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Keywords = virtual sound source localization

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19 pages, 3933 KB  
Article
A Fully Coupled Electro-Vibro-Acoustic Benchmark Model for Evaluation of Self-Adaptive Control Strategies
by Thomas Kletschkowski
J 2025, 8(1), 6; https://doi.org/10.3390/j8010006 - 17 Feb 2025
Viewed by 1277
Abstract
The reduction of noise and vibration is possible with passive, semi-active and active control strategies. Especially where self-adaptive control is required, it is necessary to evaluate the noise reduction potential before the control approach is applied to the real-world problem. This evaluation can [...] Read more.
The reduction of noise and vibration is possible with passive, semi-active and active control strategies. Especially where self-adaptive control is required, it is necessary to evaluate the noise reduction potential before the control approach is applied to the real-world problem. This evaluation can be based on a virtual model that contains all relevant sub-systems, transfer paths and coupling effects on the one hand. On the other hand, the complexity of such a model has to be limited to focus on principal findings such as convergence speed, power consumption, and noise reduction potential. The present paper proposes a fully coupled electro-vibro-acoustic model for the evaluation of self-adaptive control strategies. This model consists of discrete electrical and mechanical networks that are applied to model the electro-acoustic behavior of noise and anti-noise sources. The acoustic field inside a duct, terminated by these electro-acoustic sources, is described by finite elements. The resulting multi-physical model is capable of describing all relevant coupling effects and enables an efficient evaluation of different control strategies such as the local control of sound pressure or active control of acoustic absorption. It is designed as a benchmark model for the benefit of the scientific community. Full article
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24 pages, 4502 KB  
Article
Quality Comparison of Dynamic Auditory Virtual-Reality Simulation Approaches of Approaching Vehicles Regarding Perceptual Behavior and Psychoacoustic Values
by Jonas Krautwurm, Daniel Oberfeld-Twistel, Thirsa Huisman, Maria Mareen Maravich and Ercan Altinsoy
Acoustics 2025, 7(1), 7; https://doi.org/10.3390/acoustics7010007 - 8 Feb 2025
Viewed by 1854
Abstract
Traffic safety experiments are often conducted in virtual environments in order to avoid dangerous situations and conduct the experiments more cost-efficiently. This means that attention must be paid to the fidelity of the traffic scenario reproduction, because the pedestrians’ judgments have to be [...] Read more.
Traffic safety experiments are often conducted in virtual environments in order to avoid dangerous situations and conduct the experiments more cost-efficiently. This means that attention must be paid to the fidelity of the traffic scenario reproduction, because the pedestrians’ judgments have to be close to reality. To understand behavior in relation to the prevailing audio rendering systems better, a listening test was conducted which focused on perceptual differences between simulation and playback methods. Six vehicle driving-by-scenes were presented using two different simulation methods and three different playback methods, and binaural recordings from the test track acquired during the recordings of the vehicle sound sources for the simulation were additionally incorporated. Each vehicle driving-by-scene was characterized by different vehicle types and different speeds. Participants rated six attributes of the perceptual dimensions: “timbral balance”, “naturalness”, “room-related”, “source localization”, “loudness” and “speed perception”. While the ratings showed a high degree of similarity among the ratings of the sound attributes in the different reproduction systems, there were minor differences in the speed and loudness estimations and the different perceptions of brightness stood out. A comparison of the loudness ratings in the scenes featuring electric and combustion-engine vehicles highlights the issue of reduced detection abilities with regard to the former. Full article
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20 pages, 3003 KB  
Article
Equipment Sounds’ Event Localization and Detection Using Synthetic Multi-Channel Audio Signal to Support Collision Hazard Prevention
by Kehinde Elelu, Tuyen Le and Chau Le
Buildings 2024, 14(11), 3347; https://doi.org/10.3390/buildings14113347 - 23 Oct 2024
Viewed by 1610
Abstract
Construction workplaces often face unforeseen collision hazards due to a decline in auditory situational awareness among on-foot workers, leading to severe injuries and fatalities. Previous studies that used auditory signals to prevent collision hazards focused on employing a classical beamforming approach to determine [...] Read more.
