26 resultados para Psychoacoustic


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We evaluated trained listener-based acoustic sampling as a reliable and non-invasive method for rapid assessment of ensiferan species diversity in tropical evergreen forests. This was done by evaluating the reliability of identification of species and numbers of calling individuals using psychoacoustic experiments in the laboratory and by comparing psychoacoustic sampling in the field with ambient noise recordings made at the same time. The reliability of correct species identification by the trained listener was 100% for 16 out of 20 species tested in the laboratory. The reliability of identifying the numbers of individuals correctly was 100% for 13 out of 20 species. The human listener performed slightly better than the instrument in detecting low frequency and broadband calls in the field, whereas the recorder detected high frequency calls with greater probability. To address the problem of pseudoreplication during spot sampling in the field, we monitored the movement of calling individuals using focal animal sampling. The average distance moved by calling individuals for 17 out of 20 species was less than 1.5 m in half an hour. We suggest that trained listener-based sampling is preferable for crickets and low frequency katydids, whereas broadband recorders are preferable for katydid species with high frequency calls for accurate estimation of ensiferan species richness and relative abundance in an area.

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We extend the recently proposed spectral integration based psychoacoustic model for sinusoidal distortions to the MDCT domain. The estimated masking threshold additionally depends on the sub-band spectral flatness measure of the signal which accounts for the non- sinusoidal distortion introduced by masking. The expressions for masking threshold are derived and the validity of the proposed model is established through perceptual transparency test of audio clips. Test results indicate that we do achieve transparent quality reconstruction with the new model. Performance of the model is compared with MPEG psychoacoustic models with respect to the estimated perceptual entropy (PE). The results show that the proposed model predicts a lower PE than other models.

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Police officers are exposed to impact noise coming from firearms, which may cause irreversible injuries to the hearing system.Aim: To evaluate the noise exposure in shooting stands during gunfire exercises, to analyze the acoustic impact of the noise produced by the firearms and to associate it with tonal audiometry results.Study design: Cross-sectional.Materials and methods: To measure noise intensity we used a digital sound level meter, and the acoustic analysis was carried out by means of the oscillations and cochlear response curves provided by the Praat software. 30 police officers were selected (27 males and 3 females).Results: The peak level measured was 113.1 dB(C) from a .40 pistol and 116.8 dB(C) for a .38 revolver. The values obtained for oscillation and Praat was 17.9 +/- 0.3 Barks, corresponding to the rate of 4,120 and 4,580 Hz. Audiometry indicated greater hearing loss at 4,000Hz in 86.7% of the cases.Conclusion: With the acoustic analysis it was possible to show cause and effect between the main areas of energy excitation of the cochlea (Praat cochlear response curve) and the frequencies of low hearing acuity.

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In this paper, we propose a new state transition based embedding (STBE) technique for audio watermarking with high fidelity. Furthermore, we propose a new correlation based encoding (CBE) scheme for binary logo image in order to enhance the payload capacity. The result of CBE is also compared with standard run-length encoding (RLE) compression and Huffman schemes. Most of the watermarking algorithms are based on modulating selected transform domain feature of an audio segment in order to embed given watermark bit. In the proposed STBE method instead of modulating feature of each and every segment to embed data, our aim is to retain the default value of this feature for most of the segments. Thus, a high quality of watermarked audio is maintained. Here, the difference between the mean values (Mdiff) of insignificant complex cepstrum transform (CCT) coefficients of down-sampled subsets is selected as a robust feature for embedding. Mdiff values of the frames are changed only when certain conditions are met. Hence, almost 50% of the times, segments are not changed and still STBE can convey watermark information at receiver side. STBE also exhibits a partial restoration feature by which the watermarked audio can be restored partially after extraction of the watermark at detector side. The psychoacoustic model analysis showed that the noise-masking ratio (NMR) of our system is less than -10dB. As amplitude scaling in time domain does not affect selected insignificant CCT coefficients, strong invariance towards amplitude scaling attacks is also proved theoretically. Experimental results reveal that the proposed watermarking scheme maintains high audio quality and are simultaneously robust to general attacks like MP3 compression, amplitude scaling, additive noise, re-quantization, etc.

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This study is the first step in the psychoacoustic exploration of perceptual differences between the sounds of different violins. A method was used which enabled the same performance to be replayed on different "virtual violins," so that the relationships between acoustical characteristics of violins and perceived qualities could be explored. Recordings of real performances were made using a bridge-mounted force transducer, giving an accurate representation of the signal from the violin string. These were then played through filters corresponding to the admittance curves of different violins. Initially, limits of listener performance in detecting changes in acoustical characteristics were characterized. These consisted of shifts in frequency or increases in amplitude of single modes or frequency bands that have been proposed previously to be significant in the perception of violin sound quality. Thresholds were significantly lower for musically trained than for nontrained subjects but were not significantly affected by the violin used as a baseline. Thresholds for the musicians typically ranged from 3 to 6 dB for amplitude changes and 1.5%-20% for frequency changes. interpretation of the results using excitation patterns showed that thresholds for the best subjects were quite well predicted by a multichannel model based on optimal processing. (c) 2007 Acoustical Society of America.

