Download Free Head Related Transfer Function And Acoustic Virtual Reality Book in PDF and EPUB Free Download. You can read online Head Related Transfer Function And Acoustic Virtual Reality and write the review.

This book covers all aspects of head-related transfer function (HRTF), from the fundamentals through to the latest applications, such as 3D sound systems. An introductory chapter defines HRTF, describes the coordinate system used in the book, and presents the most recent research achievements in the field. HRTF and sound localization in the horizontal and median planes are then explained, followed by discussion of individual differences in HRTF, solutions to this individuality (personalization of HRTF), and methods of sound image control for an arbitrary 3D direction, encompassing both classic theory and state of the art data. The relations between HRTF and sound image distance and between HRTF and speech intelligibility are fully explored, and measurement and signal processing methods for HRTF are examined in depth. Here, supplementary material is provided to enable readers to measure and analyze HRTF by themselves. In addition, some typical HRTF databases are compared. The final two chapters are devoted to the principles and applications of acoustic virtual reality. This clearly written book will be ideal for all who wish to learn about HRTF and how to use it in their research.
This book systematically details the basic principles and applications of head-related transfer function (HRTF) and virtual auditory display (VAD), and reviews the latest developments in the field, especially those from the author’s own state-of-the-art research group. Head-Related Transfer Function and Virtual Auditory Display covers binaural hearing and the basic principles, experimental measurements, computation, physical characteristics analyses, filter design, and customization of HRTFs. It also details the principles and applications of VADs, including headphone and loudspeaker-based binaural reproduction, virtual reproduction of stereophonic and multi-channel surround sound, binaural room simulation, rendering systems for dynamic and real-time virtual auditory environments, psychoacoustic evaluation and validation of VADs, and a variety of applications of VADs. This guide provides all the necessary knowledge and latest results for researchers, graduate students, and engineers who work in the field of HRTF and VAD.
This is the first focused and detailed textbook on acoustic virtual reality. Auralization is the creation of audible acoustic sceneries from computer-generated data. The term "auralization" is to be understood as being analogue to the well-known technique of "visualization". In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of "making visible" as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as a comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization.
Human sound localization helps to pay attention to spatially separated speakers using interaural level and time differences as well as angle-dependent monaural spectral cues. In a monophonic teleconference, for instance, it is much more difficult to distinguish between different speakers due to missing binaural cues. Spatial positioning of the speakers by means of binaural reproduction methods using head-related transfer functions (HRTFs) enhances speech comprehension. These HRTFs are influenced by the torso, head and ear geometry as they describe the propagation path of the sound from a source to the ear canal entrance. Through this geometry-dependency, the HRTF is directional and subject-dependent. To enable a sufficient reproduction, individual HRTFs should be used. However, it is tremendously difficult to measure these HRTFs. For this reason this thesis proposes approaches to adapt the HRTFs applying individual anthropometric dimensions of a user. Since localization at low frequencies is mainly influenced by the interaural time difference, two models to adapt this difference are developed and compared with existing models. Furthermore, two approaches to adapt the spectral cues at higher frequencies are studied, improved and compared. Although the localization performance with individualized HRTFs is slightly worse than with individual HRTFs, it is nevertheless still better than with non-individual HRTFs, taking into account the measurement effort.
This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.
Section 3. Capturing and controlling the spatial sound field. A study on 3D sound image control by two loudspeakers located in the transverse plane / K. Iida, T. Ishii, and Y. Ishii. Selective listening point audio based on blind signal separation and 3D audio effect / T. Nishino [und weitere]. Selective listening point audio based on blind signal separation and 3D audio effect / T. Nishino. Sweet spot size in virtual sound reproduction : A temporal analysis / Y. Lacouture Parodi and P. Rubak. Psychoacoustic evaluation of different methods for creating individualized, headphone-presented virtual auditory space from B-format room impulse responses / A. Kan, C. Jin, and A. van Schaik. Effects of microphone arrangements on the accuracy of a spherical microphone array (SENZI) in acquiring high-definition 3D sound space information / J. Kodama [und weitere]. Perception-based reproduction of spatial sound with directional audio coding / V. Pulkki [und weitere]. Capturing and recreating auditory virtual reality / R. Duraiswami [und weitere]. Reconstructing sound source directivity in virtual acoustic environments / M. Noisternig, F. Zotter, and B.F.G. Katz. Implementation of real-time room auralization using a surrounding loudspeaker array / T. Okamoto [und weitere]. Spatialisation in audio augmented reality using finger snaps / H. Gamper and T. Lokki. Generation of sound ball : Its theory and implementation / Y.-H. Kim [und weitere]. Estimation of high-resolution sound properties for realizing an editable sound-space system / T. Okamoto, Y. Iwaya, and Y. Suzuki -- Section 4. Applying virtual sound techniques in the real world. Binaural hearing assistance system based on frequency domain binaural model / T. Usagawa and Y. Chisaki. A spatial auditory display for telematic music performances / J. Braasch [und weitere]. Auditory orientation training system developed for blind people using PC-based wide-range 3-D sound technology / Y. Seki [und weitere]. Mapping musical scales onto virtual 3D spaces / J. Villegas and M. Cohen. Sonifying head-related transfer unctions / D. Cabrera and W.L. Martens. Effects of spatial cues on detectability of alarm signals in noisy environments / N. Kuroda [und weitere]. Binaural technique for active noise control assessment / Y. Watanabe and H. Hamada
Auralization is the technique of creation and reproduction of sound on the basis of computer data. With this tool it is possible to predict the character of sound signals which are generated at the source and modified by reinforcement, propagation and transmission in systems such as rooms, buildings, vehicles or other technical devices. This book is organized as a comprehensive collection of the basics of sound and vibration, acoustic modelling, simulation, signal processing and audio reproduction. With some mathematical prerequisites, the readers will be able to follow the main strategy of auralization easily and work out their own implementations of auralization in various fields of application in architectural acoustics, acoustic engineering, sound design and virtual reality. For readers interested in basic research, the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research, and in the field of human-machine interaction.
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA