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MPEG-I Immersive Audio – Reference Model For The Virtual/Augmented Reality Audio Standard MPEG-I沉浸式音频-虚拟/增强现实音频标准的参考模型
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-05-17 DOI: 10.17743/jaes.2022.0074
J. Herre, S. Disch
MPEG-I Immersive Audio is a forthcoming standard that is under development within the MPEG Audio group (ISO/IEC JTC1/SC29/WG6) to provide a compressed representation and rendering of audio for Virtual and Augmented Reality (VR/AR) applications with six degrees of freedom (6DoF). MPEG-I Immersive Audio supports bitrate-efficient and high-quality storage/transmission of complex virtual scenes including sources with spatial extent and distinct radiation characteristics (like musical instruments) as well as geometry description of acoustically relevant elements (e.g., walls, doors, occluders). The rendering process includes detailed modeling of room acoustics and complex acoustic phenomena such as occlusion and diffraction due to acoustic obstacles and Doppler effects as well as interactivity with the user. Based on many contributions, this paper reports on the state of the MPEG-I Immersive Audio standardization process and its first technical Reference Model architecture. MPEG-I Immersive Audio establishes the first long-term stable audio format specification in the field of VR/AR and can be used for many consumer applications such as broadcasting, streaming, social VR/AR, or Metaverse technology.
MPEG-I沉浸式音频是MPEG音频集团(ISO/IEC JTC1/SC29/WG6)正在开发的一项即将推出的标准,旨在为具有六个自由度(6DoF)的虚拟和增强现实(VR/AR)应用程序提供音频的压缩表示和渲染。MPEG-I沉浸式音频支持复杂虚拟场景的比特率高效和高质量存储/传输,包括具有空间范围和不同辐射特性的源(如乐器),以及声学相关元素(如墙壁、门、遮挡物)的几何描述。渲染过程包括对房间声学和复杂声学现象的详细建模,如由于声学障碍和多普勒效应引起的遮挡和衍射,以及与用户的互动。基于许多贡献,本文报告了MPEG-I沉浸式音频标准化过程的现状及其第一个技术参考模型体系结构。MPEG-I沉浸式音频建立了VR/AR领域第一个长期稳定的音频格式规范,可用于许多消费者应用,如广播、流媒体、社交VR/AR或Metaverse技术。
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引用次数: 3
Perceptual Significance of Tone-Dependent Directivity Patterns of Musical Instruments 乐器音调相关指向性模式的感知意义
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-05-17 DOI: 10.17743/jaes.2022.0076
Andrea Corcuera, V. Chatziioannou, J. Ahrens
Musical instruments are complex sound sources that exhibit directivity patterns that not only vary depending on the frequency, but can also change as a function of the played tone. It is yet unclear whether the directivity variation as a function of the played tone leads to a perceptible difference compared to an auralization that uses an averaged directivity pattern. This paper examines the directivity of 38 musical instruments from a publicly available database and then selects three representative instruments among those with similar radiation characteristics (oboe, violin, and trumpet). To evaluate the listeners’ ability to perceive a difference between auralizations of virtual environments using tone-dependent and averaged directivities, a listening test was conducted using the directivity patterns of the three selected instruments in both anechoic and reverberant conditions. The results show that, in anechoic conditions, listeners can reliably detect differences between the tone-dependent and averaged directivities for the oboe but not for the violin or the trumpet. Nevertheless, in reverberant conditions, listeners can distinguish tone-dependent directivity from averaged directivity for all instruments under study.
