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3D Sound

description17 papers
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lightbulbAbout this topic
3D sound refers to audio technology that creates an immersive auditory experience by simulating sound from multiple directions and distances, mimicking how humans perceive sound in a three-dimensional space. It enhances spatial awareness and realism in audio playback, often utilized in virtual reality, gaming, and advanced audio systems.
lightbulbAbout this topic
3D sound refers to audio technology that creates an immersive auditory experience by simulating sound from multiple directions and distances, mimicking how humans perceive sound in a three-dimensional space. It enhances spatial awareness and realism in audio playback, often utilized in virtual reality, gaming, and advanced audio systems.

Key research themes

1. How can 3D sound enhance accessibility for visually impaired and deaf or hard-of-hearing (DHH) users?

This research theme addresses the role of 3D sound encoding and visualization techniques to improve sensory experiences and accessibility for users with visual and hearing impairments. It focuses on multisensory integration, alternative sensory representations of visual data, and spatial sound visualizations as tools to augment or replace missing sensory input, enabling independent interaction and richer immersive experiences.

Key finding: This paper presents a multisensory system combining 3D spatial audio with tactile inputs to encode color and depth information from artworks for visually impaired users, enabling audio-tactile exploration of 2.5D models. It... Read more
Key finding: This study develops and evaluates visual sound indicators in VR environments to convey sound characteristics (location, loudness, duration) and sound types to DHH users. Through two user studies with 11 and 14 DHH... Read more
Key finding: The paper introduces a device that converts received sound frequencies into RGB color codes to assist individuals with hearing impairments in interpreting auditory information visually. Through precise hardware and... Read more

2. What are the current methods and challenges in capturing and rendering accurate 3D soundfields for immersive audio reproduction?

This theme focuses on the technical advancements in 3D soundfield reconstruction, including microphone array designs, sound field extrapolation, real-time convolution techniques for room acoustics, and techniques to reproduce immersive sound with high fidelity. It encompasses both theoretical acoustic modeling and practical system architectures addressing computational, latency, and perceptual requirements for realistic spatial audio.

Key finding: Extending perceptual soundfield reconstruction (PSR) methods from 2D to 3D by employing spherical harmonic domain extrapolation allows accurate rendering of sound directionality using a spherical-harmonics microphone array... Read more
Key finding: This paper proposes a novel distributed audio rendering architecture enabling real-time convolution with long-duration binaural room impulse responses (BRIRs) on resource-limited mobile devices by partitioning computational... Read more
Key finding: An advancement of the digital waveguide mesh (DWM) approach to room acoustics simulation is presented via interpolated mesh structures reducing direction-dependent dispersion errors inherent in original rectangular meshes.... Read more
Key finding: This work introduces an extensive dataset and baseline models fostering machine learning for 3D speech enhancement and sound event localization/detection in real office environments, recorded via first-order Ambisonics... Read more

3. How do perceptual factors and spatial audio system configurations influence user immersion and experience in 3D audio environments?

This theme explores psychological and psychoacoustic aspects affecting auditory immersion, presence, and spatial perception in 3D sound reproduction. It investigates how sound field features derived from physical recordings relate to subjective immersion, the impact of visual-auditory integration in virtual environments, and the auditory perceptual limits related to HRTF interpolation and spatial sound localization. It also considers the design of surround and binaural systems for optimal listener experience.

Key finding: This paper models listeners’ immersion in surround sound music reproduction by correlating subjective immersion ratings with objective sound field parameters such as interaural cross-correlation, diffuseness, and directivity... Read more
Key finding: Integrating visual textured 3D models with binaural auralizations from measured and simulated impulse responses, this study provides a methodology to assess acoustic comfort and speech/music intelligibility in an ancient... Read more
Key finding: Using spherical thin-plate spline interpolation of measured Head-Related Transfer Functions (HRTFs), this study quantifies both acoustic interpolation errors and psychophysical localization performance across 82 spatial test... Read more

