interpolation of selected irregular grids obtained from HRTF measurements with an FBM system. Intending to derive general constraints for SH interpolation of irregular grids, the study analyzes how the variation of the SH order affects the interpolation results. Moreover, the study demonstrates the importance of Tikhonov regularization for SH interpolation, which is popular for solving ill-posed numerical problems associated with such irregular grids. As a key result, the study shows that the optimal SH order that minimizes the interpolation error depends mainly on the grid and the regularization strength but is almost independent of the selected HRTF set. Based on these results, the study proposes to determine the optimal SH order by minimizing the interpolation error of a reference HRTF set sampled on the sparse and irregular FBM grid. Finally, the study verifies the proposed method for estimating the optimal SH order by comparing interpolation results of irregular and equivalent regular grids, showing that the differences are small when the SH interpolation is optimally parameterized.
- Published
- 2022
- Full Text
- View/download PDF
3. Walking in the Head: Methods of Sonic Augmented Reality Navigation
- Author
-
Kratky, Andreas, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Pandu Rangan, C., Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, and Kurosu, Masaaki, editor
- Published
- 2019
- Full Text
- View/download PDF
4. A Recommender System for Improving Median Plane Sound Localization Performance Based on a Nonlinear Representation of HRTFs
- Author
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Felipe Grijalva, Luiz Cesar Martini, Bruno Masiero, and Siome Goldenstein
- Subjects
Spatial audio ,HRTF ,manifold learning ,recommender systems ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
We propose a new method to improve median plane sound localization performance using a nonlinear representation of head-related transfer functions (HRTFs) and a recommender system. First, we reduce the dimensionality of an HRTF data set with multiple subjects using manifold learning in conjunction with a customized intersubject graph which takes into account relevant prior knowledge of HRTFs. Then, we use a sound localization model to estimate a subject's localization performance in terms of polar error and quadrant error rate. These metrics are merged to form a single rating per HRTF pair that we feed into a recommender system. Finally, the recommender system takes the low-dimensional HRTF representation as well as the ratings obtained from the localization model to predict the best HRTF set, possibly constructed by mixing HRTFs from different individuals, that minimizes a subject's localization error. The simulation results show that our method is capable of choosing a set of HRTFs that improves the median plane localization performance with respect to the mean localization performance using non-individualized HRTFs. Moreover, the localization performance achieved by our HRTF recommender system shows no significant difference to the localization performance observed with the best matching non-individualized HRTFs but with the advantage of not having to perform listening tests with all individuals' HRTFs from the database.
- Published
- 2018
- Full Text
- View/download PDF
5. Sound of Vision - Spatial Audio Output and Sonification Approaches
- Author
-
Bujacz, Michal, Kropidlowski, Karol, Ivanica, Gabriel, Moldoveanu, Alin, Saitis, Charalampos, Csapo, Adam, Wersenyi, György, Spagnol, Simone, Johannesson, Omar I., Unnthorsson, Runar, Rotnicki, Mikolai, Witek, Piotr, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Miesenberger, Klaus, editor, Bühler, Christian, editor, and Penaz, Petr, editor
- Published
- 2016
- Full Text
- View/download PDF
6. Estimation of the Optimal Spherical Harmonics Order for the Interpolation of Head-Related Transfer Functions Sampled on Sparse Irregular Grids
- Author
-
Bau, David, Arend, Johannes M., and Pörschmann, Christoph
- Subjects
HRTF ,spherical harmonics ,irregular sampling ,ddc:500 ,individual HRTFs ,head-related transfer function ,004 Datenverarbeitung ,Informatik ,interpolation ,Interpolation ,spatial audio - Abstract
Conventional individual head-related transfer function (HRTF) measurements are demanding in terms of measurement time and equipment. For more flexibility, free body movement (FBM) measurement systems provide an easy-to-use way to measure full-spherical HRTF datasets with less effort. However, having no fixed measurement installation implies that the HRTFs are not sampled on a predefined regular grid but rely on the individual movements of the subject. Furthermore, depending on the measurement effort, a rather small number of measurements can be expected, ranging, for example, from 50 to 150 sampling points. Spherical harmonics (SH) interpolation has been extensively studied recently as one method to obtain full-spherical datasets from such sparse measurements, but previous studies primarily focused on regular full-spherical sampling grids. For irregular grids, it remains unclear up to which spatial order meaningful SH coefficients can be calculated and how the resulting interpolation error compares to regular grids. This study investigates SH interpolation of selected irregular grids obtained from HRTF measurements with an FBM system. Intending to derive general constraints for SH interpolation of irregular grids, the study analyzes how the variation of the SH order affects the interpolation results. Moreover, the study demonstrates the importance of Tikhonov regularization for SH interpolation, which is popular for solving ill-posed numerical problems associated with such irregular grids. As a key result, the study shows that the optimal SH order that minimizes the interpolation error depends mainly on the grid and the regularization strength but is almost independent of the selected HRTF set. Based on these results, the study proposes to determine the optimal SH order by minimizing the interpolation error of a reference HRTF set sampled on the sparse and irregular FBM grid. Finally, the study verifies the proposed method for estimating the optimal SH order by comparing interpolation results of irregular and equivalent regular grids, showing that the differences are small when the SH interpolation is optimally parameterized.
