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1
Content available Virtual reality environments for soundscape research
EN
Soundscape research demands a holistic approach for the analysis of environments, yet any research method, e.g. soundwalk or lab-based listening test, has its advantages and limitations. The virtual reality (VR) and augmented reality (AR) technology provides an alternative method for soundscape research, which may retain as much context as possible while enabling control conditions. The current phase of this research project focuses on the ecological validity of virtual reality environment for soundscape, by creating virtual environments for comparison of human experiences and responses in a real soundscape and three-dimensional virtual ones. The workflow of scene rendering on different levels of detail is described. The results are made publicly available.
PL
W artykule przedstawiono najważniejsze składniki procesu skutecznego renderowania trójwymiarowego obrazu dźwiękowego za pomocą słuchawek. W tym celu badany jest stopień oddziaływania poszczególnych czynników wpływających na eksternalizację dźwięku: śledzenie położenia głowy (ang. head tracking), indywidualne funkcje przenoszenia głowy (HRTF – Head Related Transfer Function, odnoszące się do matematycznej funkcji propagacji dźwięku wokół głowy), model pomieszczenia, jak również tzw. efekt zgodności pomieszczenia oraz indywidualne wyrównywanie charakterystyki przenoszenia słuchawek. Uzyskane wyniki wskazują, że śledzenie głowy, a także indywidualne funkcje przenoszenia głowy mają kluczowe znaczenie dla wiernej reprodukcji dźwięku. Z przeprowadzonych badań wynika również, że efekt zgodności pomieszczenia i wyrównywanie charakterystyki przenoszenia słuchawek są znaczącymi elementami procesu auralizacji.
EN
The article presents the most important components of the process of effectively rendering a three-dimensional sound image using headphones. To this end, the impact of a set of factors affecting sound externalisation is examined: head tracking, individual head transfer functions (HRTF – Head Related Transfer Function, related to the mathematical function of sound propagation around the head), room model, as well as a so-called room divergence effect and individual headphone alignment. Furthermore, the directivity aspect of the sound source is discussed as a convenient way to control Direct-toReverberant ratio and thus provides a robust control of the auditory distance. The results obtained indicate that the tracking of the head position as well as the individual functions of the head transfer are crucial for faithful sound reproduction. The conducted research also shows that the effect of room compliance and headphone alignment prove to be significant factors throughout the auralisation process.
EN
Listening tests have been carried out to quantify the significance of binaural auralization over monaural auralization in accordance with the acoustic properties of the enclosure. To this end, acoustic rendering of three different rooms were generated based on synthesized monaural (two channels with the same audio material) and binaural room impulse responses. The auralizations were evaluated by means of subjective tests using headphones with non-individualized equalization. Parameters, such as localization, spatial impression and realism, were taken into consideration to determine the relevance of providing binaural information for the auralization of a given room. The analysis of the data has been conducted following a statistical approach based on ANOVA and Pearson correlation. The results indicate that spatial perception is strongly dependent on the acoustic characteristics of the rooms and on the listening condition of the audio material. Furthermore, as expected, advantages of binaural rendering in terms of source localization was also confirmed.
EN
In virtual acoustics or artificial reverberation, impulse responses can be split so that direct and reflected components of the sound field are reproduced via separate loudspeakers. The authors had investigated the perceptual effect of angular separation of those components in commonly used 5.0 and 7.0 multichannel systems, with one and three sound sources respectively (Kleczkowski et al. (2015b). In that work, each of the front channels of the 7.0 system was fed with only one sound source. In this work a similar experiment is reported, but with phantom sound sources between the front loudspeakers. The perceptual advantage of separation was found to be more consistent than in the condition of discrete sound sources. The results were analysed both for pooled listeners and in three groups, according to experience. The advantage of separation was the highest in the group of experienced listeners.
5
Content available remote Practical uses of sound auralization in confined spaces
EN
Practical aspects of testing confined spaces, especially for the purpose of acoustic adaptations, are presented. The tests were carried out with use of prediction models, showing the possibilities of models that are used at present. Sound auralization, which is a reliable method for the assessment of sound signal quality and the acoustic conditions of tested rooms, is described. The basic criteria for the assessment of acoustic conditions in confined spaces are briefly discussed.
PL
W artykule przedstawiono praktyczne aspekty badań przestrzeni zamkniętych, zwłaszcza na potrzeby realizacji adaptacji akustycznych. Badania te prowadzono z użyciem modeli predykcji, obrazując jednocześnie możliwości stosowanych obecnie modeli. Opisano auralizację dźwięku, która jest wiarygodną metodą oceny jakości sygnału dźwiękowego, a co za tym idzie, także i warunków akustycznych badanych pomieszczeń. Skrótowo omówiono podstawowe wskaźniki oceny warunków akustycznych w przestrzeniach zamkniętych.
6
Content available Virtual Acoustics
EN
Virtual Reality (VR) systems are used in engineering, architecture, design and in applications of biomedical research. The component of acoustics in such VR systems enables the creation of audio-visual stimuli for applications in room acoustics, building acoustics, automotive acoustics, environmental noise control, machinery noise control, and hearing research. The basis is an appropriate acoustic simulation and auralization technique together with signal processing tools. Auralization is based on time-domain modelling of the components of sound source characterization, sound propagation, and on spatial audio technology. Whether the virtual environment is considered sufficiently accurate or not, depends on many perceptual factors, and on the pre-conditioning and immersion of the user in the virtual environment. In this paper the processing steps for creation of Virtual Acoustic Environments and the achievable degree of realism are briefly reviewed. Applications are discussed in examples of room acoustics, archeological acoustics, aircraft noise, and audiology.
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