• Title/Summary/Keyword: 3D Auditory System

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

  • Kang, Cheol Yong;Mariappan, Vinayagam;Cho, Juphil;Lee, Seon Hee
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.15-20
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    • 2016
  • 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.

A development of the virtual auditory display system that allows listeners to move in a 3D space (청취자가 이동이 가능한 청각 디스플레이 시스템 개발)

  • Kang, Dae-Gee;Lee, Chai-Bong
    • Journal of the Institute of Convergence Signal Processing
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    • v.13 no.1
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    • pp.1-5
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    • 2012
  • In this study, we constructed a virtual auditory display(VAD) that enables listener to move in a room freely. The VAD system was installed in a soundproof room($4.7m(W){\times}2.8m(D){\times}3.0m(H)$). The system consisted of a personal computer, a sound presentation device, and a three-dimensional ultrasound sensor system. This system acquires listener's location and position from a three-dimension ultrasonic sensor system covering the entire room. Localization was realized by convolving the sound source with head related transfer functions(HRTFs) on personal computer(PC). The calculated result is generated through a LADOMi(Localization Auditory Display with Opened ear-canal for Mixed Reality). The HRTFs used in the experiment were measured for each listener with loudspeakers constantly 1.5m away from the center of the listener' s head in an anechoic room. To evaluate the system performance, we experimented a search task of a sound source position in the condition that the listener is able to move all around the room freely. As a result, the positioning error of presented sound source was within 30cm in average for all listeners.

Implementation of Mutual Conversion System between Body Movement and Visual·Auditory Information (신체 움직임-시·청각 정보 상호변환 시스템의 구현)

  • Bae, Myung-Jin;Kim, Sung-Ill
    • Journal of IKEEE
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    • v.22 no.2
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    • pp.362-368
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    • 2018
  • This paper has implemented a mutual conversion system that mutually converts between body motion signals and both visual and auditory signals. The present study is based on intentional synesthesia that can be perceived by learning. The Euler's angle was used in body movements as the output of a wearable armband(Myo). As a muscle sense, roll, pitch and yaw signals were used in this study. As visual and auditory signals, MIDI(Musical Instrument Digital Interface) signals and HSI(Hue, Saturation, Intensity) color model were used respectively. The method of mutual conversion between body motion signals and both visual and auditory signals made it easy to infer by applying one-to-one correspondence. Simulation results showed that input motion signals were compared with output simulation ones using ROS(Root Operation System) and Gazebo which is a 3D simulation tool, to enable the mutual conversion between body motion information and both visual and auditory information.

Design of a New Audio Watermarking System Based on Human Auditory System (청각시스템을 기반으로 한 새로운 오디오 워터마킹 시스템 설계)

  • Shin, Dong-Hwan;Shin Seung-Won;Kim, Jong-Weon;Choi, Jong-Uk;Kim, Duck-Young;Kim, Sung-Hwan
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.51 no.7
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    • pp.308-316
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    • 2002
  • In this paper, we propose a robust digital copyright-protection technique based on the concept of human auditory system. First, we propose a watermarking technique that accepts the various attacks such as, time scaling, pitch shift, add noise and a lot of lossy compression such as MP3, AAC WMA. Second, we implement audio PD(portable device) for copyright protection using proposed method. The proposed watermarking technique is developed using digital filtering technique. Being designed according to critical band of HAS(human auditory system), the digital filers embed watermark without nearly affecting audio quality. Before processing of digital filtering, wavelet transform decomposes the input audio signal into several signals that are composed of specific frequencies. Then, we embed watermark in the decomposed signal (0kHz~11kHz) by designed band-stop digital filer. Watermarking detection algorithm is implemented on audio PD(portable device). Proposed watermarking technology embeds 2bits information per 15 seconds. If PD detects watermark '11', which means illegal song. PD displays "Illegal Song" message on LCD, skips the song and plays the next song, The implemented detection algorithm in PD requires 19 MHz computational power, 7.9kBytes ROM and 10kBytes RAM. The suggested technique satisfies SDMI(secure digital music initiative) requirements of platform3 based on ARM9E core.