Construction workplaces often face unforeseen collision hazards due to a decline in auditory situational awareness among on-foot workers, leading to severe injuries and fatalities. Previous studies that used auditory signals to prevent collision hazards focused on employing a classical beamforming approach to determine equipment sounds’ Direction of Arrival (DOA). No existing frameworks implement a neural network-based approach for both equipment sound classification and localization. This paper presents an innovative framework for sound classification and localization using multichannel sound datasets artificially synthesized in a virtual three-dimensional space. The simulation synthesized 10,000 multi-channel datasets using just fourteen single sound source audiotapes. This training includes a two-staged convolutional recurrent neural network (CRNN), where the first stage learns multi-label sound event classes followed by the second stage to estimate their DOA. The proposed framework achieves a low average DOA error of 30 degrees and a high F-score of 0.98, demonstrating accurate localization and classification of equipment near workers’ positions on the site. Full article
(This article belongs to the Special Issue Big Data Technologies in Construction Management)
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15 pages, 4269 KB  
Article
Assessing Ambisonics Sound Source Localization by Means of Virtual Reality and Gamification Tools
by Esaú Medina, Rhoddy Viveros-Muñoz and Felipe Otondo
Appl. Sci. 2024, 14(17), 7986; https://doi.org/10.3390/app14177986 - 6 Sep 2024
Cited by 1 | Viewed by 2927
Abstract
Sound localization is a key area of interest in auditory research, especially in complex acoustic environments. This study evaluates the impact of incorporating higher-order Ambisonics (HOA) with virtual reality (VR) and gamification tools on sound source localization. The research addresses the current limitations [...] Read more.
Sound localization is a key area of interest in auditory research, especially in complex acoustic environments. This study evaluates the impact of incorporating higher-order Ambisonics (HOA) with virtual reality (VR) and gamification tools on sound source localization. The research addresses the current limitations in VR audio systems, particularly the lack of native support for HOA in game engines like Unreal Engine (UE). A novel framework was developed, combining UE for VR graphics rendering and Max for HOA audio processing. Participants performed sound source localization tasks in two VR environments using a head-mounted display (HMD). The assessment included both horizontal and vertical plane localization. Gamification elements were introduced to improve engagement and task comprehension. Results showed significant improvements in horizontal localization accuracy, although challenges remained in back localization. The findings underscore the potential of VR and gamification to enhance auditory tests, reducing test duration and participant fatigue. This research contributes to the development of immersive and interactive audio experiences, highlighting the broader applications of VR beyond entertainment. Full article
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21 pages, 4976 KB  
Article
The Effect of Training on Localizing HoloLens-Generated 3D Sound Sources
by Wonyeol Ryu, Sukhan Lee and Eunil Park
Sensors 2024, 24(11), 3442; https://doi.org/10.3390/s24113442 - 27 May 2024
Cited by 1 | Viewed by 1723
Abstract
Sound localization is a crucial aspect of human auditory perception. VR (virtual reality) technologies provide immersive audio platforms that allow human listeners to experience natural sounds based on their ability to localize sound. However, the simulations of sound generated by these platforms, which [...] Read more.
Sound localization is a crucial aspect of human auditory perception. VR (virtual reality) technologies provide immersive audio platforms that allow human listeners to experience natural sounds based on their ability to localize sound. However, the simulations of sound generated by these platforms, which are based on the general head-related transfer function (HRTF), often lack accuracy in terms of individual sound perception and localization due to significant individual differences in this function. In this study, we aimed to investigate the disparities between the perceived locations of sound sources by users and the locations generated by the platform. Our goal was to determine if it is possible to train users to adapt to the platform-generated sound sources. We utilized the Microsoft HoloLens 2 virtual platform and collected data from 12 subjects based on six separate training sessions arranged in 2 weeks. We employed three modes of training to assess their effects on sound localization, in particular for studying the impacts of multimodal error, visual, and sound guidance in combination with kinesthetic/postural guidance, on the effectiveness of the training. We analyzed the collected data in terms of the training effect between pre- and post-sessions as well as the retention effect between two separate sessions based on subject-wise paired statistics. Our findings indicate that, as far as the training effect between pre- and post-sessions is concerned, the effect is proven to be statistically significant, in particular in the case wherein kinesthetic/postural guidance is mixed with visual and sound guidance. Conversely, visual error guidance alone was found to be largely ineffective. On the other hand, as far as the retention effect between two separate sessions is concerned, we could not find any meaningful statistical implication on the effect for all three error guidance modes out of the 2-week session of training. These findings can contribute to the improvement of VR technologies by ensuring they are designed to optimize human sound localization abilities. Full article
(This article belongs to the Special Issue Feature Papers in Intelligent Sensors 2024)
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21 pages, 1905 KB  
Article
Particle-Velocity-Based Mixed-Source Sound Field Translation for Binaural Reproduction
by Huanyu Zuo, Lachlan I. Birnie, Prasanga N. Samarasinghe, Thushara D. Abhayapala and Vladimir Tourbabin
Appl. Sci. 2023, 13(11), 6449; https://doi.org/10.3390/app13116449 - 25 May 2023
Cited by 1 | Viewed by 1810
Abstract
Following the rise of virtual reality is a demand for sound field reproduction techniques that allow the user to interact and move within acoustic reproductions with six-degrees-of-freedom. To this end, a mixed-source model of near-field and far-field virtual sources has been introduced to [...] Read more.
