Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
 
 
Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (30)

Search Parameters:
Keywords = ambisonics

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
33 pages, 46059 KiB  
Article
Real and Virtual Lecture Rooms: Validation of a Virtual Reality System for the Perceptual Assessment of Room Acoustical Quality
by Angela Guastamacchia, Riccardo Giovanni Rosso, Giuseppina Emma Puglisi, Fabrizio Riente, Louena Shtrepi and Arianna Astolfi
Acoustics 2024, 6(4), 933-965; https://doi.org/10.3390/acoustics6040052 - 30 Oct 2024
Viewed by 1546
Abstract
Enhancing the acoustical quality in learning environments is necessary, especially for hearing aid (HA) users. When in-field evaluations cannot be performed, virtual reality (VR) can be adopted for acoustical quality assessments of existing and new buildings, contributing to the acquisition of subjective impressions [...] Read more.
Enhancing the acoustical quality in learning environments is necessary, especially for hearing aid (HA) users. When in-field evaluations cannot be performed, virtual reality (VR) can be adopted for acoustical quality assessments of existing and new buildings, contributing to the acquisition of subjective impressions in lab settings. To ensure an accurate spatial reproduction of the sound field in VR for HA users, multi-speaker-based systems can be employed to auralize a given environment. However, most systems require a lot of effort due to cost, size, and construction. This work deals with the validation of a VR-system based on a 16-speaker-array synced with a VR headset, arranged to be easily replicated in small non-anechoic spaces and suitable for HA users. Both objective and subjective validations are performed against a real university lecture room of 800 m3 and with 2.3 s of reverberation time at mid-frequencies. Comparisons of binaural and monoaural room acoustic parameters are performed between measurements in the real lecture room and its lab reproduction. To validate the audiovisual experience, 32 normal-hearing subjects were administered the Igroup Presence Questionnaire (IPQ) on the overall sense of perceived presence. The outcomes confirm that the system is a promising and feasible tool to predict the perceived acoustical quality of a room. Full article
(This article belongs to the Special Issue Acoustical Comfort in Educational Buildings)
Show Figures

Figure 1

15 pages, 4269 KiB  
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
Viewed by 1435
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
Show Figures

Figure 1

23 pages, 11519 KiB  
Article
A Quantitative and Qualitative Experimental Framework for the Evaluation of Urban Soundscapes: Application to the City of Sidi Bou Saïd
by Mohamed Amin Hammami and Christophe Claramunt
ISPRS Int. J. Geo-Inf. 2024, 13(5), 152; https://doi.org/10.3390/ijgi13050152 - 1 May 2024
Viewed by 2017
Abstract
This research introduces an experimental framework based on 3D acoustic and psycho-acoustic sensors supplemented with ambisonics and sound morphological analysis, whose objective is to study urban soundscapes. A questionnaire that highlights the differences between what has been measured and what has been perceiveSd [...] Read more.
This research introduces an experimental framework based on 3D acoustic and psycho-acoustic sensors supplemented with ambisonics and sound morphological analysis, whose objective is to study urban soundscapes. A questionnaire that highlights the differences between what has been measured and what has been perceiveSd by humans complements the quantitative approach with a qualitative evaluation. The comparison of the measurements with the questionnaire provides a global vision of the perception of these soundscapes, as well as differences and similarities. The approach is experimented within the historical center of the Tunisian city of Sidi Bou Saïd, demonstrating that from a range of complementary protocols, a soundscape environment can be qualified. This framework provides an additional dimension to urban planning studies. Full article
Show Figures