- Published
- 2022
7. A Perceptual Evaluation of Individual and Non-Individual HRTFs: A Case Study of the SADIE II Database.
- Author
-
Armstrong, Cal, Thresh, Lewis, Murphy, Damian, and Kearney, Gavin
- Subjects
SENSORY perception ,TRANSFER functions - Abstract
As binaural audio continues to permeate immersive technologies, it is vital to develop a detailed understanding of the perceptual relevance of HRTFs. Previous research has explored the benefit of individual HRTFs with respect to localisation. However, localisation is only one metric with which it is possible to rate spatial audio. This paper evaluates the perceived timbral and spatial characteristics of both individual and non-individual HRTFs and compares the results to overall preference. To that end, the measurement and evaluation of a high-resolution multi-environment binaural Impulse Response database is presented for 20 subjects, including the KU100 and KEMAR binaural mannequins. Post-processing techniques, including low frequency compensation and diffuse field equalisation are discussed in relation to the 8802 unique HRTFs measured for each mannequin and 2818/2114 HRTFs measured for each human. Listening test results indicate that particular HRTF sets are preferred more generally by subjects over their own individual measurements. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
8. Parametric directional coding for precomputed sound propagation.
- Author
-
Raghuvanshi, Nikunj and Snyder, John
- Subjects
ACOUSTIC wave propagation ,VIRTUAL reality ,ACTINIC flux ,PARAMETRIC modeling ,THREE-dimensional imaging - Abstract
Convincing audio for games and virtual reality requires modeling directional propagation effects. The initial sound's arrival direction is particularly salient and derives from multiply-diffracted paths in complex scenes. When source and listener straddle occluders, the initial sound and multiply-scattered reverberation stream through gaps and portals, helping the listener navigate. Geometry near the source and/or listener reveals its presence through anisotropic reflections. We propose the first precomputed wave technique to capture such directional effects in general scenes comprising millions of polygons. These effects are formally represented with the 9D directional response function of 3D source and listener location, time, and direction at the listener, making memory use the major concern. We propose a novel parametric encoder that compresses this function within a budget of ~100MB for large scenes, while capturing many salient acoustic effects indoors and outdoors. The encoder is complemented with a lightweight signal processing algorithm whose filtering cost is largely insensitive to the number of sound sources, resulting in an immediately practical system. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
9. Creating Immersive Audio in a Historical Soundscape Context
- Author
-
Ferreira, Carolina Ribeiro Dias, Rodrigues, Maria Armanda, and Cavaco, Sofia
- Subjects
Soundscape ,Immersive Audio ,HRTF ,Applied Computing ,Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática [Domínio/Área Científica] ,Spatial Audio ,Immersive Tourism - Abstract
A soundscape is the representation of an acoustic environment in a specific context and time. Soundscapes evolve over time according to the changes in social, cultural and political contexts, and they constitute a unique way of experiencing auditory memories of a specific period in history. Considering that the soundscape of a place is ever-changing and it can provide us with important information about a location’s context in time, the study and preservation of soundscapes, in particular historic soundscapes, has gained relevance in the cultural heritage protection and promotion process. Soundscapes enrich the history of places and contribute to enhance the visitors experience in tourism contexts. However, it is impossible to go back in time and record the acoustic experiences from centuries ago. For that reason, the closest we can get to experience an historic soundscape is by trying to recreate it. This can be done with the support of historic documentation and audio immersion technology. We created a solution that allows users to construct scenes that provide immersive auditory experiences. The immersive audio files generated are obtained by combining different current sound recordings, and by composing an immersive auditory scene that can be recorded by the user. Here, we propose Immerscape, a tool that non-expert users can easily use to create immersive historical soundscapes. This work was validated by a user study that evaluated the tool’s functionalities and its acceptance by users. The proposed work is a contribution to the PASEV project, whose main purpose is to preserve and promote Évora’s rich cultural heritage, in particular, their historic soundscapes corresponding to the period between 1540 and 1910. A paisagem sonora é uma representação de um ambiente acústico num contexto e período de tempo específicos. As paisagens sonoras