18 resultados para Ambisonics


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Ambisonics and higher order ambisonics (HOA) technologies aim at reproducing sound field either synthesised or previously recorded with dedicated microphones. Based on a spherical harmonic decomposition, the sound field is more precisely described when higher-order components are used. The presented study evaluated the perceptual and objective localisation accuracy of the sound field encoded with four microphones of order one to four and decoded over a ring of loudspeakers. A perceptual test showed an improvement of the localisation with higher order ambisonic microphones. Reproduced localisation indices were estimated for the four microphones and the respective synthetic systems of order one to four. The perceptual and objective analysis revealed the same conclusions. The localisation accuracy depends on the ambisonic order as well as the source incidence. Furthermore, impairments linked to the microphones were highlighted.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Ambisonics is a scalable spatial audio technique that attempts to present a sound scene to listeners over as large an area as possi- ble. A localisation experiment was carried out to investigate the performance of a first and third order system at three listening positions - one in the centre and two off-centre. The test used a reverse target-pointer adjustment method to determine the error, both signed and absolute, for each combination of listening posi- tion and system. The signed error was used to indicate the direc- tion and magnitude of the shifts in panning angle introduced for the off-centre listening positions. The absolute error was used as a measure of the performance of the listening position and systems combinations for a comparison of their overall performance. A comparison was made between the degree of image shifting be- tween the two systems and the robustness of their off-centre per- formance.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Ambisonics is spatial audio technique that attempts to recreate a physical sound field over as large an area as possible. Higher Order Ambisonic systems modelled with near field loudspeakers in free field as well as in a simulated room are investigated. The influence of reflections on the image quality is analysed objectively for both a studio-sized and large reproduction environment using the relative intensity of the reproduced sound field. The results of a simulated enclosed HOA system in the studio-sized room are compared to sound field measurements in the reproduced area.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Ambisonics and Higher Order Ambisonics (HOA) are scalable spatial audio techniques that attempt to present a sound scene to listeners over as large an area as possible. A localisation experiment was carried out to investigate the performance of a first and third order system at three listening positions - one in the centre and two off-centre - using a 5 m radius loudspeaker array. The results are briefly presented and compared to those of an earlier experiment on a 2.2 m loudspeaker array. In both experiments the off-centre listeners were placed such that the ratio of distance from the centre to the array radius was constant in both experiments. The test used a reverse target-pointer adjustment method to determine the error, both signed and absolute, for each combination of listening position and system. The results for both arrays were found to be very similar, suggesting that the relative amplitude of the loudspeakers, which were the same in both cases, was more dominant for localisation than the arrival time differences, which differed between array sizes.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

To investigate the performance of ambisonics systems reproduced over headphones, a pairwise comparison test was carried out. Binaurally reproduced sound scenes for 2D ambisonic orders 1 to 4 decoded on 2M + 2 virtual loudspeakers using two decoder options, basic and mixed basic and maxrE were used. Similarity ratings are obtained from pairwise comparisons between all of the combinations of systemsa and a binaural reference.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