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320 p.

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The physical meaning and methods of determining loudness were reviewed Loudness is a psychoacoustic metric which closely corresponds to the perceived intensity of a sound stimulus. It can be determined by graphical procedures, numerical methods, or by commercial software. These methods typically require the consideration of the 1/3 octave band spectrum of the sound of interest. The sounds considered in this paper are a 1 kHz tone and pink noise. The loudness of these sounds was calculated in eight ways using different combinations of input data and calculation methods. All the methods considered are based on Zwicker loudness. It was determined that, of the combinations considered, only the commercial software dBSonic and the loudness calculation procedure detailed in DIN 45631 using 1/3 octave band levels filtered using ANSI S1.11-1986 gave the correct values of loudness for a 1 kHz tone. Comparing the results between the sources also demonstrated the difference between sound pressure level and loudness. It was apparent that the calculation and filtering methods must be considered together, as a given calculation will produce different results for different 1/3 octave band input. In the literature reviewed, no reference provided a guide to the selection of the type of filtering that should be used in conjunction with the loudness computation method.

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The change in acoustic characteristics in personal computers to console gaming and home entertainment systems with the change in the Graphics Processing Unit (GPU), is presented. The tests are carried out using identical configurations of the software and system hardware. The prime components of the hardware used in the project are central processing unit, motherboard, hard disc drive, memory, power supply, optical drive, and additional cooling system. The results from the measurements taken for each GPU tested are analyzed and compared. The test results are obtained using a photo tachometer and reflective tape adhered to one particular fan blade. The test shows that loudness is a psychoacoustic metric developed by Zwicker and Fastal that aims to quantify how loud a sound is perceived as compared to a standard sound. The acoustic experiment reveals that the inherent noise generation mechanism increases with the increase of the complexity of the cooling solution.

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Le diagnostic de l’acouphène repose sur le rapport verbal du patient. Cependant, les paramètres psychoacoustiques, tels que la hauteur et la sonie de l’acouphène, sont essentiels pour l’évaluation et pour discriminer les fausses plaintes. Quantifier le percept de l’acouphène reste un objectif de recherche important. Nous avons cherché à: (1) évaluer la précision d'une nouvelle méthode d'évaluation des acouphènes du type « likeness rating » avec une méthode de présentation continue de la hauteur, en considérant la formation musicale, et (2) vérifier si les mesures psychoacoustiques de l’acouphène ont la sensibilité et la spécificité pour détecter les personnes simulant un acouphène. Nous avons recruté des musiciens et des non-musiciens souffrant d'acouphènes et des simulateurs sans acouphènes. La plupart d’entre eux ont été testés une seconde fois quelques semaines plus tard. La hauteur de l’acouphène a d’abord été évaluée en utilisant la méthode « likness rating ». Des sons purs ont été présentés de manière aléatoire de 0.25 kHz à 16 kHz et les participants devaient coter la ressemblance de chaque son par rapport à leur acouphène, et en ajuster son volume de 0 à 100 dB SPL. La hauteur a ensuite été évaluée par une méthode, où les participants devaient apparier la hauteur de leur acouphène en déplaçant leur doigt sur une bande tactile générant des sons purs en continu de 0.5 kHz à 20 kHz par pas de 1 Hz. Les capacités à apparier des sons externes ont été évaluées en utilisant cet appareil. La hauteur prédominante de l’acouphène était similaire entre les deux méthodes pour les musiciens et les non-musiciens, bien que les musiciens montraient de meilleures capacités d’appariement face à des sons externes. Les simulateurs ont coté la sonie bien au-dessus que les autres groupes avec un grand degré de spécificité (94,4%), et ont été inconsistants dans l’appariement de cette sonie (pas de la hauteur) d’une session à une autre. Les données de la seconde session montrent des réponses similaires pour l’appariement de la hauteur pour les deux méthodes ainsi que pour tous nos participants. En conclusion, la hauteur et la sonie correspondent au percept de l’acouphène et doivent en plus être utilisées avec des échelles visuelles analogiques, qui sont plus corrélées avec la gêne et la détresse. Enfin, l’appariement de la sonie est sensible et spécifique à déterminer la présence de l’acouphène.