evoluem ao longo do tempo de acordo com mudanças em contextos sociais, culturais e políticos, e constituem uma maneira única de experienciar memórias auditivas de um específico período histórico. Visto que as paisagens sonoras de um local são mutáveis e nos podem fornecer informação importante acerca do contexto do mesmo numa determinada época, o estudo e a preservação de paisagens sonoras, em particular de paisagens sonoras históricas, tem adquirido uma especial relevância no processo de proteção e promoção da herança cultural. Isto acontece visto que as paisagens sonoras enriquecem a cultura e história dos locais e contribuem para melhorar a experiência dos visitantes em ambientes turísticos. Contudo, é impossível voltar atrás no tempo para gravar os contextos sonoros experi- enciado há séculos atrás. Por isso, o mais perto que podemos estar de experienciar uma paisagem sonora histórica passa por tentar recriar essa mesma paisagem. Para isso, deve- mos recorrer a documentação de suporte relativa à época e ao uso de tecnologias de áudio imersivo. A solução apresentada nesta dissertação tem como objetivo permitir aos utilizadores construir cenas que ofereçam uma experiência auditiva imersiva. Os ficheiros imersivos são obtidos através da combinação de diferentes sons atuais, compondo-os numa cena auditória imersiva que pode ser gravada pelo utilizador. É apresentada Immerscape, uma ferramenta que utilizadores não-experientes podem facilmente usar para criar paisagens sonoras históricas. A ferramenta foi avaliada através de um estudo com utilizadores que avaliaram as suas funcionalidades e sua aceitação. O trabalho proposto nesta dissertação é uma contribuição para o projeto PASEV, cujo principal objetivo é preservar e promover a rica herança cultural da cidade de Évora, com especial foco nas suas paisagens sonoras correspondentes aos períodos entre 1540 e 1910.
- Published
- 2022
10. A Perceptual Evaluation of Individual and Non-Individual HRTFs: A Case Study of the SADIE II Database
- Author
-
Cal Armstrong, Lewis Thresh, Damian Murphy, and Gavin Kearney
- Subjects
perception ,evaluation ,timbre ,HRTF ,binaural ,spatial audio ,measurement ,database ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
As binaural audio continues to permeate immersive technologies, it is vital to develop a detailed understanding of the perceptual relevance of HRTFs. Previous research has explored the benefit of individual HRTFs with respect to localisation. However, localisation is only one metric with which it is possible to rate spatial audio. This paper evaluates the perceived timbral and spatial characteristics of both individual and non-individual HRTFs and compares the results to overall preference. To that end, the measurement and evaluation of a high-resolution multi-environment binaural Impulse Response database is presented for 20 subjects, including the KU100 and KEMAR binaural mannequins. Post-processing techniques, including low frequency compensation and diffuse field equalisation are discussed in relation to the 8802 unique HRTFs measured for each mannequin and 2818/2114 HRTFs measured for each human. Listening test results indicate that particular HRTF sets are preferred more generally by subjects over their own individual measurements.
- Published
- 2018
- Full Text
- View/download PDF
11. Efficient HRTF-based Spatial Audio for Area and Volumetric Sources.
- Author
-
Schissler, Carl, Nicholls, Aaron, and Mehra, Ravish
- Subjects
SPHERICAL harmonics ,VIRTUAL reality ,COEFFICIENTS (Statistics) ,VOLUMETRIC analysis ,THREE-dimensional modeling - Abstract
We present a novel spatial audio rendering technique to handle sound sources that can be represented by either an area or a volume in VR environments. As opposed to point-sampled sound sources, our approach projects the area-volumetric source to the spherical domain centered at the listener and represents this projection area compactly using the spherical harmonic (SH) basis functions. By representing the head-related transfer function (HRTF) in the same basis, we demonstrate that spatial audio which corresponds to an area-volumetric source can be efficiently computed as a dot product of the SH coefficients of the projection area and the HRTF. This results in an efficient technique whose computational complexity and memory requirements are independent of the complexity of the sound source. Our approach can support dynamic area-volumetric sound sources at interactive rates. We evaluate the performance of our technique in large complex VR environments and demonstrate significant improvement over the naive point-sampling technique. We also present results of a user evaluation, conducted to quantify the subjective preference of the user for our approach over the point-sampling approach in VR environments. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
12. Binaural Synthesis Individualization based on Listener Perceptual Feedback
- Author
-