Following the rise of virtual reality is a demand for sound field reproduction techniques that allow the user to interact and move within acoustic reproductions with six-degrees-of-freedom. To this end, a mixed-source model of near-field and far-field virtual sources has been introduced to improve the performance of sound field translation in binaural reproductions of spatial audio recordings. The previous works, however, expand the sound field in terms of the mixed sources based on sound pressure. In this paper, we develop a new mixed-source expansion based on particle velocity, which contributes to more precise reconstruction of the interaural phase difference and, therefore, contributes to improved human perception of sound localization. We represent particle velocity over space using velocity coefficients in the spherical harmonic domain, and the driving signals of the virtual mixed-sources are estimated by constructing cost functions to optimize the velocity coefficients. Compared to the state-of-the-art method, sound-pressure-based mixed-source expansion, we show through numerical simulations that the proposed particle-velocity-based mixed-source expansion has better reconstruction performance in sparse solutions, allowing for sound field translation with better perceptual immersion over a larger space. Finally, we perceptually validate the proposed method through a Multiple Stimulus with Hidden Reference and Anchor (MUSHRA) experiment for a single source scenario. The experimental results support the better perceptual immersion of the proposed method. Full article
(This article belongs to the Special Issue Spatial Audio and Signal Processing)
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12 pages, 1782 KB  
Article
The Accuracy of Dynamic Sound Source Localization and Recognition Ability of Individual Head-Related Transfer Functions in Binaural Audio Systems with Head Tracking
by Vedran Planinec, Jonas Reijniers, Marko Horvat, Herbert Peremans and Kristian Jambrošić
Appl. Sci. 2023, 13(9), 5254; https://doi.org/10.3390/app13095254 - 23 Apr 2023
Cited by 4 | Viewed by 3540
Abstract
The use of audio systems that employ binaural synthesis with head tracking has become increasingly popular, particularly in virtual reality gaming systems. The binaural synthesis process uses the Head-Related Transfer Functions (HRTF) as an input required to assign the directions of arrival to [...] Read more.
The use of audio systems that employ binaural synthesis with head tracking has become increasingly popular, particularly in virtual reality gaming systems. The binaural synthesis process uses the Head-Related Transfer Functions (HRTF) as an input required to assign the directions of arrival to sounds coming from virtual sound sources in the created virtual environments. Generic HRTFs are often used for this purpose to accommodate all potential listeners. The hypothesis of the research is that the use of individual HRTF in binaural synthesis instead of generic HRTF leads to improved accuracy and quality of virtual sound source localization, thus enhancing the user experience. A novel methodology is proposed that involves the use of dynamic virtual sound sources. In the experiments, the test participants were asked to determine the direction of a dynamic virtual sound source in both the horizontal and vertical planes using both generic and individual HRTFs. The gathered data are statistically analyzed, and the accuracy of localization is assessed with respect to the type of HRTF used. The individual HRTFs of the test participants are measured using a novel and efficient method that is accessible to a broad range of users. Full article
(This article belongs to the Section Acoustics and Vibrations)
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12 pages, 13454 KB  
Article
A Low Frequency Noise Source Localization and Identification Method Based on a Virtual Open Spherical Vector Microphone Array
by Boquan Yang, Yuan Gao, Qiang Guo and Shengguo Shi
Appl. Sci. 2023, 13(7), 4368; https://doi.org/10.3390/app13074368 - 29 Mar 2023
Cited by 2 | Viewed by 2451
Abstract
Aiming at the problem of poor spatial resolution of low-frequency noise sources in a small-aperture spherical microphone array (SMA), this paper proposes a method for localizing and identifying low-frequency noise sources based on virtual-vector open SMA (‘p+v’ joint processing method of pressure and [...] Read more.