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Objectif: Cette thèse avait pour objectif principal la mise en oeuvre et la validation de la faisabilité, chez l'humain, du paradigme de modulation du réflexe acoustique de sursaut par un court silence (GPIAS) afin de l'utiliser comme mesure objective de l'acouphène. Pour ce faire, trois expériences ont été réalisées. L'expérience 1 avait pour objectif de valider l'inhibition du réflexe de sursaut par un court silence chez des participants humains normo-entendants (sans acouphène) lors de la présentation d'un bruit de fond centré en hautes et en basses fréquences afin de déterminer les paramètres optimaux du paradigme. L'expérience 2 avait pour objectif de valider la précision et la fidélité d'une méthode de caractérisation psychoacoustique de l'acouphène (appariement en intensité et en fréquence). Finalement, l'expérience 3 avait pour objectif d'appliquer le paradigme d'objectivation de l'acouphène par le réflexe de sursaut à des participants atteints d'acouphènes chroniques en utilisant les techniques développées lors des expériences 1 et 2. Méthodologie : L'expérience 1 incluait 157 participants testés dans l'une des conditions de durée du court silence (5, 25, 50, 100, 200 ms) et dans l'un des deux paradigmes (court silence à l'intérieur du bruit de fond ou suivant celui-ci) à l'aide de bruits de fond en hautes et en basses fréquences. L'expérience 2 incluait deux groupes de participants avec acouphène, l'un musicien (n=16) et l'autre sans expérience musicale (n=16) ainsi qu'un groupe de simulateur sans acouphène (n=18). Ils tous ont été évalués sur leur capacité d'appariement en fréquence et en intensité de leur acouphène. Les mesures ont été reprises chez un sous-groupe de participants plusieurs semaines plus tard. L'expérience 3 incluait 15 participants avec acouphène et 17 contrôles évalués à l'aide du paradigme d'inhibition du réflexe de sursaut à l'aide d'un court silence (GPIAS). Les paramètres psychoacoustiques de l'acouphène ont également été mesurés. Toutes les mesures ont été reprises plusieurs mois plus tard chez un sous-groupe de participants. Résultats : Expérience 1 : le paradigme d'inhibition du réflexe acoustique de sursaut par un court silence est applicable chez l'humain normo-entendant. Expérience 2 : les mesures psychoacoustiques informatisées de l'acouphène incluant l'appariement en fréquence et en intensité sont des mesures précises et fidèles du percept de l'acouphène. Expérience 3 : un déficit d'inhibition au paradigme du GPIAS a été retrouvé chez le groupe de participants avec acouphène pour les bruits de fond en hautes et en basses fréquences au test et au retest. Les mesures d'appariement en fréquence ont révélé un acouphène dont la fréquence prédominante était d'environ 16 000 Hz chez la plupart des participants. Discussion : Il est possible d'appliquer le paradigme d'inhibition du réflexe acoustique de sursaut par un court silence à des participants humains atteints d'acouphène, tel qu'il est utilisé en recherche animale pour « objectiver » la présence d'acouphène. Toutefois, le déficit d'inhibition mesuré n'est pas spécifique à la fréquence de l'acouphène lorsque validé à partir des données d'appariement psychoacoustique. Nos résultats soulèvent des questions quant à l'interprétation originale du paradigme pour détecter la présence d'un acouphène chez les animaux.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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From the customer satisfaction point of view, sound quality of any product has become one of the important factors these days. The primary objective of this research is to determine factors which affect the acceptability of impulse noise. Though the analysis is based on a sample impulse sound file of a Commercial printer, the results can be applied to other similar impulsive noise. It is assumed that impulsive noise can be tuned to meet the accepTable criteria. Thus it is necessary to find the most significant factors which can be controlled physically. This analysis is based on a single impulse. A sample impulsive sound file is tweaked for different amplitudes, background noise, attack time, release time and the spectral content. A two level factorial design of experiments (DOE) is applied to study the significant effects and interactions. For each impulse file modified as per the DOE, the magnitude of perceived annoyance is calculated from the objective metric developed recently at Michigan Technological University. This metric is based on psychoacoustic criteria such as loudness, sharpness, roughness and loudness based impulsiveness. Software called ‘Artemis V11.2’ developed by HEAD Acoustics is used to calculate these psychoacoustic terms. As a result of two level factorial analyses, a new objective model of perceived annoyance is developed in terms of above mentioned physical parameters such as amplitudes, background noise, impulse attack time, impulse release time and the spectral content. Also the effects of the significant individual factors as well as two level interactions are also studied. The results show that all the mentioned five factors affect annoyance level of an impulsive sound significantly. Thus annoyance level can be reduced under the criteria by optimizing the levels. Also, an additional analysis is done to study the effect of these five significant parameters on the individual psychoacoustic metrics.