Figure 1

19 pages, 31042 KiB  
Article
Room Impulse Response Dataset of a Recording Studio with Variable Wall Paneling Measured Using a 32-Channel Spherical Microphone Array and a B-Format Microphone Array
by Grace Chesworth, Amy Bastine and Thushara Abhayapala
Appl. Sci. 2024, 14(5), 2095; https://doi.org/10.3390/app14052095 - 2 Mar 2024
Viewed by 1404
Abstract
This paper introduces RSoANU, a dataset of real multichannel room impulse responses (RIRs) obtained in a recording studio. Compared to the current publicly available datasets, RSoANU distinguishes itself by featuring RIRs captured using both a 32-channel spherical microphone array (mh acoustics em32 Eigenmike) [...] Read more.
This paper introduces RSoANU, a dataset of real multichannel room impulse responses (RIRs) obtained in a recording studio. Compared to the current publicly available datasets, RSoANU distinguishes itself by featuring RIRs captured using both a 32-channel spherical microphone array (mh acoustics em32 Eigenmike) and a B-format soundfield microphone array (Rode NT-SF1). The studio incorporates variable wall panels in felt and wood options, with measurements conducted for two configurations: all panels set to wood or felt. Three source positions that emulate typical performance locations were considered. RIRs were collected over a planar receiver grid spanning the room, with the microphone array centered at a height of 1.7 m. The paper includes an analysis of acoustic parameters derived from the dataset, revealing notable distinctions between felt and wood panel environments. Felt panels exhibit faster decay, higher clarity, and superior definition in mid-to-high frequencies. The analysis across the receiver grid emphasizes the impact of room geometry and source–receiver positions on reverberation time and clarity. The study also notes spatial variations in parameters obtained from the two microphone arrays, suggesting potential for future research into their specific capabilities for room acoustic characterization. Full article
(This article belongs to the Section Acoustics and Vibrations)
Show Figures

Figure 1

17 pages, 3780 KiB  
Article
Recording, Processing, and Reproduction of Vibrations Produced by Impact Noise Sources in Buildings
by Franz Dolezal, Andreas Reichenauer, Armin Wilfling, Maximilian Neusser and Rok Prislan
Acoustics 2024, 6(1), 97-113; https://doi.org/10.3390/acoustics6010006 - 17 Jan 2024
Viewed by 3036
Abstract
Several studies on the perception of impact sounds question the correlation of standardized approaches with perceived annoyance, while more recent studies have come to inconsistent conclusions. All these studies neglected the aspect of whole-body vibrations, which are known to be relevant for the [...] Read more.
Several studies on the perception of impact sounds question the correlation of standardized approaches with perceived annoyance, while more recent studies have come to inconsistent conclusions. All these studies neglected the aspect of whole-body vibrations, which are known to be relevant for the perception of low-frequency sound and can be perceived especially in lightweight constructions. Basically, the contribution of vibrations to impact sound annoyance is still unknown and could be the reason for the contradictory results. To investigate this aspect, we measured vibrations on different types of floors under laboratory conditions and in situ. For this purpose, a vibration-sensing device was developed to record vibrations more cost-effectively and independently of commercial recording instruments. The vibrations of predefined impact sequences were recorded together with the sound field using a higher-order ambisonics microphone. In addition, a vibration exposure device was developed to expose the test objects to the exact vibrations that occur in the built environment. The vibration exposure device is integrated into the ambisonics reproduction system, which consists of a large number of loudspeakers in a spherical configuration. The article presents the development and performance achieved using the vibration-sensing unit and the vibration exposure device. The study is relevant for conducting future impact sound listening tests under laboratory conditions, which can be extended to include the reproduction of vibrations. Full article
(This article belongs to the Special Issue Building Materials and Acoustics)
Show Figures

Figure 1

16 pages, 1632 KiB  
Article
Upmix B-Format Ambisonic Room Impulse Responses Using a Generative Model
by Jiawei Xia and Wen Zhang
Appl. Sci. 2023, 13(21), 11810; https://doi.org/10.3390/app132111810 - 29 Oct 2023
Cited by 1 | Viewed by 1903
Abstract
Ambisonic room impulse responses (ARIRs) are recorded to capture the spatial acoustic characteristics of specific rooms, with widespread applications in virtual and augmented reality. While the first-order Ambisonics (FOA) microphone array is commonly employed for three-dimensional (3D) room acoustics recording due to its [...] Read more.
Ambisonic room impulse responses (ARIRs) are recorded to capture the spatial acoustic characteristics of specific rooms, with widespread applications in virtual and augmented reality. While the first-order Ambisonics (FOA) microphone array is commonly employed for three-dimensional (3D) room acoustics recording due to its easy accessibility, higher spatial resolution necessitates using higher-order Ambisonics (HOA) in applications such as binaural rendering and sound field reconstruction. This paper introduces a novel approach, leveraging generative models to upmix ARIRs. The evaluation results validate the model’s effectiveness at upmixing first-order ARIRs to higher-order representations, surpassing the aliasing frequency limitations. Furthermore, the spectral errors observed in the Binaural Room Transfer Functions (BRTFs) indicate the potential benefits of using upmixed ARIRs for binaural rendering, significantly improving rendering accuracy. Full article
(This article belongs to the Section Acoustics and Vibrations)
Show Figures

