Listening Tests and Evaluation of Simulated Sound Fields Using VibeStudio Designer Wersényi György Hesham Fouad SZÉCHENYI ISTVÁN UNIVERSITY, Hungary VRSonic,

Slides:



Advertisements
Similar presentations
Researches and Applications for Automotive Field Andrea Azzali, Eraldo Carpanoni, Angelo Farina University of Parma.
Advertisements

While you are waiting for this session to begin please make sure your audio is working. Go to the Tools menu, select Audio and then Audio setup wizard.
Evaluation of Dummy-Head HRTFs in the Horizontal Plane based on the Peak-Valley Structure in One-degree Spatial Resolution Wersényi György SZÉCHENYI ISTVÁN.
Chapter 8 Improving the User Interface
Audacity Audacity® is free, open source, cross- platform software for recording and editing sounds. Audacity is available.
Spatial Perception of Audio J. D. (jj) Johnston Neural Audio Corporation.
SWE 423: Multimedia Systems Chapter 3: Audio Technology (2)
Speech Compression. Introduction Use of multimedia in personal computers Requirement of more disk space Also telephone system requires compression Topics.
3-D Sound and Spatial Audio MUS_TECH 348. Psychology of Spatial Hearing There are acoustic events that take place in the environment. These can give rise.
3-D Sound and Spatial Audio MUS_TECH 348. Wightman & Kistler (1989) Headphone simulation of free-field listening I. Stimulus synthesis II. Psychophysical.
Improvement of Audibility for Multi Speakers with the Head Related Transfer Function Takanori Nishino †, Kazuhiro Uchida, Naoya Inoue, Kazuya Takeda and.
What Virtual Audio Synthesis Could Do for Visually Disabled Humans in the New Era? György Wersényi Széchenyi István University Department of Telecommunications.
3-D Sound and Spatial Audio MUS_TECH 348. Cathedral / Concert Hall / Theater Sound Altar / Stage / Screen Spiritual / Emotional World Subjective Music.
Chapter 10 Systems Operation, Support, and Security
Project Presentation: March 9, 2006
1 Dong Lu, Peter A. Dinda Prescience Laboratory Computer Science Department Northwestern University Virtualized.
Auditory Navigation with an Application in Building Emergency Evacuation Peter Rutherford and Deborah Withington University of Leeds, School of Biomedical.
Binaural Sound Localization and Filtering By: Dan Hauer Advisor: Dr. Brian D. Huggins 6 December 2005.
U.S. Army Research, Development and Engineering Command Braxton B. Boren, Mark Ericson Nov. 1, 2011 Motion Simulation in the Environment for Auditory Research.
1 Ambisonics: The Surround Alternative Richard G. Elen The Ambisonic Network.
A+ Certification Guide
1 Chapter Overview Introduction to Windows XP Professional Printing Setting Up Network Printers Connecting to Network Printers Configuring Network Printers.
3-D Sound and Spatial Audio MUS_TECH 348. Multi-Loudspeaker Reproduction: Surround Sound.
                      Digital Video 1.
The NXT is the brain of a MINDSTORMS® robot. It’s an intelligent, computer-controlled LEGO® brick that lets a MINDSTORMS robot come alive and perform.
Free Sound Recorder By FreeAudioVideoSoft. Pricing & Installation Software is absolutely FREE With agreement to terms and conditions Installation Requirements:
EVALUATION OF USER HABITS FOR CREATING AUDITORY REPRESENTATIONS OF DIFFERENT SOFTWARE APPLICATIONS FOR BLIND PERSONS Wersényi György SZÉCHENYI ISTVÁN UNIVERSITY,
Multimedia. Definition What is Multimedia? Multimedia can have a many definitions these include: Multimedia means that computer information can be represented.
Spatial Perception of Audio vs. The Home Theatre James D. Johnston Chief Scientist, DTS, Inc.
Data Acquisition Software Integration and ADC Characterisation Jack Hobbs 4 th August
Improved 3D Sound Delivered to Headphones Using Wavelets By Ozlem KALINLI EE-Systems University of Southern California December 4, 2003.
Moodle (Course Management Systems). Assignments 1 Assignments are a refreshingly simple method for collecting student work. They are a simple and flexible.
Data Acquisition Data acquisition (DAQ) basics Connecting Signals Simple DAQ application Computer DAQ Device Terminal Block Cable Sensors.
Sound or Audio, whichever you prefer –MIDI Files.midi or.mid (Musical Instrument Digital Interface) use for instrumental music. –This format is supported.
