Listener Auditory Perception Enhancement using Virtual Sound Source Design for 3D Auditory System

Cheolyong Kang, V. Mariappan, Juphil Cho, S. Lee
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引用次数: 1

Abstract

When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.
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三维听觉系统虚拟声源设计增强听者听觉感知
当线性扬声器阵列再现三维听觉系统的虚拟声源时,听者不仅可以感知声源的方向,还可以感知声源的距离。对感知距离的控制通常是通过调整各种声学参数来实现的,比如响度、频谱变化和直接与混响的能量比;然而,对于附近的虚拟声源的距离,有一个被忽视但强大的提示,可以对远离听众中间平面的声源进行操纵。本文研究了在封闭或开放环境中产生运动源双耳信号的问题。提出了一种由传播、混响以及头部、躯干和耳廓效应三部分组成的感知增强算法。对于传播,考虑了距离衰减和分子空气吸收的影响。声音与环境的相互作用,特别是在封闭的环境中,是混响。头部、躯干和耳廓对到达听者的信号的影响也是考虑的目标。用于模拟三维听觉系统虚拟声源环境的一组HRTF。特别注意了hrtf的建模和插值,以生成新的传递函数,并考虑了轨迹的定义,封闭环境的定义等,以便将其包含在程序中,以实现逼真的双耳渲染。该算法在MATLAB中实现。
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