乐器是一种复杂的声源,其指向性模式不仅随频率而变化,而且还可以随演奏音调而变化。与使用平均方向性模式的听觉化相比,作为播放音调的函数的方向性变化是否导致可感知的差异尚不清楚。本文从一个公开的数据库中检查了38种乐器的指向性,然后从具有相似辐射特性的乐器中选择了三种具有代表性的乐器(双簧管、小提琴和小号)。为了评估听众使用音调相关和平均方向性感知虚拟环境听觉之间差异的能力,在消声和混响条件下,使用三种选定乐器的方向性模式进行了听力测试。结果表明,在无回声条件下,听众可以可靠地检测到双簧管的音调依赖性和平均指向性之间的差异,而小提琴或小号则不能。然而,在混响条件下,听众可以区分所研究的所有乐器的音调相关指向性和平均指向性。
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引用次数: 1
Efficient Binaural Rendering of Spatially Extended Sound Sources 空间扩展声源的高效双耳绘制
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-05-17 DOI: 10.17743/jaes.2022.0069
Carlotta Anemüller, Alexander Adami, J. Herre
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引用次数: 1
Context-Based Evaluation of the Opus Audio Codec for Spatial Audio Content in Virtual Reality 基于上下文的虚拟现实空间音频内容Opus音频编解码器评估
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-04-18 DOI: 10.17743/jaes.2022.0068
Ben Lee, Tomasz Rudzki, J. Skoglund, G. Kearney
This paper discusses the evaluation of Opus-compressed Ambisonic audio content through listeningtestsconductedinavirtualrealityenvironment.Theaimofthisstudywastoinvestigate theeffectthatOpuscompressionhasontheBasicAudioQuality(BAQ)ofAmbisonicaudioindifferentvirtualrealitycontexts—gaming,music,soundscapes,andteleconferencing.The methodsusedtoproducethetestcontent,howthetestswereconducted,theresultsobtainedandtheirsignificancearediscussed.Keyfindingswerethatinallcases,Ambisonicscenes compressedwithOpusat64kbps/chusingChannelMappingFamily3garneredamedianBAQratingnotsignificantlydifferentthanuncompressedaudio.ChannelMappingFamily3 demonstratedtheleastvariationinBAQacrossevaluatedcontexts,althoughtherewerestillsomesignificantdifferencesfoundbetweencontextsatcertainbitratesandAmbisonicorders.
本文讨论了在虚拟现实环境中通过收听测试来评估Opus压缩的Ambisonic音频内容。本研究的目的是调查在不同的现实环境中,即游戏、音乐、声景和电子会议中,压力对音频基本音频质量(BAQ)的影响。制作测试内容的方法,测试是如何进行的,获得了结果,并讨论了其意义。关键发现是,在所有情况下,使用64kbps/chusingChannelMappingFamily3压缩的AmbisonicGenes获得的媒体NBAQrating与未压缩的音频没有显著差异。ChannelMappingFamily3演示了NBAQ在几个不同的上下文中的变化,尽管在某些特定的上下文和Ambisoniccorder之间仍然存在一些显著的差异。
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引用次数: 1
A Magnitude-Based Parametric Model Predicting the Audibility of HRTF Variation 基于幅值的HRTF变化听觉预测参数模型
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-04-18 DOI: 10.17743/jaes.2022.0080
S. Doma, Cosima A. Ermert, J. Fels
This work proposes a parametric model for just noticeable differences of unilateral differences in head-related transfer functions (HRTFs). For seven generic magnitude-based distance metrics, common trends in their response to inter-individual and intra-individual HRTF differences are analyzed, identifying metric subgroups with pseudo-orthogonal behavior. On the basis of three representative metrics, a three-alternative forced-choice experiment is conducted, and the acquired discrimination probabilities are set in relation with distance metrics via different modeling approaches. A linear model, with coefficients based on principal component analysis and three distance metrics as input, yields the best performance, compared to a simple multi-linear regression approach or to principal component analysis–based models of higher complexity.