Aiming at the problem of poor spatial resolution of low-frequency noise sources in a small-aperture spherical microphone array (SMA), this paper proposes a method for localizing and identifying low-frequency noise sources based on virtual-vector open SMA (‘p+v’ joint processing method of pressure and velocity). Firstly, a virtual open SMA with a larger aperture is obtained using a virtual array extrapolation method. In this method, the virtual SMA and the actual SMA are regarded as a dual-radius SMA, and velocity information is obtained using finite difference elements of the same direction (azimuth and elevation) array of the virtual and actual SMA. At the same time, the sound pressure at the velocity position is obtained using the virtual SMA extrapolation method and the virtual vector array element SMA, whereby both velocity and sound pressure information is obtained. Finally, the vector signal processing technology is introduced into the generalized inverse beamforming algorithm (GIB). After determining the vector transfer function of the ‘p+v’ joint processing mode, a low-frequency-noise-source localization and identification method based on the vector signal processing GIB is proposed. The simulation and experiment results show that a virtual SMA with a large aperture can be obtained using a virtual array extrapolation method, and the GIB with sound pressure and velocity joint processing has a better spatial resolution. Full article
(This article belongs to the Special Issue Underwater Acoustic Signal Processing)
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17 pages, 4643 KB  
Article
Multiple Sound Source Localization, Separation, and Reconstruction by Microphone Array: A DNN-Based Approach
by Long Chen, Guitong Chen, Lei Huang, Yat-Sze Choy and Weize Sun
Appl. Sci. 2022, 12(7), 3428; https://doi.org/10.3390/app12073428 - 28 Mar 2022
Cited by 23 | Viewed by 6586
Abstract
Synchronistical localization, separation, and reconstruction for multiple sound sources are usually necessary in various situations, such as in conference rooms, living rooms, and supermarkets. To improve the intelligibility of speech signals, the application of deep neural networks (DNNs) has achieved considerable success in [...] Read more.
Synchronistical localization, separation, and reconstruction for multiple sound sources are usually necessary in various situations, such as in conference rooms, living rooms, and supermarkets. To improve the intelligibility of speech signals, the application of deep neural networks (DNNs) has achieved considerable success in the area of time-domain signal separation and reconstruction. In this paper, we propose a hybrid microphone array signal processing approach for the nearfield scenario that combines the beamforming technique and DNN. Using this method, the challenge of identifying both the sound source location and content can be overcome. Moreover, the use of a sequenced virtual sound field reconstruction process enables the proposed approach to be quite suitable for a sound field which contains a dominant, stronger sound source and masked, weaker sound sources. Using this strategy, all traceable, mainly sound, sources can be discovered by loops in a given sound field. The operational duration and accuracy of localization are further improved by substituting the broadband weighted multiple signal classification (BW-MUSIC) method for the conventional delay-and-sum (DAS) beamforming algorithm. The effectiveness of the proposed method for localizing and reconstructing speech signals was validated by simulations and experiments with promising results. The localization results were accurate, while the similarity and correlation between the reconstructed and original signals was high. Full article
(This article belongs to the Special Issue Machine Learning in Vibration and Acoustics)
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14 pages, 2923 KB  
Article
Effects of Using Vibrotactile Feedback on Sound Localization by Deaf and Hard-of-Hearing People in Virtual Environments
by Mohammadreza Mirzaei, Peter Kán and Hannes Kaufmann
Electronics 2021, 10(22), 2794; https://doi.org/10.3390/electronics10222794 - 15 Nov 2021
Cited by 14 | Viewed by 5458
Abstract
Sound source localization is important for spatial awareness and immersive Virtual Reality (VR) experiences. Deaf and Hard-of-Hearing (DHH) persons have limitations in completing sound-related VR tasks efficiently because they perceive audio information differently. This paper presents and evaluates a special haptic VR suit [...] Read more.