Guézénoc, Corentin, Institut d'Électronique et des Technologies du numéRique (IETR), Université de Nantes (UN)-Université de Rennes 1 (UR1), Université de Rennes (UNIV-RENNES)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS), CentraleSupélec, Renaud Séguier, Nantes Université (NU)-Université de Rennes 1 (UR1), Université de Nantes (UN)-Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), and Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)
- Subjects
Individualisation ,Audio spatiale ,Synthèse binaurale ,HRTF ,Binaural synthesis ,Individualization ,[SPI.SIGNAL]Engineering Sciences [physics]/Signal and Image processing ,Spatial audio - Abstract
In binaural synthesis, providing individual HRTFs (head-related transfer functions) to the end user is a key matter, which is addressed in this thesis. On the one hand, we propose a method that consists in the automatic tuning of the weights of a principal component analysis (PCA) statistical model of the HRTF set based on listener localization performance. After having examined the feasibility of the proposed approach under various settings by means of psycho-acoustic simulations of the listening tests, we test it on 12 listeners. We find that it allows considerable improvement in localization performance over non-individual conditions, up to a performance comparable to that reported in the literature for individual HRTF sets. On the other hand, we investigate an underlying question: the dimensionality reduction of HRTF sets. After having compared the PCA-based dimensionality reduction of 9 contemporary HRTF and PRTF (pinna-related transfer function) databases, we propose a dataset augmentation method that relies on randomly generating 3-D pinna meshes and calculating the corresponding PRTFs by means of the boundary element method.; En synthèse binaurale, fournir à l’auditeur des HRTFs (fonctions de transfert relatives à la tête) personnalisées est un problème clef, traité dans cette thèse. D’une part, nous proposons une méthode d’individualisation qui consiste à régler automatiquement les poids d’un modèle statistique ACP (analyse en composantes principales) de jeu d’HRTF à partir des performances de localisation de l’auditeur. Nous examinons la faisabilité de l’approche proposée sous différentes configurations grâce à des simulations psychoacoustiques des tests d’écoute, puis la testons sur 12 auditeurs. Nous constatons qu’elle permet une amélioration considérable des performances de localisation comparé à des conditions d’écoute non-individuelles, atteignant des performances comparables à celles rapportées dans la littérature pour des HRTF individuelles. D’autre part, nous examinons une question sous-jacente : la réduction de dimensionnalité des jeux d’HRTF. Après avoir comparé la réduction de dimensionalité par ACP de 9 bases de données contemporaines d’HRTF et de PRTF (fonctions de transfert relatives au pavillon de l’oreille), nous proposons une méthode d’augmentation de données basée sur la génération aléatoire de formes d’oreilles 3D et sur la simulation des PRTF correspondantes par méthode des éléments frontières.
- Published
- 2021
13. Toward a Telepresence of Sound: Video Conferencing in Spatial Audio
- Author
-
Goode, Jackson Montgomery
- Subjects
telepresence ,webrtc ,telecommunications ,web audio ,hrtf ,teleconferencing ,video conferencing ,binaural ,spatial audio - Abstract
Digital communications technologies have developed at an increasingly rapid pace, with the COVID-19 pandemic accelerating its recent adoption. This shift over the last few decades has seen a mass migration online, where utilities like video conferencing software have become essential to entire industries and institutions. This thesis proposes the integration of binaural spatialized audio within a web-based video conferencing platform for distributed conversations. The proposed system builds upon findings on the benefits of spatial audio in video conferencing platforms and is guided by the tenets of telepresence. The developed implementation is based on Jitsi Meet, a robust open-source conferencing system. It localizes participant’s voices through sound spatialization methods provided by the Web Audio API. . This project treads new ground in exploring how localized audio can be conceptualized within an accessible telecommunications platform, proposing a novel integration of HRTF-based binaural spatialization within a standard video conferencing layout. System design and experimental questions used in a technical evaluation and user study are informed from a review of audio and video conference systems found in the literature and commercial market. The system evaluation suggests its viability from a compatibility and performance perspective. Perceptual metrics of cognitive load, social presence, and intelligibility are further investigated by a user study where four remote subjects were asked to engage in a short group discussion on a live deployment of the system. Results find support for improvements across all defined metrics as well as increased opinion scores regarding the preference of conferencing with a spatial audio system.
