The ability to memorize acoustic features in a discrimination task. - In: Journal of the Audio Engineering Society, ISSN 0004-7554, Bd. 71 (2023), 5, S. 254-266
How humans perceive, recognize, and remember room acoustics is of particular interest in the domain of spatial audio. For the creation of virtual or augmented acoustic environments, a room acoustic impression matches the expectations of certain room classes or a specific room. These expectations are based on the auditory memory of the acoustic room impression. In this paper, the authors present an exploratory study to evaluate the ability of listeners to recognize room acoustic features. The task of the listeners was to detect the reference room in a modified ABX double-blind stimulus test that featured a pre-defined playback order and a fixed time schedule. Furthermore, the authors explored distraction effects by employing additional nonacoustic interferences. The results show a significant decrease of the auditory memory capacity within 10 s, which is more pronounced when the listeners were distracted. However, the results suggest that auditory memory depends on what auditory cues are available.
https://doi.org/10.17743/jaes.2022.0073
The R3VIVAL dataset: repository of room responses and 360 videos of a variable acoustics lab. - In: IEEE ICASSP 2023 conference proceedings, (2023), insges. 5 S.
This paper presents a dataset of spatial room impulse responses (SRIRs) and 360˚ stereoscopic video captures of a variable acoustics laboratory. A total of 34 source positions are measured with 8 different acoustic panel configurations, resulting in a total of 272 SRIRs. The source positions are arranged in 30˚ increments at concentric circles of radius 1.5, 2, and 3 m measured with a directional studio monitor, as well as 4 extra positions at the room corners measured with an omnidirectional source. The receiver is a 7 channel open microphone array optimized for its use with the Spatial Decomposition Method (SDM). The 8 acoustic configurations are achieved by setting a subset of the panels to their absorptive configuration in 5 steps (0%, 25%, 50%, 75%, 100% of the panels), as well as 3 configurations in which entire walls are set to their absorptive configuration (right, right/back, right/back/left). Video captures of the laboratory and a second room are obtained using a 360˚ stereoscopic camera with a resolution of 4096 × 2160 pixels, covering the same source/receiver combinations. Furthermore, we present an acoustic analysis of both time-energy and spatio-temporal parameters showcasing the differences in the measured configurations. The dataset, together with spatial analysis and rendering scripts, is publicly released in a GitHub repository1.
https://doi.org/10.1109/ICASSP49357.2023.10097257
A dataset of measured spatial room impulse responses in different rooms including visualization. - In: AES Europe Spring 2022, (2022), S. 621-625
In this contribution, an open-source dataset of captured spatial room impulse responses (SRIRs) is presented. The data was collected in different enclosed spaces at the Technische Universität Ilmenau using an open self-build microphone array design following the spatial decomposition method (SDM) guidelines. The included rooms were selected based on their distinctive acoustical properties resulting from their general build and furnishing as required by their utility. Three different classes of spaces can be distinguished, including seminar rooms, offices, and classrooms. For each considered space different source-receiver positions were recorded, including 360? images for each condition. The dataset can be utilized for various augmented or virtual reality applications, using either a loudspeaker or headphone-based reproduction alongside the appropriate head-related transfer function sets. The complete database, including the measured impulse responses as well as the corresponding images, is publicly available.
Auditory room identification in a memory task. - In: AES International Conference on Audio for Virtual and Augmented Reality (AVAR 2022), (2022), S. 132-141
How we perceive and remember room acoustics is of particular interest in the domain of spatial audio. For the creation of virtual or augmented acoustic environments, a room acoustic impression needs to be created which matches the expectations of certain room classes or a specific room. These expectations are based on the auditory memory of the acoustic room impression. In this paper, we present an exploratory study to evaluate the ability of listeners to remember specific rooms. The task of the listeners was to detect the reference room in a modified ABX double-blind stimulus test which featured a pre-defined playback order and a fixed time schedule. Furthermore, we explored distraction effects by employing additional non-acoustic interferences. The results show a significant decrease of the auditory memory capacity within ten seconds, which is more pronounced when the listeners were distracted. However, the results suggest that auditory memory depends on what auditory cues are available.
Augmented/mixed reality audio for hearables: sensing, control, and rendering. - In: IEEE signal processing magazine, ISSN 1558-0792, Bd. 39 (2022), 3, S. 63-89
Augmented or mixed reality (AR/MR) is emerging as one of the key technologies in the future of computing. Audio cues are critical for maintaining a high degree of realism, social connection, and spatial awareness for various AR/MR applications, such as education and training, gaming, remote work, and virtual social gatherings to transport the user to an alternate world called the metaverse. Motivated by a wide variety of AR/MR listening experiences delivered over hearables, this article systematically reviews the integration of fundamental and advanced signal processing techniques for AR/MR audio to equip researchers and engineers in the signal processing community for the next wave of AR/MR.
https://doi.org/10.1109/MSP.2021.3110108
Perceptual matching of room acoustics for auditory augmented reality in small rooms - literature review and theoretical framework. - In: Trends in hearing, ISSN 2331-2165, Bd. 26 (2022), S. 1-22
For the realization of auditory augmented reality (AAR), it is important that the room acoustical properties of the virtual elements are perceived in agreement with the acoustics of the actual environment. This perceptual matching of room acoustics is the subject reviewed in this paper. Realizations of AAR that fulfill the listeners? expectations were achieved based on pre-characterization of the room acoustics, for example, by measuring acoustic impulse responses or creating detailed room models for acoustic simulations. For future applications, the goal is to realize an online adaptation in (close to) real-time. Perfect physical matching is hard to achieve with these practical constraints. For this reason, an understanding of the essential psychoacoustic cues is of interest and will help to explore options for simplifications. This paper reviews a broad selection of previous studies and derives a theoretical framework to examine possibilities for psychoacoustical optimization of room acoustical matching.
https://doi.org/10.1177/23312165221092919
Towards determining thresholds for room divergence: a pilot study on perceived externalization. - In: 2021 Immersive and 3D Audio: from Architecture to Automotive (I3DA), (2021), insges. 7 S.
https://doi.org/10.1109/I3DA48870.2021.9610835
Towards determining thresholds for room divergence: a pilot study on detection thresholds. - In: 2021 Immersive and 3D Audio: from Architecture to Automotive (I3DA), (2021), insges. 7 S.
