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Multichannel Dynamic Sound Rendering and Echo Suppression in a Room Using Wave Field Synthesis 利用波场合成技术实现室内多通道动态声音渲染和回声抑制
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-05-03 DOI: 10.17743/jaes.2022.0149
Akash Kumar, Amrita Puri
With multichannel sound rendering systems, an immersive sound can be experienced by a broader audience. Rendering of a stationary source is widely studied in the literature. However, a dynamic sound, where the source’s position is continuously changing, provides improved source localization and a listener experience more immersed in the rendered sound. This paper investigates the multichannel sound rendering of a dynamic sound source using a wave field synthesis method in a reverberant shoe-box room model. Finite difference time domain is employed to visualize the reproduced sound field in the time domain. To address the challenge of room echo-induced degradation in sound quality, a method is presented in which the reflected sound is compensated by rendering the primary source’s images from the auxiliary actuators, enhancing SNR by approximately 2–3.5 dB.
利用多声道声音渲染系统,可以让更多的听众体验到身临其境的声音。文献中对静态声源的渲染进行了广泛研究。然而,动态声源(声源的位置在不断变化)可以改善声源定位,让听众更加沉浸在渲染的声音中。本文研究了在混响鞋盒房间模型中使用波场合成方法对动态声源进行多声道声音渲染的问题。本文采用了有限差分时域,以在时域中可视化再现声场。为解决房间回声引起的音质下降问题,提出了一种方法,即通过渲染来自辅助执行器的主声源图像来补偿反射声,从而将信噪比提高约 2-3.5 dB。
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引用次数: 0
Toward an Auditory Virtual Observatory 打造听觉虚拟天文台
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-05-03 DOI: 10.17743/jaes.2022.0146
Adrián García Riber, Francisco Serradilla
The large ecosystem of observations generated by major space telescope missions can be remotely analyzed using interoperable virtual observatory technologies. In this context of astronomical big data analysis, sonification has the potential of adding a complementary dimension to visualization, enhancing the accessibility of the archives, and offering an alternative strategy to be used when overlapping issues are found in purely graphical representations. This article presents a collection of sonification and musification prototypes that explore the case studies of the MILES and STELIB stellar libraries from the Spanish Virtual Observatory and the Kepler and TESS light curve databases from the Space Telescope Science Institute archive. Using automation and deep learning algorithms, it offers a “palette” of resources that could be used in future developments oriented toward an auditory virtual observatory proposal. The work includes a user study with quantitative and qualitative feedback from specialized and nonspecialized users analyzing the use of sine waves and musical instrument mappings for revealing overlapped lines in galaxy transmission spectra, confirming the need for training and prior knowledge for the correct interpretation of accurate sonifications, and providing potential guidelines to inspire future designs of widely accepted auditory representations for outreach purposes.
利用可互操作的虚拟天文台技术,可以对大型空间望远镜任务产生的大量观测数据进行远程分析。在这种天文大数据分析的背景下,声化技术有可能为可视化增加一个补充维度,提高档案的可访问性,并在发现纯图形表示法中的重叠问题时提供一种可供选择的策略。本文介绍了一系列声化和音乐化原型,探讨了西班牙虚拟天文台(Spanish Virtual Observatory)的 MILES 和 STELIB 恒星库以及太空望远镜科学研究所(Space Telescope Science Institute)档案馆的开普勒(Kepler)和 TESS 光曲线数据库的案例研究。利用自动化和深度学习算法,它提供了一个资源 "调色板",可用于未来面向听觉虚拟天文台提案的开发。这项工作包括一项用户研究,从专业用户和非专业用户那里获得了定量和定性反馈,分析了使用正弦波和乐器映射来揭示星系透射光谱中的重叠线的情况,证实了正确解读准确的声波图需要培训和先验知识,并提供了潜在的指导原则,以启发未来为推广目的设计广为接受的听觉表征。
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引用次数: 0
Connecting Sound to Data: Sonification Workshop Methods With Expert and Non-Expert Participants 连接声音与数据:有专家和非专家参加的声学研讨会方法
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-05-03 DOI: 10.17743/jaes.2022.0143
Sandra Pauletto, Yann Seznec
Sonification and sonic interaction design aim to create meaningful displays and digital interactions using data and information from the most disparate fields (astronomy, finance, health, and security, for example) as the basis of the design. To date, there are no standards and conventions on how to meaningfully link data to sound; therefore, designers develop these connections on a case-by-case basis. Participatory workshops that target end users and domain experts are a way for sound designers to find meaningful connections between data and sounds at the start of the design process so that final outcomes are more likely to be effective and accepted by users. In this paper, the authors present and discuss the participatory workshop methods they have developed within the Sound for Energy project. In particular, they will highlight the aspects that can be easily transferable to other target domains. With this, the authors contribute to the effort of making sonification and sonic interaction design a more viable and accepted alternative to traditional, usually visual, displays.