- Published
- 2021
14. A Recommender System for Improving Median Plane Sound Localization Performance Based on a Nonlinear Representation of HRTFs
- Author
-
Luiz Cesar Martini, Siome Goldenstein, Bruno Masiero, and Felipe Grijalva
- Subjects
Sound localization ,General Computer Science ,Computer science ,Word error rate ,02 engineering and technology ,Recommender system ,Transfer function ,Median plane ,manifold learning ,0202 electrical engineering, electronic engineering, information engineering ,General Materials Science ,business.industry ,General Engineering ,Nonlinear dimensionality reduction ,020206 networking & telecommunications ,Pattern recognition ,HRTF ,Graph (abstract data type) ,020201 artificial intelligence & image processing ,lcsh:Electrical engineering. Electronics. Nuclear engineering ,Artificial intelligence ,recommender systems ,business ,lcsh:TK1-9971 ,Spatial audio ,Curse of dimensionality - Abstract
We propose a new method to improve median plane sound localization performance using a nonlinear representation of head-related transfer functions (HRTFs) and a recommender system. First, we reduce the dimensionality of an HRTF data set with multiple subjects using manifold learning in conjunction with a customized intersubject graph which takes into account relevant prior knowledge of HRTFs. Then, we use a sound localization model to estimate a subject's localization performance in terms of polar error and quadrant error rate. These metrics are merged to form a single rating per HRTF pair that we feed into a recommender system. Finally, the recommender system takes the low-dimensional HRTF representation as well as the ratings obtained from the localization model to predict the best HRTF set, possibly constructed by mixing HRTFs from different individuals, that minimizes a subject's localization error. The simulation results show that our method is capable of choosing a set of HRTFs that improves the median plane localization performance with respect to the mean localization performance using non-individualized HRTFs. Moreover, the localization performance achieved by our HRTF recommender system shows no significant difference to the localization performance observed with the best matching non-individualized HRTFs but with the advantage of not having to perform listening tests with all individuals' HRTFs from the database.
- Published
- 2018
15. Compensating first reflections in non-anechoic head-related transfer function measurements.
- Author
-
Lopez, Jose J., Gutierrez-Parera, Pablo, and Cobos, Maximo
- Subjects
- *
TRANSFER functions , *ARRAY processing , *PLANE wavefronts , *SIGNAL processing , *ACOUSTIC measurements - Abstract
Personalized Head-Related Transfer Functions (HRTFs) are needed as part of the binaural sound individualization process in order to provide a high-quality immersive experience for a specific user. Signal processing methods for performing HRTF measurements in non-anechoic conditions are of high interest to avoid the complex and inconvenient access to anechoic facilities. Non-anechoic HRTF measurements capture the effect of room reflections, which should be correctly identified and eliminated to obtain HRTFs estimates comparable to ones acquired in an anechoic setup. This paper proposes a sub-band frequency-dependent processing method for reflection suppression in non-anechoic HRTF signals. Array processing techniques based on Plane Wave Decomposition (PWD) are adopted as an essential part of the solution for low frequency ranges, whereas the higher frequencies are easily handled by means of time-crop windowing methods. The formulation of the model, extraction of parameters and evaluation of the method are described in detail. In addition, a validation case study is presented showing the suppression of reflections from an HRTF measured in a real system. The results confirm that the method allows to obtain processed HRTFs comparable to those acquired in anechoic conditions. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
16. DESC9115 -Final Proposal-Virtual Studio Sound with Headphone
- Author
-
Frew, Alexander
- Subjects
FIR ,Binaural ,Reverberation ,Image Source Model ,DESC9115 ,Virtual Auditory Environment ,IIR ,ComputingMilieux_GENERAL ,Digital Audio Systems ,Virtual ,Audio ,HRTF ,Spatial Audio ,Headphones ,Plugin - Abstract
The below product proposal is inspired by the Waves NX application and plugin (Waves, 2018). It aims to show the digital audio signal processes that the author has implemented and researched over the Semester for this specific application.
- Published
- 2018
17. Sound of Vision - Spatial Audio Output and Sonification Approaches
- Author
-
Ómar I. Jóhannesson, Alin Moldoveanu, Michal Bujacz, Runar Unnthorsson, Charalampos Saitis, Gabriel Ivanica, Karol Kropidlowski, Piotr Witek, György Wersényi, Simone Spagnol, Mikolai Rotnicki, and Adam Csapo
- Subjects
Sound localization ,business.product_category ,Sonification ,Computer science ,business.industry ,Panning (audio) ,Electronic travel aid ,HRIR ,HRTF ,Sound model ,Sound synthesis ,Spatial audio ,020208 electrical & electronic engineering ,02 engineering and technology ,01 natural sciences ,0103 physical sciences ,0202 electrical engineering, electronic engineering, information engineering ,Computer vision ,Artificial intelligence ,business ,010301 acoustics ,Headphones - Abstract
The paper summarizes a number of audio-related studies conducted by the Sound of Vision consortium, which focuses on the construction of a new prototype electronic travel aid for the blind. Different solutions for spatial audio were compared by testing sound localization accuracy in a number of setups, comparing plain stereo panning with generic and individual HRTFs, as well as testing different types of stereo headphones vs custom designed quadrophonic proximaural headphones. A number of proposed sonification approaches were tested by sighted and blind volunteers for accuracy and efficiency in representing simple virtual environments.