In binaural rendering, the room divergence effect refers to the decrease in perceived externalization due to a mismatch between the room acoustics of the virtual sounds and those of the listening space. However, it is currently unknown which specific acoustic differences cause this effect. In this work, we present a pilot study to determine detection thresholds between sound sources recorded under different acoustic conditions in a variable acoustics room. These results are intended to predict situations where divergence effects can be expected. The participants had to perform a triangle test where they could listen to three sound sources placed at different positions in the room. The test design was motivated by the fact that sound sources are not placed at the same position in real acoustic scenes. One sound source was recorded under different acoustic conditions than the other two, and the task for the participant was to detect the differing source. The test was conducted in the measured room using 3 DoF binaural reproduction and using a virtual reality (VR) headset to display a visual 360 capture of the room enabling the subjects to see the positions of the sources in the room. Detection rates are signal-dependent and increase with differences in reverberation time (RT). For the most critical signal in the test (castanets), an RT difference of 8% was detectable, while the difference was 15% across all conditions. Furthermore, we discuss the influence of sound source distance and absorption configuration (symmetric or asymmetric) on detection thresholds.
https://doi.org/10.1109/I3DA48870.2021.9610876
Auditive Adaptationsprozesse im Kontext räumlicher Audiowiedergabesysteme. - Ilmenau : Universitätsbibliothek, 2021. - 1 Online-Ressource (ii, 145 Seiten)
Technische Universität Ilmenau, Dissertation 2021
Das Ziel technischer Weiterentwicklungen im Bereich der Unterhaltungselektronik ist die Optimierung der Benutzererfahrung durch die stetige Verbesserung der audiovisuellen Wiedergabe. Durch die Fortschritte im Bereich virtueller und augmentierter Realitäten wurde das Ziel einer realitätsnahen Wiedergabe immer greifbarer. Werden die Sinnesreize so perfekt imitiert, dass es dem Nutzer nicht mehr möglich ist künstlich erzeugte Schallquellen von Realen zu unterscheiden, ist die Rede von einer auditiven Illusion. In erster Linie sind die damit verbundenen Herausforderungen technischer Natur. Allerdings führt eine exakte Reproduktion der Ohrsignale nicht zwangsläufig zur gleichen Wahrnehmung wie in der entsprechenden realen Situation. Neben sinnesübergreifenden Wechselwirkungen, liegt dies daran, dass unsere Wahrnehmung stark von unseren Erwartungen und Erfahrungen abhängt. Diese Erwartungen können sich je nach vorheriger Schallexposition ändern. In Bezug auf das räumliche Hören bedeutet dies, dass Menschen wahrscheinlich lernen können wie räumliche Signale und ihre Merkmale zu interpretieren sind. Solche Mechanismen und ihre Auswirkungen auf die wahrgenommene Qualität von räumlichen Audiowiedergabesystemen ist der Gegenstand dieser Arbeit. In Wahrnehmungsstudien wurde das Erlernen von Lokalisationsmerkmalen untersucht sowie Adaptationsprozesse bei der raumakustischen Wahrnehmung näher beleuchtet. Es wird betrachtet mit welchen Qualitätsdefiziten zu rechnen ist, wenn die Ohrsignale nicht korrekt reproduziert werden und wie sich die Qualitätsbeurteilung abhängig vom Training ändert. Die Ergebnisse deuten darauf hin, dass Lern- und Adaptationsprozesse ein ausschlaggebender Faktor für das Zustandekommen einer auditiven Illusion ist. Die Arbeit diskutiert sowohl die praktische Relevanz dieser Effekte als auch die zugrundeliegenden Lern- und Adaptationsvorgänge.
https://doi.org/10.22032/dbt.50107
Six-degrees-of-freedom parametric spatial audio based on one monaural room impulse response. - In: Journal of the Audio Engineering Society, ISSN 0004-7554, Bd. 69 (2021), 7/8, S. 557-575
Parametric spatial audio rendering is a popular approach for low computing capacity applications, such as augmented reality systems. However most methods rely on spatial room impulse responses (SRIR) for sound field rendering with 3 degrees of freedom (DoF), i.e., for arbitrary head orientations of the listener, and often require multiple SRIRs for 6-DoF rendering, i.e., when additionally considering listener translations. This paper presents a method for parametric spatial audio rendering with 6 DoF based on one monaural room impulse response (RIR). The scalable and perceptually motivated encoding results in a parametric description of the spatial sound field for any listener's head orientation or position in space. These parameters form the basis for the binaural room impulse responses (BRIR) synthesis algorithm presented in this paper. The physical evaluation revealed good performance, with differences to reference measurements at most tested positions in a room below the just-noticeable differences of various acoustic parameters. The paper further describes the implementation of a 6-DoF realtime virtual acoustic environment (VAE) using the synthesized BRIRs. A pilot study assessing the plausibility of the 6-DoF VAE showed that the system can provide a plausible binaural reproduction, but it also revealed challenges of 6-DoF rendering requiring further research.
https://doi.org/10.17743/jaes.2021.0009