Figure 1

27 pages, 7639 KiB  
Article
Virtual Urban Field Studies: Evaluating Urban Interaction Design Using Context-Based Interface Prototypes
by Robert Dongas, Kazjon Grace, Samuel Gillespie, Marius Hoggenmueller, Martin Tomitsch and Stewart Worrall
Multimodal Technol. Interact. 2023, 7(8), 82; https://doi.org/10.3390/mti7080082 - 18 Aug 2023
Cited by 2 | Viewed by 2579
Abstract
In this study, we propose the use of virtual urban field studies (VUFS) through context-based interface prototypes for evaluating the interaction design of auditory interfaces. Virtual field tests use mixed-reality technologies to combine the fidelity of real-world testing with the affordability and speed [...] Read more.
In this study, we propose the use of virtual urban field studies (VUFS) through context-based interface prototypes for evaluating the interaction design of auditory interfaces. Virtual field tests use mixed-reality technologies to combine the fidelity of real-world testing with the affordability and speed of testing in the lab. In this paper, we apply this concept to rapidly test sound designs for autonomous vehicle (AV)–pedestrian interaction with a high degree of realism and fidelity. We also propose the use of psychometrically validated measures of presence in validating the verisimilitude of VUFS. Using mixed qualitative and quantitative methods, we analysed users’ perceptions of presence in our VUFS prototype and the relationship to our prototype’s effectiveness. We also examined the use of higher-order ambisonic spatialised audio and its impact on presence. Our results provide insights into how VUFS can be designed to facilitate presence as well as design guidelines for how this can be leveraged. Full article
Show Figures

Figure 1

21 pages, 6026 KiB  
Article
Flying a Quadcopter—An Audio Entertainment and Training Game for the Visually Impaired
by Silviu Ivascu, Florica Moldoveanu, Alin Moldoveanu, Anca Morar, Ana-Maria Tugulea and Victor Asavei
Appl. Sci. 2023, 13(11), 6769; https://doi.org/10.3390/app13116769 - 2 Jun 2023
Cited by 3 | Viewed by 2137
Abstract
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, [...] Read more.
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, which, although not specific to a certain substitution device, can be an effective means of training for orientation in space based on audio stimuli. Thus, the game is not only a means of entertainment for visually impaired (VI) people but also one of training for the use of assistive devices. The game design and audio design are original contributions by the authors. The sonification model, which is crucial for a game dedicated to visually impaired people, is described in detail, both at the user and the implementation level. For better immersion, special sound design techniques have been used, such as ambisonic recordings and impulse response (IR) recordings. The game has been improved gradually, especially the sonification model, based on users’ feedback. Full article
Show Figures