- Published
- 2016
- Full Text
- View/download PDF
18. OUTILS DE SPATIALISATION SONORE POUR TERMINAUX MOBILES: Microphone 3D pour une utilisation nomade
- Author
-
Palacino, Julian, Orange Labs [Lannion], France Télécom, Orange Labs, Université du Maine, Rozenn Nicol, and Laurent Simon
- Subjects
source localization ,format objet ,HRTF ,Son spatialisé ,localisation des sources ,object format ,spatial audio ,[PHYS.MECA.ACOU]Physics [physics]/Mechanics [physics]/Acoustics [physics.class-ph] - Abstract
Mobile technologies (such as smartphones and tablets) are now common devices of the consumer market. In this PhD we want to use those technologies as the way to introduce tools of sound spatialization into the mass market. Today the size and the number of traducers used to pick-up and to render a spatial sound scene are the main factors which limit the portability of those devices.As a first step, a listening test, based on a spatial audio recording of an opera, let us to evaluate the 3D audio technologies available today for headphone rendering. The results of this test show that, using the appropriate binaural decoding, it is possible to achieve a good binaural rendering using only the four sensors of the Soundfield microphone. Then, the steps of the development of a 3D sound pick-up system are described. Several configurations are evaluated and compared. The device, composed of 3 cardioid micro- phones, was developed following an approach inspired by the sound source localization and by the concept of the "object format encoding". Using the microphone signals and an adapted post-processing it is possible to determine the directions of the sources and to extract a sound signal which is representative of the sound scene. In this way, it is possible to completely describe the sound scene and to compress the audio information. This method offer the advantage of being cross platform compatible. In fact, the sound scene encoded with this method can be rendered over any reproduction system.A second method to extract the spatial information is proposed. It uses the real in situ characteristics of the microphone array to perform the sound scene analysis.Some propositions are made to complement the 3D audio chain allowing to render the result of the sound scene encoding over a binaural system or any king of speaker array using all capabilities of the mobile devices.; Les technologies nomades (smartphones, tablettes, . . . ) étant actuellement très répandues, nous avons souhaité, dans le cadre de cette thèse, les utiliser comme vecteur pour proposer au grand public des outils de spatialisation sonore. La taille et le nombre de transducteurs utilisés pour la captation et la restitution sonore spatialisée sont à ce jour la limitation principale pour une utilisation nomade. Dans une première étape, la captation d’un opéra pour une restitution sur des tablettes tactiles nous a permis d’évaluer les technologies audio 3D disponibles aujourd’hui. Les résultats de cette évaluation ont révélé que l’utilisation des quatre capteurs du microphone Soundfield donne de bons résultats à condition d’effectuer un décodage binaural adapté pour une restitution sur casque. Selon une approche inspirée des méthodes de localisation de source et le concept de format « objet », un prototype de prise de son 3D léger et compact a été développé. Le dispositif microphonique proposé se compose de trois capsules microphoniques cardioïdes. A partir des signaux microphoniques, un algorithme de post-traitement spatial est capable, d’une part, de déterminer la direction des sources et, d’autre part, d’extraire un signal sonore représentatif de la scène spatiale. Ces deux informations permettent ainsi de caractériser complètement la scène sonore 3D en fournissant un encodage spatial offrant le double avantage d’une compression de l’information audio et d’une flexibilité pour le choix du système de reproduction. En effet, la scène sonore ainsi encodée peut être restituée en utilisant un décodage adapté sur n’importe quel type de dispositif.Plusieurs méthodes de localisation et différentes configurations microphoniques (géométrie et directivité) ont été étudiées.Dans une seconde étape, l’algorithme d’extraction de l’information spatiale a été modifié pour prendre en compte les caractéristiques réelles in situ des microphones.Des méthodes pour compléter la chaîne acoustique sont proposées permettant la restitution binaurale ainsi que sur tout autre dispositif de restitution. Elles proposent l’utilisation de capteurs de localisation présents sur les terminaux mobiles afin d’exploiter les capacités qu’ils offrent aujourd’hui.