Sound source localization is important for spatial awareness and immersive Virtual Reality (VR) experiences. Deaf and Hard-of-Hearing (DHH) persons have limitations in completing sound-related VR tasks efficiently because they perceive audio information differently. This paper presents and evaluates a special haptic VR suit that helps DHH persons efficiently complete sound-related VR tasks. Our proposed VR suit receives sound information from the VR environment wirelessly and indicates the direction of the sound source to the DHH user by using vibrotactile feedback. Our study suggests that using different setups of the VR suit can significantly improve VR task completion times compared to not using a VR suit. Additionally, the results of mounting haptic devices on different positions of users’ bodies indicate that DHH users can complete a VR task significantly faster when two vibro-motors are mounted on their arms and ears compared to their thighs. Our quantitative and qualitative analysis demonstrates that DHH persons prefer using the system without the VR suit and prefer mounting vibro-motors in their ears. In an additional study, we did not find a significant difference in task completion time when using four vibro-motors with the VR suit compared to using only two vibro-motors in users’ ears without the VR suit. Full article
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21 pages, 752 KB  
Article
Dynamic Binaural Rendering: The Advantage of Virtual Artificial Heads over Conventional Ones for Localization with Speech Signals
by Mina Fallahi, Martin Hansen, Simon Doclo, Steven van de Par, Dirk Püschel and Matthias Blau
Appl. Sci. 2021, 11(15), 6793; https://doi.org/10.3390/app11156793 - 23 Jul 2021
Cited by 3 | Viewed by 3173
Abstract
As an alternative to conventional artificial heads, a virtual artificial head (VAH), i.e., a microphone array-based filter-and-sum beamformer, can be used to create binaural renderings of spatial sound fields. In contrast to conventional artificial heads, a VAH enables one to individualize the binaural [...] Read more.
As an alternative to conventional artificial heads, a virtual artificial head (VAH), i.e., a microphone array-based filter-and-sum beamformer, can be used to create binaural renderings of spatial sound fields. In contrast to conventional artificial heads, a VAH enables one to individualize the binaural renderings and to incorporate head tracking. This can be achieved by applying complex-valued spectral weights—calculated using individual head related transfer functions (HRTFs) for each listener and for different head orientations—to the microphone signals of the VAH. In this study, these spectral weights were applied to measured room impulse responses in an anechoic room to synthesize individual binaural room impulse responses (BRIRs). In the first part of the paper, the results of localizing virtual sources generated with individually synthesized BRIRs and measured BRIRs using a conventional artificial head, for different head orientations, were assessed in comparison with real sources. Convincing localization performances could be achieved for virtual sources generated with both individually synthesized and measured non-individual BRIRs with respect to azimuth and externalization. In the second part of the paper, the results of localizing virtual sources were compared in two listening tests, with and without head tracking. The positive effect of head tracking on the virtual source localization performance confirmed a major advantage of the VAH over conventional artificial heads. Full article
(This article belongs to the Special Issue Psychoacoustics for Extended Reality (XR))
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21 pages, 31692 KB  
Article
Achieving 3D Beamforming by Non-Synchronous Microphone Array Measurements
by Liang Yu, Qixin Guo, Ning Chu and Rui Wang
Sensors 2020, 20(24), 7308; https://doi.org/10.3390/s20247308 - 19 Dec 2020
Cited by 17 | Viewed by 4220
Abstract
Beamforming technology is an essential method in acoustic imaging or reconstruction, which has been widely used in sound source localization and noise reduction. The beamforming algorithm can be described as all microphones in a plane simultaneously recording the source signal. The source position [...] Read more.
Beamforming technology is an essential method in acoustic imaging or reconstruction, which has been widely used in sound source localization and noise reduction. The beamforming algorithm can be described as all microphones in a plane simultaneously recording the source signal. The source position is then localized by maximizing the result of the beamformer. Evidence has shown that the accuracy of the sound source localization in a 2D plane can be improved by the non-synchronous measurements of moving the microphone array. In this paper, non-synchronous measurements are applied to 3D beamforming, in which the measurement array envelops the 3D sound source space to improve the resolution of the 3D space. The entire radiated object is covered better by a virtualized large or high-density microphone array, and the range of beamforming frequency is also expanded. The 3D imaging results are achieved in different ways: the conventional beamforming with a planar array, the non-synchronous measurements with orthogonal moving arrays, and the non-synchronous measurements with non-orthogonal moving arrays. The imaging results of the non-synchronous measurements are compared with the synchronous measurements and analyzed in detail. The number of microphones required for measurement is reduced compared with the synchronous measurement. The non-synchronous measurements with non-orthogonal moving arrays also have a good resolution in 3D source localization. The proposed approach is validated with a simulation and experiment. Full article
(This article belongs to the Section Intelligent Sensors)
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13 pages, 2776 KB  
Article
An Extension of the Virtual Rotating Array Method Using Arbitrary Microphone Configurations for the Localization of Rotating Sound Sources
by Simon Jekosch and Ennes Sarradj
Acoustics 2020, 2(2), 330-342; https://doi.org/10.3390/acoustics2020019 - 15 May 2020
Cited by 23 | Viewed by 4677
Abstract
The characterization of rotating aeroacoustic sources using microphone array methods has been proven to be a useful tool. One technique to identify rotating sources is the virtual rotating array method. The method interpolates the pressure time data signals between the microphones in a [...] Read more.
The characterization of rotating aeroacoustic sources using microphone array methods has been proven to be a useful tool. One technique to identify rotating sources is the virtual rotating array method. The method interpolates the pressure time data signals between the microphones in a stationary array to compensate the motion of the rotating sources. One major drawback of the method is the requirement of ring array geometries that are centred around the rotating axis. This contribution extends the virtual rotating array method to arbitrary microphone configurations. Two different ways to interpolate the time signals between the microphone locations are proposed. The first method constructs a mesh between the microphone positions using Delaunay-triangulation and interpolates over the mesh faces using piecewise linear functions. The second one is a meshless technique which is based on radial basis function interpolation. The methods are tested on synthetic array data from a benchmark test case as well as on experimental data obtained with a spiral array and a five-bladed fan. Full article
(This article belongs to the Special Issue Indoor Soundscape: Integrating Sound, Experience and Architecture)
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16 pages, 3291 KB  
Article
Auditory Localization in Low-Bitrate Compressed Ambisonic Scenes
by Tomasz Rudzki, Ignacio Gomez-Lanzaco, Jessica Stubbs, Jan Skoglund, Damian T. Murphy and Gavin Kearney
Appl. Sci. 2019, 9(13), 2618; https://doi.org/10.3390/app9132618 - 28 Jun 2019
Cited by 25 | Viewed by 6290
Abstract
The increasing popularity of Ambisonics as a spatial audio format for streaming services poses new challenges to existing audio coding techniques. Immersive audio delivered to mobile devices requires an efficient bitrate compression that does not affect the spatial quality of the content. Good [...] Read more.
The increasing popularity of Ambisonics as a spatial audio format for streaming services poses new challenges to existing audio coding techniques. Immersive audio delivered to mobile devices requires an efficient bitrate compression that does not affect the spatial quality of the content. Good localizability of virtual sound sources is one of the key elements that must be preserved. This study was conducted to investigate the localization precision of virtual sound source presentations within Ambisonic scenes encoded with Opus low-bitrate compression at different bitrates and Ambisonic orders (1st, 3rd, and 5th). The test stimuli were reproduced over a 50-channel spherical loudspeaker configuration and binaurally using individually measured and generic Head-Related Transfer Functions (HRTFs). Participants were asked to adjust the position of a virtual acoustic pointer to match the position of virtual sound source within the bitrate-compressed Ambisonic scene. Results show that auditory localization in low-bitrate compressed Ambisonic scenes is not significantly affected by codec parameters. The key factors influencing localization are the rendering method and Ambisonic order truncation. This suggests that efficient perceptual coding might be successfully used for mobile spatial audio delivery. Full article
(This article belongs to the Special Issue Mobile Spatial Audio)
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18 pages, 1309 KB  
Article
Influence of the Quality of Consumer Headphones in the Perception of Spatial Audio
by Pablo Gutierrez-Parera and Jose J. Lopez
Appl. Sci. 2016, 6(4), 117; https://doi.org/10.3390/app6040117 - 22 Apr 2016
Cited by 8 | Viewed by 10435
Abstract
High quality headphones can generate a realistic sound immersion reproducing binaural recordings. However, most people commonly use consumer headphones of inferior quality, as the ones provided with smartphones or music players. Factors, such as weak frequency response, distortion and the sensitivity disparity between [...] Read more.
High quality headphones can generate a realistic sound immersion reproducing binaural recordings. However, most people commonly use consumer headphones of inferior quality, as the ones provided with smartphones or music players. Factors, such as weak frequency response, distortion and the sensitivity disparity between the left and right transducers could be some of the degrading factors. In this work, we are studying how these factors affect spatial perception. To this purpose, a series or perceptual tests have been carried out with a virtual headphone listening test methodology. The first experiment focuses on the analysis of how the disparity of sensitivity between the two transducers affects the final result. The second test studies the influence of the frequency response relating quality and spatial impression. The third test analyzes the effects of distortion using a Volterra kernels scheme for the simulation of the distortion using convolutions. Finally, the fourth tries to relate the quality of the frequency response with the accuracy on azimuth localization. The conclusions of the experiments are: the disparity between both transducers can affect the localization of the source; the perception of quality and spatial impression has a high correlation; the distortion produced by the range of headphones tested at a fixed level does not affect the perception of binaural sound; and that some frequency bands have an important role in the front-back confusions. Full article
(This article belongs to the Special Issue Audio Signal Processing)
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