El audio multicanal ha avanzado a pasos agigantados en los últimos años, y no solo en las técnicas de reproducción, sino que en las de capitación también. Por eso en este proyecto se encuentran ambas cosas: un array microfónico, EigenMike32 de MH Acoustics, y un sistema de reproducción con tecnología Wave Field Synthesis, instalado Iosono en la Jade Höchscule Oldenburg. Para enlazar estos dos puntos de la cadena de audio se proponen dos tipos distintos de codificación: la reproducción de la toma horizontal del EigenMike32; y el 3er orden de Ambisonics (High Order Ambisonics, HOA), una técnica de codificación basada en Armónicos Esféricos mediante la cual se simula el campo acústico en vez de simular las distintas fuentes. Ambas se desarrollaron en el entorno Matlab y apoyadas por la colección de scripts de Isophonics llamada Spatial Audio Matlab Toolbox. Para probar éstas se llevaron a cabo una serie de test en los que se las comparó con las grabaciones realizadas a la vez con un Dummy Head, a la que se supone el método más aproximado a nuestro modo de escucha. Estas pruebas incluían otras grabaciones hechas con un Doble MS de Schoeps que se explican en el proyecto “Sally”. La forma de realizar éstas fue, una batería de 4 audios repetida 4 veces para cada una de las situaciones garbadas (una conversación, una clase, una calle y un comedor universitario). Los resultados fueron inesperados, ya que la codificación del tercer orden de HOA quedo por debajo de la valoración Buena, posiblemente debido a la introducción de material hecho para un array tridimensional dentro de uno de 2 dimensiones. Por el otro lado, la codificación que consistía en extraer los micrófonos del plano horizontal se mantuvo en el nivel de Buena en todas las situaciones. Se concluye que HOA debe seguir siendo probado con mayores conocimientos sobre Armónicos Esféricos; mientras que el otro codificador, mucho más sencillo, puede ser usado para situaciones sin mucha complejidad en cuanto a espacialidad. In the last years the multichannel audio has increased in leaps and bounds and not only in the playback techniques, but also in the recording ones. That is the reason of both things being in this project: a microphone array, EigenMike32 from MH Acoustics; and a playback system with Wave Field Synthesis technology, installed by Iosono in Jade Höchscule Oldenburg. To link these two points of the audio chain, 2 different kinds of codification are proposed: the reproduction of the EigenMike32´s horizontal take, and the Ambisonics´ third order (High Order Ambisonics, HOA), a codification technique based in Spherical Harmonics through which the acoustic field is simulated instead of the different sound sources. Both have been developed inside Matlab´s environment and supported by the Isophonics´ scripts collection called Spatial Audio Matlab Toolbox. To test these, a serial of tests were made in which they were compared with recordings made at the time by a Dummy Head, which is supposed to be the closest method to our hearing way. These tests included other recording and codifications made by a Double MS (DMS) from Schoeps which are explained in the project named “3D audio rendering through Ambisonics techniques: from multi-microphone recordings (DMS Schoeps) to a WFS system, through Matlab”. The way to perform the tests was, a collection made of 4 audios repeated 4 times for each recorded situation (a chat, a class, a street and college canteen or Mensa). The results were unexpected, because the HOA´s third order stood under the Well valuation, possibly caused by introducing material made for a tridimensional array inside one made only by 2 dimensions. On the other hand, the codification that consisted of extracting the horizontal plane microphones kept the Well valuation in all the situations. It is concluded that HOA should keep being tested with larger knowledge about Spherical Harmonics; while the other coder, quite simpler, can be used for situations without a lot of complexity with regards to spatiality.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

L’espace est un élément peu exploré en musique. Méconnu des compositeurs, il n’est généralement pas pensé comme paramètre musical « composable ». Pourtant si la musique peut être perçue comme une organisation et une succession d’éléments dans le temps, pourquoi ne pourrait-elle pas l’être aussi dans l’espace? Ce travail se veut en quelque sorte un pont entre la recherche et la pratique, qui se construit par la synthèse de l’information que j’ai pu trouver sur chacune des quatre méthodes de spatialisation abordées ici. Dans un premier temps, je traiterai de leur développement, leur fonctionnement et des possibilités d’intégration de ces méthodes dans le processus de composition musicale, notamment en discutant les outils disponibles. Dans un second temps, les pièces Minimale Sédation et Fondations, toutes deux composées en octophonie seront discutées. J’expliquerai leurs processus de composition à travers les intentions, les techniques d’écriture et les outils qui ont menés à leurs créations.