声波化和声波交互设计旨在利用来自最不同领域(例如天文学、金融、健康和安全)的数据和信息作为设计基础,创造有意义的显示和数字交互。迄今为止,还没有关于如何将数据与声音有意义地联系起来的标准和惯例;因此,设计师们要根据具体情况建立这些联系。以最终用户和领域专家为目标的参与式研讨会是声音设计师在设计过程开始时找到数据与声音之间有意义联系的一种方法,这样最终的结果更有可能有效并被用户接受。在本文中,作者介绍并讨论了他们在 "能源之声 "项目中开发的参与式研讨会方法。他们将特别强调可轻松移植到其他目标领域的方面。由此,作者们将为声化和声波交互设计成为传统(通常是视觉)显示方式的更可行、更可接受的替代方案做出贡献。
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引用次数: 0
Spatial Audio and Parameter Mapping Experiments for the Auditory Display of Coral Bleaching Data 用于听觉显示珊瑚漂白数据的空间音频和参数映射实验
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-05-03 DOI: 10.17743/jaes.2022.0131
Stefano Kalonaris
In this article, data relating to Hawaii’s 2019 coral bleaching are auditorily displayed using parameter mapping sonification and ambisonics. Although primarily an explorative endeavor, this undertaking is conceptually rooted in ecological sound art and neutrally positioned on an established Cartesian framework known as Aesthetic Perspective Space. Through iterative design, different versions are implemented using sound surrogates of coral reefs’ natural soundscapes derived from either (a) real undersea recordings of reef environments or (b) modeling via means of sound synthesis. These audio surrogates correspond to data clusters aggregated by geographical location and, after being represented as sound sources on an ambisonic sphere, all contribute to a final sonic environment in which each cluster is progressively altered as the corresponding coral location undergoes bleaching. To assess both the perceived aesthetic placement of these experiments and their potential for public engagement in the discourse around climate change, evaluation studies are carried out. Results align with the aesthetic goals of the author, while consecutive versions manage to improve on critical fronts relating to climate awareness, providing further motivation toward more immersive implementations in future editions to come.
本文利用参数映射声学和环境声学,从听觉上展示了夏威夷 2019 年珊瑚白化的相关数据。尽管这主要是一项探索性的工作,但这项工作在概念上植根于生态声音艺术,并中立地定位在一个被称为 "美学视角空间 "的既定笛卡尔框架上。通过迭代设计,使用珊瑚礁自然声景的声音代型实现了不同的版本,这些声音代型来自(a)珊瑚礁环境的真实海底录音或(b)通过声音合成手段进行的建模。这些音频代用体对应于按地理位置聚合的数据集群,在环境声球上表示为声源后,都有助于形成最终的声学环境,其中每个集群都会随着相应珊瑚礁位置的白化而逐渐改变。为了评估这些实验的美学定位及其让公众参与气候变化讨论的潜力,我们开展了评估研究。结果与作者的美学目标一致,而连续的版本则在与气候意识相关的关键方面有所改进,进一步推动了在未来版本中更多的沉浸式实施。
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引用次数: 0
Toward a Standard Listener-Independent HRTF to Facilitate Long-Term Adaptation 开发与听者无关的标准 HRTF 以促进长期适应性
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-04-09 DOI: 10.17743/jaes.2022.0134
Pedro Lladó, Katharina Pollack, Nils Meyer-Kahlen
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引用次数: 0
Spatial Matrix Synthesis 空间矩阵合成
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-04-09 DOI: 10.17743/jaes.2022.0130
Timothy Schmele, Adan Garriga
Spatial Matrix synthesis is presented in this paper. This modulation synthesis technique creates acoustic velocity fields from acoustic pressure signals by using spatial transformation matrices, thus generating complete sound fields for spatial audio. The analysis presented here focuses on orthogonal rotation matrices in both two and three dimensions and compares the results in each scenario with other sound modulation synthesis methods, including amplitude and frequency modulation. As an alternative method for spatial sound synthesis that exclusively modifies the acoustic velocity vector through effects comparable to those created by both amplitude and frequency modulations, Spatial Matrix synthesis is argued to generate inherently spatial sounds, giving this method the potential to become a new musical instrument for spatial music.