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The characteristics of moving sound sources have strong implications on the listener's distance perception and the estimation of velocity. Modifications of the typical sound emissions as they are currently occurring due to the tendency towards electromobility have an impact on the pedestrian's safety in road traffic. Thus, investigations of the relevant cues for velocity and distance perception of moving sound sources are not only of interest for the psychoacoustic community, but also for several applications, like e.g. virtual reality, noise pollution and safety aspects of road traffic. This article describes a series of psychoacoustic experiments in this field. Dichotic and diotic stimuli of a set of real-life recordings taken from a passing passenger car and a motorcycle were presented to test subjects who in turn were asked to determine the velocity of the object and its minimal distance from the listener. The results of these psychoacoustic experiments show that the estimated velocity is strongly linked to the object's distance. Furthermore, it could be shown that binaural cues contribute significantly to the perception of velocity. In a further experiment, it was shown that - independently of the type of the vehicle - the main parameter for distance determination is the maximum sound pressure level at the listener's position. The article suggests a system architecture for the adequate consideration of moving sound sources in virtual auditory environments. Virtual environments can thus be used to investigate the influence of new vehicle powertrain concepts and the related sound emissions of these vehicles on the pedestrians' ability to estimate the distance and velocity of moving objects.

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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.

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El objetivo de este Proyecto Fin de Carrera es realizar el estudio de las características acústicas del Teatro Tomás y Valiente de Fuenlabrada mediante medidas y con el apoyo de los resultados obtenidos mediante la simulación del campo sonoro. El recinto está destinado principalmente a representaciones teatrales, empleándose también como sala polivalente, de forma que se analizará su comportamiento acústico e idoneidad ante la variedad de usos a los que se destina. Para ello, se realizan medidas experimentales in situ de todos los parámetros representativos de un recinto acústico y la predicción de los mismos mediante la simulación de la sala a través del software de simulación acústica EASE, de forma que las características acústicas obtenidas mediante ambos procesos sean comparadas proponiéndose mejoras en el entorno para cumplimiento de parámetros acústicos óptimos exigibles a la sala. En primer lugar se exponen los principales conceptos teóricos a tener en cuenta en el ámbito de la acústica, detallando las diferentes teorías de estudio, los principios básicos de la psicoacústica. Además, se definen los criterios utilizados en el diseño de recintos acústicos y parámetros que definan la calidad según el uso al que se destine en función del estudio de la utilización habitual de la sala y valores óptimos de los parámetros acústicos correspondientes a salas de tamaño y uso similar. A continuación, se describe la metodología aplicada para la realización de las medidas in situ obteniendo resultados de los parámetros acústicos representativos del recinto para el análisis de sus características acústicas y posterior comparación con la predicción de los mismos mediante la simulación del modelo informático. También se muestra el proceso que se ha seguido para el diseño del modelo acústico a partir de los planos del teatro y medidas realizadas en el recinto, para la simulación de parámetros y características acústicas. Finalmente se exponen las conclusiones extraídas tras el estudio realizado y la propuesta de mejoras en el entorno para cumplimiento de parámetros acústicos óptimos que se puedan exigir a esta sala, incluyendo un presupuesto que muestre la viabilidad económica del proyecto. ABSTRACT. The goal of this final project, is to perform an acoustic study and simulation of the Tomás y Valiente theatre in Fuenlabrada. These premises are mainly used for stage plays, but also as a multipurpose space, therefore its acustic behaviour and suitability for the expected uses will be analyzed. To accomplish this task, experimental measures for all the representative parameters for an acoustic hall, will be taken on site. The prediction for those measurements will be simulated through EASE software, so the acoustic characteristics obtained using both methods will be compared, and improvements will be proposed in order to achieve the best acoustic parameters, the hall can have. First at all, the theoretical concepts definition involves exposing the main concepts to consider in the acoustics field, detailing the basic principles of the psychoacoustic. On top of the criteria used in the design of acoustic enclosures and parameters defining the quality according to the use the enclosure is intended for. Research on the most common usage for the space, and optimal values, comparing it with similar rooms in size and use. Experimental measures are made of the acoustic parameters representative of the enclosure for the analysis of its acoustic characteristics and its later comparison with the prediction of the parameters through informatics model simulation. Also the process which has been followed for the design of acoustic model of the theater are taken from on site measurements, experimental representative measures and acoustic parameters, for the acoustic characteristics analysis and post comparison with the software model simulation and prediction. Acoustic design of the theater taking as a base the building blueprints, and manual measures, for the parameters and acoustic characteristics simulation. Finally, the conclusions extracted after the performed research are shown and the propose of improvements in the environment for fulfillment of acoustic optimal parameters which can be required to this room, including a quote with shows the economical viability of the project.