Figure 1

28 pages, 11874 KiB  
Article
Speaker Counting Based on a Novel Hive Shaped Nested Microphone Array by WPT and 2D Adaptive SRP Algorithms in Near-Field Scenarios
by Ali Dehghan Firoozabadi, Pablo Adasme, David Zabala-Blanco, Pablo Palacios Játiva and Cesar Azurdia-Meza
Sensors 2023, 23(9), 4499; https://doi.org/10.3390/s23094499 - 5 May 2023
Viewed by 1932
Abstract
Speech processing algorithms, especially sound source localization (SSL), speech enhancement, and speaker tracking are considered to be the main fields in this application. Most speech processing algorithms require knowing the number of speakers for real implementation. In this article, a novel method for [...] Read more.
Speech processing algorithms, especially sound source localization (SSL), speech enhancement, and speaker tracking are considered to be the main fields in this application. Most speech processing algorithms require knowing the number of speakers for real implementation. In this article, a novel method for estimating the number of speakers is proposed based on the hive shaped nested microphone array (HNMA) by wavelet packet transform (WPT) and 2D sub-band adaptive steered response power (SB-2DASRP) with phase transform (PHAT) and maximum likelihood (ML) filters, and, finally, the agglomerative classification and elbow criteria for obtaining the number of speakers in near-field scenarios. The proposed HNMA is presented for aliasing and imaging elimination and preparing the proper signals for the speaker counting method. In the following, the Blackman–Tukey spectral estimation method is selected for detecting the proper frequency components of the recorded signal. The WPT is considered for smart sub-band processing by focusing on the frequency bins of the speech signal. In addition, the SRP method is implemented in 2D format and adaptively by ML and PHAT filters on the sub-band signals. The SB-2DASRP peak positions are extracted on various time frames based on the standard deviation (SD) criteria, and the final number of speakers is estimated by unsupervised agglomerative clustering and elbow criteria. The proposed HNMA-SB-2DASRP method is compared with the frequency-domain magnitude squared coherence (FD-MSC), i-vector probabilistic linear discriminant analysis (i-vector PLDA), ambisonics features of the correlational recurrent neural network (AF-CRNN), and speaker counting by density-based classification and clustering decision (SC-DCCD) algorithms on noisy and reverberant environments, which represents the superiority of the proposed method for real implementation. Full article
(This article belongs to the Special Issue Localising Sensors through Wireless Communication)
Show Figures

Figure 1

21 pages, 1923 KiB  
Article
Binaural Auralization of Room Acoustics with a Highly Scalable Wave-Based Acoustics Simulation
by Takumi Yoshida, Takeshi Okuzono and Kimihiro Sakagami
Appl. Sci. 2023, 13(5), 2832; https://doi.org/10.3390/app13052832 - 22 Feb 2023
Cited by 4 | Viewed by 2633
Abstract
This paper presents a proposal of an efficient binaural room-acoustics auralization method, an essential goal of room-acoustics modeling. The method uses a massively parallel wave-based room-acoustics solver based on a dispersion-optimized explicit time-domain finite element method (TD-FEM). The binaural room-acoustics auralization uses a [...] Read more.
This paper presents a proposal of an efficient binaural room-acoustics auralization method, an essential goal of room-acoustics modeling. The method uses a massively parallel wave-based room-acoustics solver based on a dispersion-optimized explicit time-domain finite element method (TD-FEM). The binaural room-acoustics auralization uses a hybrid technique of first-order Ambisonics (FOA) and head-related transfer functions. Ambisonics encoding uses room impulse responses computed by a parallel wave-based room-acoustics solver that can model sound absorbers with complex-valued surface impedance. Details are given of the novel procedure for computing expansion coefficients of spherical harmonics composing the FOA signal. This report is the first presenting a parallel wave-based solver able to simulate room impulse responses with practical computational times using an HPC cloud environment. A meeting room problem and a classroom problem are used, respectively, having 35 million degrees of freedom (DOF) and 100 million DOF, to test the parallel performance of up to 6144 CPU cores. Then, the potential of the proposed binaural room-acoustics auralization method is demonstrated via an auditorium acoustics simulation of up to 5 kHz having 750,000,000 DOFs. Room-acoustics auralization is performed with two acoustics treatment scenarios and room-acoustics evaluations that use an FOA signal, binaural room impulse response, and four room acoustical parameters. The auditorium acoustics simulation showed that the proposed method enables binaural room-acoustics auralization within 13,000 s using 6144 cores. Full article
Show Figures