Multimedia Elements: Sound, Animation, and Video.
Introduction to Audio. What is "Audio"? Audio means "of sound" or "of the reproduction of sound“. Specifically, it refers to the range of frequencies.
Topic (ii): New and Emerging Methods Maria Garcia (USA) Jeroen Pannekoek (Netherlands) UNECE Work Session on Statistical Data Editing Paris, France,
Software Project Planning Defining the Project Writing the Software Specification Planning the Development Stages Testing the Software.
Rumsey Chapter 16 Day 3. Overview  Stereo = 2.0 (two discreet channels)  THREE-DIMENSIONAL, even though only two channels  Stereo listening is affected.
MULTIMEDIA TECHNOLOGY SMM 3001 MEDIA - VIDEO. In this chapter How digital video differs from conventional analog video How digital video differs from.
3-D Sound and Spatial Audio MUS_TECH 348. Main Types of Errors Front-back reversals Angle error Some Experimental Results Most front-back errors are front-to-back.
Sound element Week - 11.
Timo Haapsaari Laboratory of Acoustics and Audio Signal Processing April 10, 2007 Two-Way Acoustic Window using Wave Field Synthesis.
Capabilities of Software. Object Linking & Embedding (OLE) OLE allows information to be shared between different programs For example, a spreadsheet created.
Simulation of small head-movements on a Virtual Audio Display using headphone playback and HRTF synthesis Wersényi György SZÉCHENYI ISTVÁN UNIVERSITY,
Spatial and Spectral Properties of the Dummy-Head During Measurements in the Head-Shadow Area based on HRTF Evaluation Wersényi György SZÉCHENYI ISTVÁN.
Analogue & Digital. Analogue Sound Storage Devices.
Timing errors in computer- based paradigms Richard R. Plant, Garry Turner and Annie Trapp (The Higher Education Psychology Network)
Memory management.
Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)
External Executable Tools The Master's Touch David L. Blankenship.
What you need to know about camera shots and techniques.
CfE Advanced Higher Physics
On the improvement of virtual localization in vertical directions using HRTF synthesis and additional filtering Wersényi György SZÉCHENYI ISTVÁN UNIVERSITY,
Oman College of Management and Technology Course – MM Topic 7 Production and Distribution of Multimedia Titles CS/MIS Department.
Digital Forensics Dr. Bhavani Thuraisingham The University of Texas at Dallas Lecture #8 File Systems September 22, 2008.
Editing Digital AudioLab#7 Audacity is a free, easy-to-use and an open source platform audio editor and recorder for Windows, Mac OS, Linux and other operating.
Robotic Assistance. The PROBLEM Providing assistance for the Blind –What do we mean by “Blind?” Stereotypical blindness Visually impaired What assistance.
Understanding Midi Audio Processing Describe the Midi Audio Processing.
Text2PTO: Modernizing Patent Application Filing A Proposal for Submitting Text Applications to the USPTO.
Errors and Uncertainties In Measurements and in Calculations.
SPATIAL HEARING Ability to locate the direction of a sound. Ability to locate the direction of a sound. Localization: In free field Localization: In free.
ITMT 1371 – Window 7 Configuration 1 ITMT Windows 7 Configuration Chapter 8 – Managing and Monitoring Windows 7 Performance.
MANAGEMENT INFORMATION SYSTEM
Sound Card A sound card (also referred to as an audio card) is a peripheral device that attaches to the ISA or PCI slot on a motherboard to enable the.
Sound Card A sound card (also referred to as an audio card) is a peripheral device that attaches to the ISA or PCI slot on a motherboard to enable the.
Spatial Audio - Spatial Sphere Demo Explained
Analogue & Digital.
