Effects of virtual acoustics on target-word identification performance in multi-talker environments

Atul Rungta, Nicholas Rewkowski, Carl Schissler, Philip Robinson, Ravish Mehra, Dinesh Manocha
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引用次数: 5

Abstract

Many virtual reality applications let multiple users communicate in a multi-talker environment, recreating the classic cocktail-party effect. While there is a vast body of research focusing on the perception and intelligibility of human speech in real-world scenarios with cocktail party effects, there is little work in accurately modeling and evaluating the effect in virtual environments. Given the goal of evaluating the impact of virtual acoustic simulation on the cocktail party effect, we conducted experiments to establish the signal-to-noise ratio (SNR) thresholds for target-word identification performance. Our evaluation was performed for sentences from the coordinate response measure corpus in presence of multi-talker babble. The thresholds were established under varying sound propagation and spatialization conditions. We used a state-of-the-art geometric acoustic system integrated into the Unity game engine to simulate varying conditions of reverberance (direct sound, direct sound & early reflections, direct sound and early reflections and late reverberation) and spatialization (mono, stereo, and binaural). Our results show that spatialization has the biggest effect on the ability of listeners to discern the target words in multi-talker virtual environments. Reverberance, on the other hand, slightly affects the target word discerning ability negatively.
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多语环境下虚拟声学对目标词识别性能的影响
许多虚拟现实应用程序允许多个用户在多对话环境中进行通信,再现了经典的鸡尾酒会效果。虽然有大量的研究集中在现实世界中鸡尾酒会效应下人类语言的感知和可理解性,但在虚拟环境中准确建模和评估效果的工作却很少。为了评估虚拟声学模拟对鸡尾酒会效应的影响,我们进行了实验,建立了目标词识别性能的信噪比阈值。我们的评价是在多说话人咿呀学语存在的情况下对来自协调反应测量语料库的句子进行的。在不同的声音传播和空间化条件下建立阈值。我们使用了整合到Unity游戏引擎中的最先进的几何声学系统来模拟不同条件的混响(直接声音,直接声音&早期反射,直接声音和早期反射以及后期混响)和空间化(单声道,立体声和双耳)。我们的研究结果表明,在多人交谈的虚拟环境中,空间化对听者识别目标单词的能力影响最大。另一方面,混响对目标词识别能力有轻微的负面影响。
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