Auditory Spatial Arrangement of Object's Position in Virtual and Augmented Environment (가상환경에서의 위치정보 제시를 위한 청각적 공간배열)

  • Lee, Ju-Hwan
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.326-333
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    • 2011
  • In the present study, we measured the performance (accuracy and reaction time) of the user in the virtual environment with see-through Head-Mounted Display system that includes 3D sound generated through Head-Related Transfer Function (HRTF) to investigate the feasibility of auditory display for a certain object's spatial information. To sum up the results of two experiments, when presenting location information of the object with 3D sound, it is desirable that information arrangement from the user should be an orthogonal pattern which is located with right angle, not a diagonal pattern. Like these results propose that spatial information presentation with 3D sound make the optimal object arrangement of virtual environment possible.

Implementation of the Perception Process in Human‐Vehicle Interactive Models(HVIMs) Considering the Effects of Auditory Peripheral Cues (청각 주변 자극의 효과를 고려한 효율적 차량-운전자 상호 연동 모델 구현 방법론)

  • Rah, Chong-Kwan;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.3
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    • pp.67-75
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    • 2006
  • HVIMs consists of simulated driver models implemented with series of mathematical functions and computerized vehicle dynamic models. To effectively model the perception process, as a part of driver models, psychophysical nonlinearity should be considered not only for the single-modal stimulus but for the stimulus of multiple modalities and interactions among them. A series of human factors experiments were conducted using the primary sensory of visual and auditory modalities to find out the effects of auditory cues in visual velocity estimation tasks. The variations of auditory cues were found to enhance/reduce the perceived intensity of velocity as the level changed. These results indicate that the conventional psychophysical power functions could not applied for the perception process of the HVIMs with multi-modal stimuli. 'Ruled surfaces' in a 3-D coordinate system(with the intensities of both kinds of stimuli and the ratio of enhancement, respectively for each coordinate) were suggested to model the realistic perception process of multi-modal HVIMs.

Application of Shape Analysis Techniques for Improved CASA-Based Speech Separation (CASA 기반 음성분리 성능 향상을 위한 형태 분석 기술의 응용)

  • Lee, Yun-Kyung;Kwon, Oh-Wook
    • MALSORI
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    • no.65
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    • pp.153-168
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    • 2008
  • We propose a new method to apply shape analysis techniques to a computational auditory scene analysis (CASA)-based speech separation system. The conventional CASA-based speech separation system extracts speech signals from a mixture of speech and noise signals. In the proposed method, we complement the missing speech signals by applying the shape analysis techniques such as labelling and distance function. In the speech separation experiment, the proposed method improves signal-to-noise ratio by 6.6 dB. When the proposed method is used as a front-end of speech recognizers, it improves recognition accuracy by 22% for the speech-shaped stationary noise condition and 7.2% for the two-talker noise condition at the target-to-masker ratio than or equal to -3 dB.

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Noise Exposure of Radiographer Caused by Magnetic Resonance Imaging(MRI) (자기공명영상(MRI) 검사 시 방사선사의 소음노출)