All papers in 3D Sound

Περίληψη Η παρούσα διπλωματική εργασία ερευνά την σύνθεση ηχοτοπίων αμφιωτικού ήχου. Πέραν του κειμένου συνοδεύεται από δυο ηχοτοπιακές συνθέσεις (σπουδές) που αποτελούν το πρακτικό σκέλος της έρευνας. Για την ολοκληρωμένη προσέγγιση του... more
This dissertation determines the knowledge and the characteristics that define a 3D soundscene. The objective is to optimize the perception and reproduction of mu- sical instruments and their diffuse field within a 3D musical production.... more
The Immersive Computer-controlled Audio Sound Theater (ICAST, pronounced “eye-cast”) is an on-going research project that addresses performance issues in electroacoustic music. By exploring a variety of differing performance modes through... more
Despite the recent advantages on multichannel audio coding and playback technologies, 3D audio positioning is frequently required to be performed over legacy stereo loudspeaker setups, due to certain application limitations and... more
This paper describes an integration of a 3D sound convolution engine into a telephone conference server software. Our system virtually places participants of a telephone conference to different positions around the listeners by using Head... more
Sound Field Synthesis reproduces a desired sound field within an extended listening area using up to hundreds of loudspeakers. The perceptual evaluation of such methods is challenging, as many degrees of freedom have to be considered.... more
The article presents the course and the results of an experiment, which aimed at the subjective assessment of the multi-channel impulse responses. The assessment was conducted considering the usefulness of the received responses for the... more
Paper presented at NEM Summit 2017. In this publication we present two innovative software tools for editing and rendering immersive audio that allow taking the post-production process outside professional studios. The Binaural Home... more
The AES has launched an opportunity to recognize student members who author technical papers. The Student Paper Award Competition is based on the preprint manuscripts accepted for the AES convention. A number of student-authored papers... more
The AES has launched an opportunity to recognize student members who author technical papers. The Student Paper Award Competition is based on the preprint manuscripts accepted for the AES convention. A number of student-authored papers... more
One of the main advantages of Wave Field Synthesis (WFS) is the existence of an extended listening area contrary to the sweet spot in stereophony. At the moment there is only little literature available on the actual localization... more
Spatial Audio Reproduction Over Patented Headphone AN IMMERSIVE 3D AUDIO HEADSET FOR VIRTUAL AND AUGMENTED REALITY Nguyen Duy Hai1, Santi Peksi1, Rishabh Ranjan3, Jianjun He2, Boon Siang Tan4, Rishabh Gupta1, Woon-Seng Gan1; 1School of... more
The aim of this paper is to examine how to design nonlinear music systems that allow for music events to coincide and correspond with dynamically changing game events. We address the challenges of connecting nonlinear music systems to... more
One aspect for a platformer game to be challenging to play is the NPC (Non Playable Character). An NPC is often placed as an obstacle for player to finish at each level. However, an effort must be done to create a behavior of an NPC to be... more
This study defines the pipeline for digital fashion contents production using CLO 3D, a 3D fashion design software that supports virtual clothing visualization as a cutting-edge simulation technology for fashion, and vuforia, a mobile... more
By directly addressing the hearing sensation, auralization is an intuitive means for the assessment and communication of noise scenarios. Authenticity can be fu1iher improved by offering visual information. Currently, various auralization... more
The media industry is currently being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalization (selection and control of content, availability on many devices). We... more
The purpose of this paper is to analyze the changes of the digital music platforms and digital profit distribution issues which are considered to be the most important part of the application to the Global music industry based on the... more
To progress from surround sound to true 3-D requires an updating of the psychoacoustical theories which underlie current technologies. This paper shows how J.J.Gibson’s ecological approach to perception can be applied to audio perception... more
To progress from surround sound to true 3-D requires a more psychoacoustically complete depiction of the audio environment. This paper defines an important element of the interaction of sounding objects and their environment that we have... more
We report on on-going work investigating the feasibility of using tissue conduction to evince auditory spatial perception. Early results indicate that it is possible to coherently control externalization, range, directionality (including... more
Snd3D is a software based real-time 3D sound system based on ambisonics (Gerzon, 1980) and reproduction over loudspeakers aiming at VR and interactive applications. The system is able to perform real-time simulation of direction,... more
The present work studies the perceptual performance of a Virtual Acoustic Imaging System which utilises loudspeakers, under suboptimal conditions of implementation. The system is based on the binaural reproduction technique over... more
OMPrisma is a library for the control of sound source spatialization and spatial sound synthesis in the computer-aided composition environment OpenMusic. In this article we describe the basic concepts underlying this library and its... more
An earlier paper [1] examined the performance of "Classic" horizontal Ambisonic surround sound systems with speakers arranged in regular polygons or as diametrically opposite pairs. We extend the work to non-traditional... more
The idea of No-Input Mixing may appear at first difficult to understand, after all there is no input, yet artists, performers and sound designers have used a variety of approaches using such feedback systems to create music. This paper... more
Spatial localisation of sounding objects is affected not only by auditory cues but also by other modalities such as vision. This is true particularly in the context of distance perception where the number of auditory cues is limited in... more
By convolving an audio stream with a given pair of impulse responses between a source position and the two ears, virtual sound scenes can be created over headphones. Typically, the set of these filters for an ensemble of spatial... more
We report on on-going work investigating the feasibility of using tissue conduction to evince auditory spatial perception. Early results indicate that it is possible to coherently control externalization, range, directionality (including... more
Traditional multichannel-reproduction systems are mainly used for recreation of pantophonic soundfields. Fully periphonic reproduction has been limited by computational power to manipulate large numbers of audio-channels as well as needed... more
Harmony of the Spheres is a concert programme based on cosmology during the renaissance. Historic philosophical and astronomical concepts from ancient Greece until the modern age are accessed through the music of the 16th and 20th... more
This thesis is the account of cross-disciplinary research that explores spatial audio experiences in multimodal contexts. The practice of arranging dynamical modifications of spatial attributes of sound to create impressions of movement... more
The media industry is currently being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalization (selection and control of content, availability on many devices). We... more
The media industry is currently being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalization (selection and control of content, availability on many devices). We... more
co-editors of the International Computer Music Association's Array newsletter, collected and edited the original stimulus and several replies for their publication. We reproduce it here with minor edits as a "guest editorial," with thanks... more
The paper describes the recording/reproduction technique and the subjective listening experiment aimed to the assessment of the effect of the background noise on the perceived quality of the sound being reproduced inside a car. The noise... more
Multimodal sensory presentations are now commonplace in many aspects of everyday life. Cinematic or gaming experiences are probably two of the most popular examples. In some of these applications, the intention is to immerse the user so... more
This article approaches binaural interactive environments from an artistic research perspective. Beyond content production, an aesthetic reflection of binaural media requires pervasive access to digital processing means and ways to employ... more
This paper describes a computational model for the prediction of perceived spatial quality for reproduced sound at arbitrary locations in the listening area. The model is specifically designed to evaluate distortions in the spatial domain... more
Ambiophonics, Panorambiophonics, and Periambiophonics are related surround sound paradigms that reliably deliver up to full 360-degree spherical localization for both direct and ambient sound via two, four, or six... more
Ambiophonics, Panorambiophonics, and Periambiophonics are related surround sound paradigms that reliably deliver up to full 360-degree spherical localization for both direct and ambient sound via two, four, or six... more
Several types of microphone techniques exist to record music performances for surround sound reproduction. Variations between different techniques are found in the distance and angle between the microphones, and the choice of directivity... more
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