Presentation transcript:

Listening Tests and Evaluation of Simulated Sound Fields Using VibeStudio Designer Wersényi György Hesham Fouad SZÉCHENYI ISTVÁN UNIVERSITY, Hungary VRSonic, USA vrsonic.com Abstract This paper presents the results of a user-based evaluation of localization accuracy, distance perception as well as room size perception for headphone and loudspeaker based auditory displays. A total of 50 participants listened to four auditory scenes created with VRSonic’s VibeStation application. Each scene was rendered using two methods: loudspeaker panning over a 5.0 loudspeaker array and headphone-based spatial sound reproduction using Head Related Transfer Functions (HRTFs). The four scenes were designed to each test a specific aspect of spatial hearing. Scene 1 tested for localization of fixed sources. Scene 2 was used to examine room size perception. Scene 3 was used to test distance perception and Scene 4 tested for localization of moving sources and listener. The participants responded to questions related to the location of each sound they heard as well as transitions between two room sizes and free field. The results of the current study show that the system setup including hardware and software performs as expected and offers a user- friendly way for virtual audio simulation. Introduction Tasks Scene 1 used the sound of a ringing telephone. Source locations were positioned 45 degrees around the virtual listener’s head (Fig. 2). The playback order was randomized in 6 seconds intervals. The task was to identify the source locations. Scene 2 used looped music as the virtual listener moves in the sound field from the free field into a smaller room, then again into the free field and finally into a larger room. The task was to detect the transitions and to estimate room size (which one is small and big). The smaller room was set to 15 x 4.5 x 2 meters whilst the bigger one was set to 20 x 20 x 10 meters, but all other parameters were the same (perfect reflectors material). Scene 3 used the sound of a honk of a car in front of the listener. The distance first was simulated 40 meters (100%) then it was decreased to 20 meters (50%) and again to 10 meters (25%). The task was to detect that the distance was decreased to the half every time. Finally, we asked the subjects to make a raw estimate in meters. Scene 4 included a trajectory of a flying object. For 5.0 loudspeaker playback we used the sound of a helicopter, for headphone playback we used the sound of an airplane. The task was to select the proper trajectory from a set of four different possibilities as shown in Fig 2. Measurement A total of 50 subjects participated in the listening tests, 13 females and 37 males. The minimum age was 18; the maximum age was 50 with a mean value of 29.5 years. Table 1 shows how frequently subjects use headphones. The experimental setup consisted of a usual desktop computer equipped with a Creative Audigy sound card and an external TerraTec Aueron 5.1 MK II USB sound card providing 6-channel analog outputs. The loudspeaker display consisted of 5 loudspeakers positioned in a typical surround sound configuration: front-left, center, front-right, surround left and surround right similarly to Fig.1. Results and answers Headphone playback: Scene1: No left-right reversals but some front-back errors Scene2: 3 missed the transitions, 6 were wrong about room size Scene3:75% correct answers at 40 m to 20 m 62% correct answers at 20 m to 10 m 30% corrrect estimation of 20 m 50% thought distance would be m 20% thought distance wold be less than 5 m. Scene4: Trajectory 2 was recognized by 82% Summary Fig.1. Sound source locations for scene 1. FL, FRONT, FR, BL and BR are also actual loudspeaker positions. Fig.2. Set of possible trajectories. P indicates the listener's position. 50 subjects participated in a listening test using headphone playback and loudspeaker setup. Headphone playback included non-individual HRTF synthesis while loudspeaker setup used a 5.0 installation. For both tests four different scenes were rendered to test localization, front-back reversals, distance estimation and room models using VRSonic’s VibeStudio Designer. The software environment allows easy access to parameters and controlling the simulation. Younger people and users with headphone listening routine performed better. Results of he listening tests are comparable to former results in the literature. Tables 1-2. Results of Scene 1 with headphone playback (above) and loudspeakers (below). Loudspeaker playback: Scene1: Some left-right reversals no front-back errors Scene2: 3 missed the transitions, 5 were wrong about room size Scene3:76% correct answers at 40 m to 20 m 65% correct answers at 20 m to 10 m 18% corrrect estimation of 20 m 54% thought distance would be m 28% thought distance wold be less than 5 m. Scene4: Trajectory 3 was recognized by 74% Some considerations about the program and future planning: - There is no built-in wave editor in VibeStation. Using VibeStation and a wave editor in parallel can sometimes be blocked by the ASIO driver. Other drivers may work parallel. - The “emitter database” is very small, there are only two built-in wave files. This means, one has to download, record and edit the wave files. - Adding measured, individual HRTFs to the HRTF database requires that the measured HRTFs be converted into the program’s SAF format. There were no tools provided with the program to do this. - Rooms are very simple, geometrical forms, there is no CAD option and it is a simple reverberation simulation for the room only. - The distance model could be extended by some low-pass filtering that simulates air absorption. This function is implemented in the current version of the software. Virtual auditory displays deal with simulating real world audio experiences. This can be done either through headphone-based spatial sound reproduction using Head Related Transfer Functions (HRTFs) or through multi-loudspeaker panning techniques. This paper provides the results of user-based evaluation of sound fields simulated using headphone-based spatial sound reproduction and loudspeaker panning techniques. The objective of the study was to compare subjects’ localization accuracy, distance perception, and space perception with sound fields simulated using both these approaches as well as to test the capability of the software environment.