Figure 1

14 pages, 3232 KiB  
Article
Deep Learning-Based Acoustic Echo Cancellation for Surround Sound Systems
by Guoteng Li, Chengshi Zheng, Yuxuan Ke and Xiaodong Li
Appl. Sci. 2023, 13(3), 1266; https://doi.org/10.3390/app13031266 - 17 Jan 2023
Cited by 2 | Viewed by 4544
Abstract
Surround sound systems that play back multi-channel audio signals through multiple loudspeakers can improve augmented reality, which has been widely used in many multimedia communication systems. It is common that a hand-free speech communication system suffers from the acoustic echo problem, and the [...] Read more.
Surround sound systems that play back multi-channel audio signals through multiple loudspeakers can improve augmented reality, which has been widely used in many multimedia communication systems. It is common that a hand-free speech communication system suffers from the acoustic echo problem, and the echo needs to be canceled or suppressed completely. This paper proposes a deep learning-based acoustic echo cancellation (AEC) method to recover the desired near-end speech from the microphone signals in surround sound systems. The ambisonics technique was adopted to record the surround sound for reproduction. To achieve a better generalization capability against different loudspeaker layouts, the compressed complex spectra of the first-order ambisonic signals (B-format) were sent to the neural network as the input features directly instead of using the ambisonic decoded signals (D-format). Experimental results on both simulated and real acoustic environments showed the effectiveness of the proposed algorithm in surround AEC, and outperformed other competing methods in terms of the speech quality and the amount of echo reduction. Full article
(This article belongs to the Special Issue Advances in Speech and Language Processing)
Show Figures

Figure 1

17 pages, 4225 KiB  
Article
Measuring the Acoustical Properties of the BBC Maida Vale Recording Studios for Virtual Reality
by Gavin Kearney, Helena Daffern, Patrick Cairns, Anthony Hunt, Ben Lee, Jacob Cooper, Panos Tsagkarakis, Tomasz Rudzki and Daniel Johnston
Acoustics 2022, 4(3), 783-799; https://doi.org/10.3390/acoustics4030047 - 14 Sep 2022
Cited by 9 | Viewed by 4890
Abstract
In this paper we present a complete acoustic survey of the British Broadcasting Corporation Maida Vale recording studios. The paper outlines a fast room acoustic measurement framework for capture of spatial impulse response measurements for use in three or six degrees of freedom [...] Read more.
In this paper we present a complete acoustic survey of the British Broadcasting Corporation Maida Vale recording studios. The paper outlines a fast room acoustic measurement framework for capture of spatial impulse response measurements for use in three or six degrees of freedom Virtual Reality rendering. Binaural recordings from a KEMAR dummy head as well as higher order Ambisonic spatial room impulse response measurements taken using a higher order Ambisonic microphone are presented. An acoustic comparison of the studios is discussed, highlighting remarkable similarities across three of the recording spaces despite significant differences in geometry. Finally, a database of the measurements, housing the raw impulse response captures as well as processed spatial room impulse responses is presented. Full article
(This article belongs to the Special Issue Acoustics, Soundscapes and Sounds as Intangible Heritage)
Show Figures

Figure 1

18 pages, 3158 KiB  
Article
Creating Audio Object-Focused Acoustic Environments for Room-Scale Virtual Reality
by Constantin Popp and Damian T. Murphy
Appl. Sci. 2022, 12(14), 7306; https://doi.org/10.3390/app12147306 - 20 Jul 2022
Cited by 9 | Viewed by 5063
Abstract
Room-scale virtual reality (VR) affordance in movement and interactivity causes new challenges in creating virtual acoustic environments for VR experiences. Such environments are typically constructed from virtual interactive objects that are accompanied by an Ambisonic bed and an off-screen (“invisible”) music soundtrack, with [...] Read more.
Room-scale virtual reality (VR) affordance in movement and interactivity causes new challenges in creating virtual acoustic environments for VR experiences. Such environments are typically constructed from virtual interactive objects that are accompanied by an Ambisonic bed and an off-screen (“invisible”) music soundtrack, with the Ambisonic bed, music, and virtual acoustics describing the aural features of an area. This methodology can become problematic in room-scale VR as the player cannot approach or interact with such background sounds, contradicting the player’s motion aurally and limiting interactivity. Written from a sound designer’s perspective, the paper addresses these issues by proposing a musically inclusive novel methodology that reimagines an acoustic environment predominately using objects that are governed by multimodal rule-based systems and spatialized in six degrees of freedom using 3D binaural audio exclusively while minimizing the use of Ambisonic beds and non-diegetic music. This methodology is implemented using off-the-shelf, creator-oriented tools and methods and is evaluated through the development of a standalone, narrative, prototype room-scale VR experience. The experience’s target platform is a mobile, untethered VR system based on head-mounted displays, inside-out tracking, head-mounted loudspeakers or headphones, and hand-held controllers. The authors apply their methodology to the generation of ambiences based on sound-based music, sound effects, and virtual acoustics. The proposed methodology benefits the interactivity and spatial behavior of virtual acoustic environments but may be constrained by platform and project limitations. Full article
Show Figures