- Published
- 2014
19. Tools of sound spatializing for mobile terminals : 3D microphone for a mobile usage
- Author
-
Palacino, Julian and STAR, ABES
- Subjects
[SPI.ACOU] Engineering Sciences [physics]/Acoustics [physics.class-ph] ,HRTF ,Format objet ,Localisation des sources ,Son spatialisé ,Source localization ,Object format ,Spatial audio - Abstract
Mobile technologies (such as smartphones and tablets) are now common devices of the consumer market. In this PhD we want to use those technologies as the way to introduce tools of sound spatialization into the mass market. Today the size and the number of traducers used to pick-up and to render a spatial sound scene are the main factors which limit the portability of those devices. As a first step, a listening test, based on a spatial audio recording of an opera, let us to evaluate the 3D audio technologies available today for headphone rendering. The results of this test show that, using the appropriate binaural decoding, it is possible to achieve a good binaural rendering using only the four sensors of the Soundfield microphone.Then, the steps of the development of a 3D sound pick-up system are described. Several configurations are evaluated and compared. The device, composed of 3 cardioid microphones, was developed following an approach inspired by the sound source localization and by the concept of the "object format encoding". Using the microphone signals and an adapted post-processing it is possible to determine the directions of the sources and to extract a sound signal which is representative of the sound scene. In this way, it is possible to completely describe the sound scene and to compress the audio information.This method offer the advantage of being cross platform compatible. In fact, the sound scene encoded with this method can be rendered over any reproduction system.A second method to extract the spatial information is proposed. It uses the real in situ characteristics of the microphone array to perform the sound scene analysis.Some propositions are made to complement the 3D audio chain allowing to render the result of the sound scene encoding over a binaural system or any king of speaker array using all capabilities of the mobile devices., Les technologies nomades (smartphones, tablettes, . . . ) étant actuellement très répandues,nous avons souhaité, dans le cadre de cette thèse, les utiliser comme vecteur pour proposer au grand public des outils de spatialisation sonore. La taille et le nombre de transducteurs utilisés pour la captation et la restitution sonore spatialisée sont à ce jour la limitation principale pour une utilisation nomade. Dans une première étape, la captation d’un opéra pour une restitution sur des tablettes tactiles nous a permis d’évaluer les technologies audio 3D disponibles aujourd’hui. Les résultats de cette évaluation ont révélé que l’utilisation des quatre capteurs du microphone Soundfield donne de bons résultats à condition d’effectuer un décodage binaural adapté pour une restitution sur casque. Selon une approche inspirée des méthodes de localisation de source et le concept de format « objet », un prototype de prise de son 3D léger et compact a été développé. Le dispositif microphonique proposé se compose de trois capsules microphoniques cardioïdes. A partir des signaux microphoniques, un algorithme de post-traitement spatial est capable, d’une part, de déterminer la direction des sources et, d’autre part, d’extraire un signal sonore représentatif de la scène spatiale. Ces deux informations permettent ainsi de caractérisercomplètement la scène sonore 3D en fournissant un encodage spatial offrant le double avantage d’une compression de l’information audio et d’une flexibilité pour le choix du système de reproduction. En effet, la scène sonore ainsi encodée peut être restituée en utilisant un décodage adapté sur n’importe quel type de dispositif.Plusieurs méthodes de localisation et différentes configurations microphoniques (géométrie et directivité) ont été étudiées.Dans une seconde étape, l’algorithme d’extraction de l’information spatiale a été modifié pour prendre en compte les caractéristiques réelles in situ des microphones.Des méthodes pour compléter la chaîne acoustique sont proposées permettant la restitution binaurale ainsi que sur tout autre dispositif de restitution. Elles proposent l’utilisation de capteurs de localisation présents sur les terminaux mobiles afin d’exploiter les capacités qu’ils offrent aujourd’hui.
- Published
- 2014
20. OUTILS DE SPATIALISATION SONORE POUR TERMINAUX MOBILES
- Author
-
Palacino, Julian, Palacino, Julian, Orange Labs [Lannion], France Télécom, Orange Labs, Université du Maine, Rozenn Nicol, and Laurent Simon
- Subjects
source localization ,format objet ,HRTF ,Son spatialisé ,localisation des sources ,[PHYS.MECA.ACOU] Physics [physics]/Mechanics [physics]/Acoustics [physics.class-ph] ,object format ,spatial audio ,[PHYS.MECA.ACOU]Physics [physics]/Mechanics [physics]/Acoustics [physics.class-ph] - Abstract
Mobile technologies (such as smartphones and tablets) are now common devices of the consumer market. In this PhD we want to use those technologies as the way to introduce tools of sound spatialization into the mass market. Today the size and the number of traducers used to pick-up and to render a spatial sound scene are the main factors which limit the portability of those devices.As a first step, a listening test, based on a spatial audio recording of an opera, let us to evaluate the 3D audio technologies available today for headphone rendering. The results of this test show that, using the appropriate binaural decoding, it is possible to achieve a good binaural rendering using only the four sensors of the Soundfield microphone. Then, the steps of the development of a 3D sound pick-up system are described. Several configurations are evaluated and compared. The device, composed of 3 cardioid micro- phones, was developed following