这项工作提出了一个参数模型,仅用于头部相关传递函数(HRTF)中单侧差异的显著差异。对于七个通用的基于幅度的距离度量,分析了它们对个体间和个体内HRTF差异的响应的共同趋势,确定了具有伪正交行为的度量子群。在三个具有代表性的度量的基础上,进行了三种替代强迫选择实验,并通过不同的建模方法将获得的判别概率设置为与距离度量相关。与简单的多元线性回归方法或更复杂的基于主成分分析的模型相比,以基于主成分的系数和三个距离度量作为输入的线性模型产生了最佳性能。
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引用次数: 0
Computationally-Efficient Simulation of Late Reverberation for Inhomogeneous Boundary Conditions and Coupled Rooms 非均匀边界条件和耦合房间晚混响的高效计算模拟
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-04-18 DOI: 10.17743/jaes.2022.0053
C. Kirsch, T. Wendt, S. van de Par, Hongmei Hu, S. Ewert
For computational efficiency, acoustic simulation of late reverberation can be simplified by generating a limited number of incoherent signals with frequency-dependent exponential decay radiated by spatially distributed virtual reverberation sources (VRS). A sufficient number of VRS and adequate spatial mapping are required to approximate spatially anisotropic late reverberation, e.g., in rooms with inhomogeneous distribution of absorption or for coupled volumes. For coupled rooms, moreover, a dual-slope decay might be required. Here, an efficient and perceptually plausible method to generate and spatially render late reverberation is suggested. Incoherent VRS signals for (sub-) volumes are generated based on room dimensions and frequency-dependent absorption coefficients at the boundaries. For coupled rooms, (acoustic) portals account for effects of sound propagation and diffraction at the room connection and energy transfer during the reverberant decay process. The VRS are spatially distributed around the listener, with weighting factors representing the spatially subsampled distribution of absorption on the boundaries and the location and solid angle covered by portals. A technical evaluation and listening tests demonstrate the validity of the approach in comparison to measurements in real rooms.
为了提高计算效率,可以通过产生由空间分布的虚拟混响源(VRS)辐射的具有频率相关指数衰减的有限数量的非相干信号来简化晚期混响的声学模拟。需要足够数量的VRS和足够的空间映射来近似空间各向异性的晚混响,例如,在吸收分布不均匀的房间或耦合体积中。此外,对于耦合室,可能需要双斜率衰减。在这里,提出了一种有效的和感知上合理的方法来产生和空间渲染晚混响。(子)体的非相干VRS信号是基于空间尺寸和边界处的频率相关吸收系数产生的。对于耦合房间,(声学)通道考虑了房间连接处的声音传播和衍射以及混响衰减过程中的能量传递的影响。VRS在空间上分布在听者周围,加权因子表示边界上吸收的空间次采样分布以及入口所覆盖的位置和立体角。技术评估和听力测试证明了该方法与真实房间测量结果的有效性。
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引用次数: 6
Comparison of Transaural Configurations Inside Usual Rooms 普通房间内跨声道配置的比较
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-04-18 DOI: 10.17743/jaes.2022.0055
A. Vidal, P. Herzog, C. Lambourg, Jacques Chatron
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引用次数: 0
Weighted Pressure and Mode Matching for Sound Field Reproduction: Theoretical and Experimental Comparisons 声场再现的加权压力与模式匹配:理论与实验比较
4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-04-18 DOI: 10.17743/jaes.2022.0058
Shoichi Koyama, Keisuke Kimura, Natsuki Ueno
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引用次数: 2
Giant FFTs for Sample-Rate Conversion 用于采样率转换的巨型FFT
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-03-10 DOI: 10.17743/jaes.2022.0061
V. Välimäki, S. Bilbao
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引用次数: 0
Active Voice Amplifier: On-Device Noisy Environment-Aware Solution for Dialogue Enhancement in Real Time 有源语音放大器:实时增强对话的设备上噪声环境感知解决方案
IF 1.4 4区 工程技术 Q1 Arts and Humanities Pub Date : 2023-03-10 DOI: 10.17743/jaes.2022.0065
Jaeyoun Cho, Sunmin Kim, Inwoo Hwang
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引用次数: 1
期刊
Journal of the Audio Engineering Society
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