Figure 1

16 pages, 5086 KiB  
Case Report
Creating a Remote Choir Performance Recording Based on an Ambisonic Approach
by Bartłomiej Mróz, Piotr Odya and Bożena Kostek
Appl. Sci. 2022, 12(7), 3316; https://doi.org/10.3390/app12073316 - 24 Mar 2022
Cited by 2 | Viewed by 2515
Abstract
The aim of this paper is three-fold. First, the basics of binaural and ambisonic techniques are briefly presented. Then, details related to audio-visual recordings of a remote performance of the Academic Choir of the Gdansk University of Technology are shown. Due to the [...] Read more.
The aim of this paper is three-fold. First, the basics of binaural and ambisonic techniques are briefly presented. Then, details related to audio-visual recordings of a remote performance of the Academic Choir of the Gdansk University of Technology are shown. Due to the COVID-19 pandemic, artists had a choice, namely, to stay at home and not perform or stay at home and perform. In fact, staying at home brought in the possibility of creating and developing art at home while working online. During the first months of lock-down, the audience was satisfied with music performances that were fairly far from the typical experience of a real concert hall. Then, more advanced technology was brought to facilitate joint rehearsal and performance of better quality, including multichannel sound and spatialization. At the same time, spatial music productions benefited from the disadvantage of remote rehearsal by creating immersive experiences for the audience based on ambisonic and binaural techniques. Finally, subjective tests were prepared and performed to observe performers’ attention behavior divided between the conductor and music notation in the network-like environment. To this end, eye-tracking technology was employed. This aspect is related to the quality of experience (QoE), which in the performance area–and especially in remote mode–is essential. Full article
Show Figures

Figure 1

24 pages, 1828 KiB  
Article
Interpolating the Directional Room Impulse Response for Dynamic Spatial Audio Reproduction
by Jiahong Zhao, Xiguang Zheng, Christian Ritz and Daeyoung Jang
Appl. Sci. 2022, 12(4), 2061; https://doi.org/10.3390/app12042061 - 16 Feb 2022
Cited by 15 | Viewed by 3946
Abstract
Virtual reality (VR) is increasingly important for exploring the real world, which has partially moved to virtual workplaces. In order to create immersive presence in a simulated scene for humans, VR needs to reproduce spatial audio that describes three-dimensional acoustic characteristics in the [...] Read more.
Virtual reality (VR) is increasingly important for exploring the real world, which has partially moved to virtual workplaces. In order to create immersive presence in a simulated scene for humans, VR needs to reproduce spatial audio that describes three-dimensional acoustic characteristics in the counterpart physical environment. When the user moves, this reproduction should be dynamically updated, which provides practical challenges because the bandwidth for continuously transmitting audio and video scene data may be limited. This paper proposes an interpolation approach for dynamic spatial audio reproduction using acoustic characteristics of direction and reverberation at limited numbers of positions, which are represented using a first order Ambisonics encoding of the room impulse response (RIR), called the directional RIR (DRIR). We decompose two known DRIRs into reflection components, before interpolating early dominant components for DRIR synthesis and utilizing DRIR recordings for accuracy evaluation. Results indicate that the most accurate interpolation is obtained by the proposed method over two comparative approaches, particularly in a simulated small room where most direction of arrival estimation errors of early components are below five degrees. These findings suggest precise interpolated DRIRs with limited data using the proposed approach, which is vital for dynamic spatial audio reproduction for VR applications. Full article
(This article belongs to the Special Issue Immersive 3D Audio: From Architecture to Automotive)
Show Figures

Figure 1

Back to TopTop