  • Gil, Jong-Won
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.699-706
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    • 2016
  • This study aimed to propose the necessity and system establishment of noise reduction facility via evaluating noise level exposed by the radiographer due to MRI scan. Noise measurements were carried out using at S general hospital in Daejeon using 1.5 Tesla MRI (7 exams) and 3.0 Tesla MRI (16 exams), while using SC-804 noise meter. The measurement distance was from the soundproof door of the MRI room to the radiographer which measured 100cm, and the measurement height, the height to the radiographer's ears when working, 100cm. The noise measured for each exam was an average of three measures per exam which observed the noise occurring in each sequence recorded every 20 seconds. As the results, the maximum of noise exposed by the radiographer is 73.3 dB(A), which is MRCP by the 3.0 Tesla device, and also the maximum of average noise is 66.9(3.1) dB(A), which is Myelogram by the 3.0 Tesla device. Average noise by each device is 61.9(4.1) dB(A) by the 3.0 Tesla device and 52.0(3.1) dB(A) by the 1.5 Tesla device, which comes to the result that the 3.0 Tesla MRI device is about 10 dB(A) degree higher(p <0.001). The noise level exposed by the radiographer does not affect auditory acuity, but the level is able to incur a non auditory effect. The reflect sound can be removed by installing curtains in the rear wall of MRI control room in order to reduce the noises, but, first of all, An institutional system is needed in order to prevent noise.

Effect of Speech Degradation and Listening Effort in Reverberating and Noisy Environments Given N400 Responses

  • Kyong, Jeong-Sug;Kwak, Chanbeom;Han, Woojae;Suh, Myung-Whan;Kim, Jinsook
    • Korean Journal of Audiology
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    • v.24 no.3
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    • pp.119-126
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    • 2020
  • Background and Objectives: In distracting listening conditions, individuals need to pay extra attention to selectively listen to the target sounds. To investigate the amount of listening effort required in reverberating and noisy backgrounds, a semantic mismatch was examined. Subjects and Methods: Electroencephalography was performed in 18 voluntary healthy participants using a 64-channel system to obtain N400 latencies. They were asked to listen to sounds and see letters in 2 reverberated×2 noisy paradigms (i.e., Q-0 ms, Q-2000 ms, 3 dB-0 ms, and 3 dB-2000 ms). With auditory-visual pairings, the participants were required to answer whether the auditory primes and letter targets did or did not match. Results: Q-0 ms revealed the shortest N400 latency, whereas the latency was significantly increased at 3 dB-2000 ms. Further, Q-2000 ms showed approximately a 47 ms delayed latency compared to 3 dB-0 ms. Interestingly, the presence of reverberation significantly increased N400 latencies. Under the distracting conditions, both noise and reverberation involved stronger frontal activation. Conclusions: The current distracting listening conditions could interrupt the semantic mismatch processing in the brain. The presence of reverberation, specifically a 2000 ms delay, necessitates additional mental effort, as evidenced in the delayed N400 latency and the involvement of the frontal sources in this study.

Effect of Speech Degradation and Listening Effort in Reverberating and Noisy Environments Given N400 Responses

  • Kyong, Jeong-Sug;Kwak, Chanbeom;Han, Woojae;Suh, Myung-Whan;Kim, Jinsook
    • Journal of Audiology & Otology
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    • v.24 no.3
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    • pp.119-126
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    • 2020
  • Background and Objectives: In distracting listening conditions, individuals need to pay extra attention to selectively listen to the target sounds. To investigate the amount of listening effort required in reverberating and noisy backgrounds, a semantic mismatch was examined. Subjects and Methods: Electroencephalography was performed in 18 voluntary healthy participants using a 64-channel system to obtain N400 latencies. They were asked to listen to sounds and see letters in 2 reverberated×2 noisy paradigms (i.e., Q-0 ms, Q-2000 ms, 3 dB-0 ms, and 3 dB-2000 ms). With auditory-visual pairings, the participants were required to answer whether the auditory primes and letter targets did or did not match. Results: Q-0 ms revealed the shortest N400 latency, whereas the latency was significantly increased at 3 dB-2000 ms. Further, Q-2000 ms showed approximately a 47 ms delayed latency compared to 3 dB-0 ms. Interestingly, the presence of reverberation significantly increased N400 latencies. Under the distracting conditions, both noise and reverberation involved stronger frontal activation. Conclusions: The current distracting listening conditions could interrupt the semantic mismatch processing in the brain. The presence of reverberation, specifically a 2000 ms delay, necessitates additional mental effort, as evidenced in the delayed N400 latency and the involvement of the frontal sources in this study.