本文介绍了空间矩阵合成技术。这种调制合成技术通过使用空间变换矩阵从声压信号中创建声速场,从而为空间音频生成完整的声场。本文的分析侧重于二维和三维的正交旋转矩阵,并将每种情况下的结果与其他声音调制合成方法(包括振幅和频率调制)进行了比较。作为空间声音合成的另一种方法,空间矩阵合成法专门通过修改声速矢量来产生与振幅和频率调制相媲美的效果,可以产生固有的空间声音,使这种方法有可能成为空间音乐的新乐器。
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引用次数: 0
A System for Sonic Explorations With Evolutionary Algorithms 利用进化算法进行声波探索的系统
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-04-09 DOI: 10.17743/jaes.2022.0137
Björn Þór Jónsson, Çağrı Erdem, K. Glette
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引用次数: 1
Feedforward Headphone Active Noise Control Utilizing Auditory Masking 利用听觉掩蔽的前馈耳机主动噪声控制技术
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-04-09 DOI: 10.17743/jaes.2022.0135
P. Zachos, Gavriil Kamaris, J. Mourjopoulos
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引用次数: 0
Car Interior Sound Field Zoning Using Optimal Loudspeaker Array and Double Iteration Method 使用最佳扬声器阵列和双重迭代法进行车内声场分区
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-04-09 DOI: 10.17743/jaes.2022.0127
Conggan Ma, Yuansheng An, Ende Shen, Donglei Yu, Jiayue Zhang
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引用次数: 0
"Revitalizing Classic Illusions: Shepard-Tone Sequences and Shepard–Risset Glissandi, With Various Modifications" "经典幻象焕发新活力:经各种修改的 Shepard-Tone Sequences 和 Shepard-Risset Glissandi"
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2024-04-09 DOI: 10.17743/jaes.2022.0132
Andrew V. Frane
The Shepard-tone sequence and Shepard–Risset glissando are classic auditory illusions in which pitch seems to inexhaustibly ascend or descend. Such stimuli have been used in scientific research, as well as for artistic purposes. This paper demonstrates several variations of those illusions, some of which do not appear to have been previously discussed in the literature. Most notably, hybrids of the two illusions are demonstrated, in which discrete Shepard-tone steps are connected by continuous glissandi. It is shown, using a sample of 91 listeners, that such hybrids can disambiguate the perceived direction of motion between two Shepard tones that are a tritone apart, thus overriding what has been called the tritone paradox . In other demonstrations, multiple layers of monaural and binaural beats are embedded into a Shepard– Risset glissando to produce Risset rhythms . Audio files for these and other examples are provided and discussed. Two original MATLAB functions (and equivalent functions in R) are also provided, which can be used to replicate the examples and explore additional variations.
谢帕德音序和谢帕德-里赛特滑音是典型的听觉幻觉,在这些幻觉中,音高似乎在不停地上升或下降。这种刺激曾被用于科学研究和艺术创作。本文展示了这些幻觉的几种变体,其中一些在以前的文献中似乎没有讨论过。最值得注意的是,本文展示了这两种幻觉的混合体,其中离散的谢帕德音阶由连续的滑音连接。通过对 91 名听者的抽样调查表明,这种混合幻觉可以分辨出相差三度音的两个谢泼德音之间的运动方向,从而克服了所谓的三度音悖论。在其他演示中,多层单声道和双声道节拍被嵌入到谢帕德-里赛特滑音中,以产生里赛特节奏。我们提供并讨论了这些例子和其他例子的音频文件。此外,还提供了两个原始 MATLAB 函数(以及 R 中的等效函数),可用于复制示例和探索其他变化。
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Journal of the Audio Engineering Society
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