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper introduces a database of freely available stereo-3D content designed to facilitate research in stereo post-production. It describes the structure and content of the database and provides some details about how the material was gathered. The database includes examples of many of the scenarios characteristic to broadcast footage. Material was gathered at different locations including a studio with controlled lighting and both indoor and outdoor on-location sites with more restricted lighting control. The database also includes video sequences with accompanying 3D audio data recorded in an Ambisonics format. An intended consequence of gathering the material is that the database contains examples of degradations that would be commonly present in real-world scenarios. This paper describes one such artefact caused by uneven exposure in the stereo views, causing saturation in the over-exposed view. An algorithm for the restoration of this artefact is proposed in order to highlight the usefuiness of the database.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Este proyecto de fin de carrera tiene como objetivo obtener una visión detallada de los sistemas y tecnologías de grabación y reproducción utilizadas para aplicaciones de audio 3D y entornos de realidad virtual, analizando las diferentes alternativas existentes, su funcionamiento, características, detalles técnicos y sus ámbitos de aplicación. Como punto de partida se estudiará la teoría psicoacústica y la localización de fuentes sonoras en el espacio, base para el estudio de los sistemas de audio 3D. Se estudiará tanto la espacialización sonora en un espacio real y la espacialización virtual (simulación mediante procesado de información de la localización de fuentes sonoras), en los que intervienen algunos fenómenos acústicos y psicoacústicos como ITD, o diferencia de tiempo que existe entre una señal acústica que llega a los pabellones auditivos, la ILD, o diferencia de intensidad o amplitud que hay entre la señal que llega a los pabellones auditivos y la localización espacial mediante otra serie de mecanismos biaurales. Tras una visión general de la teoría psicoacústica y la espacialización sonora, se analizarán con detalle los elementos de grabación y reproducción existentes para audio 3D. Concretamente, a lo largo del proyecto se profundizará en el funcionamiento del sistema estéreo, caracterizado por el posicionamiento sonoro mediante la utilización de dos canales; del sistema biaural, caracterizado por reconstruir campos sonoros mediante el uso de las HRTF; de los sistemas multicanal, detallando gran parte de las alternativas y configuraciones existentes; del sistema Ambiophonics, caracterizado por implementar filtros de cruce; del sistema Ambisonics, y sus diferentes formatos y técnicas de codificación y decodificación; y del sistema Wavefield Synthesis, caracterizado por recrear ambientes sonoros en grandes espacios. ABSTRACT This project aims to get a detailed view of recording and reproducing systems and technologies used to 3D audio applications and virtual reality environments, analyzing the different alternatives available, their functioning, features, technical details and their different scopes of applications. As a starting point, will be studied the psychoacoustic theory and the localization of sound sources in space, basis for the 3D audio study. Will be studied both the spacialization of sound sources in real space as virtual spatialization of sound sources (simulation by information processing of localization of sound sources), in which involves some acoustic and psychoacoustic phenomena like ITD (or the Interaural time difference), the ILD, (or the Interaural Level Difference) and spatial localization by another set of binaural mechanisms. After a general overview of the psychoacoustics theory and the sound spatialization, will be analyzed in detail existing methods of recording and reproducing for 3D audio. Specifically, during the project will analyze the characteristics of the stereo systems, characterized by sound positioning using two channels; the binaural systems, characterized by reconstructing sound fields by using the HRTF; the multichannel systems, detailing many of the existing alternatives and configurations; the Ambiophonics system, which is characterized by implementing crosstalk elimination techniques; the Ambiosonics system, and its various formats and encoding and decoding techniques; and the Wavefield Synthesis system, characterized by recreate soundscapes in large spaces.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Una de las aplicaciones más interesantes de las tecnologías de realidad acústica virtual es la posibilidad de recuperar la acústica original de edificios históricos que se han perdido o que han sufrido modificaciones a lo largo del tiempo. En un proyecto de investigación llevado a cabo recientemente, las tecnologías de realidad acústica virtual se utilizan para reconstruir el sonido primitivo de un grupo de iglesias prerrománicas hispanas. En este trabajo se analizan sus características acústicas y se comparan con las que presentan las mismas iglesias en su estado actual. Además, se evalúa la idoneidad de estos espacios para el desempeño de las actividades litúrgicas propias del antiguo rito hispánico.