an approach inspired by the sound source localization and by the concept of the "object format encoding". Using the microphone signals and an adapted post-processing it is possible to determine the directions of the sources and to extract a sound signal which is representative of the sound scene. In this way, it is possible to completely describe the sound scene and to compress the audio information. This method offer the advantage of being cross platform compatible. In fact, the sound scene encoded with this method can be rendered over any reproduction system.A second method to extract the spatial information is proposed. It uses the real in situ characteristics of the microphone array to perform the sound scene analysis.Some propositions are made to complement the 3D audio chain allowing to render the result of the sound scene encoding over a binaural system or any king of speaker array using all capabilities of the mobile devices., Les technologies nomades (smartphones, tablettes, . . . ) étant actuellement très répandues, nous avons souhaité, dans le cadre de cette thèse, les utiliser comme vecteur pour proposer au grand public des outils de spatialisation sonore. La taille et le nombre de transducteurs utilisés pour la captation et la restitution sonore spatialisée sont à ce jour la limitation principale pour une utilisation nomade. Dans une première étape, la captation d’un opéra pour une restitution sur des tablettes tactiles nous a permis d’évaluer les technologies audio 3D disponibles aujourd’hui. Les résultats de cette évaluation ont révélé que l’utilisation des quatre capteurs du microphone Soundfield donne de bons résultats à condition d’effectuer un décodage binaural adapté pour une restitution sur casque. Selon une approche inspirée des méthodes de localisation de source et le concept de format « objet », un prototype de prise de son 3D léger et compact a été développé. Le dispositif microphonique proposé se compose de trois capsules microphoniques cardioïdes. A partir des signaux microphoniques, un algorithme de post-traitement spatial est capable, d’une part, de déterminer la direction des sources et, d’autre part, d’extraire un signal sonore représentatif de la scène spatiale. Ces deux informations permettent ainsi de caractériser complètement la scène sonore 3D en fournissant un encodage spatial offrant le double avantage d’une compression de l’information audio et d’une flexibilité pour le choix du système de reproduction. En effet, la scène sonore ainsi encodée peut être restituée en utilisant un décodage adapté sur n’importe quel type de dispositif.Plusieurs méthodes de localisation et différentes configurations microphoniques (géométrie et directivité) ont été étudiées.Dans une seconde étape, l’algorithme d’extraction de l’information spatiale a été modifié pour prendre en compte les caractéristiques réelles in situ des microphones.Des méthodes pour compléter la chaîne acoustique sont proposées permettant la restitution binaurale ainsi que sur tout autre dispositif de restitution. Elles proposent l’utilisation de capteurs de localisation présents sur les terminaux mobiles afin d’exploiter les capacités qu’ils offrent aujourd’hui.
- Published
- 2014
21. Extraction of pinna features for customized binaural audio delivery on mobile devices
- Author
-
Michele Geronazzo, Simone Spagnol, Davide Rocchesso, and Federico Avanzini
- Subjects
business.product_category ,Computer science ,Speech recognition ,3d audio, virtual reality, sound rendering ,Position (vector) ,pinna ,medicine ,Ear canal ,Representation (mathematics) ,Headphones ,binaural ,sound rendering ,biology ,Pinna ,spatial audio, binaural, HRTF, pinna ,biology.organism_classification ,Spatialization ,medicine.anatomical_structure ,3d audio ,HRTF ,virtual reality ,spatial audio ,business ,Mobile device ,Binaural recording - Abstract
The paper presents a system for customized binaural audio delivery based on the extraction of the relevant features from a 2-D representation of the listener's pinna. A procedure based on multi-flash imaging for recognizing the main contours of the pinna and their position with respect to the ear canal entrance is detailed. The resulting contours drive the parametrization of a structural head-related transfer function model that performs in real time the spatialization of a desired sound file according to the listener's position with respect to the virtual sound source, tracked by sensor-equipped headphones. The low complexity of the model allows smooth implementation and delivery on any mobile device. The purpose of the desired system is to provide low-tech custom binaural audio to any user without the need of tedious and cumbersome subjective measurements.
- Published
- 2013
22. Super-realistic environmental sound synthesizer for location-based sound search system.
- Author
-
Innami, Satoshi and Kasai, Hiroyuki
- Subjects
- *
SYNTHESIZER (Musical instrument) , *DIGITAL signal processing , *SOUND systems , *SOUND mixers & mixing , *SOUNDSCAPES (Auditory environment) , *HOUSEHOLD electronics - Abstract
This paper presents a proposal of a superrealistic environmental sound synthesizer for a location-based sound search system. The location-based sound search system enables a user to experience any environmental sound in any desired remote place. This synthesizer is achieved by spatial audio mixing considering real-world conditions such as geographical features and townscapes, as well as dynamic situations such as those of town events and weather. Furthermore, a new velocity vector-based clustering method is proposed to reduce the cost of audio processing on the server side, which achieves a lower number of composing and decomposing clusters that have a direct and strong impact on high-cost audio processing such as spatial audio mixing1. [ABSTRACT FROM AUTHOR]
- Published
- 2011
- Full Text
- View/download PDF
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