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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The Auditory Centre: Research and Design of Acoustic Environments and Spatial Sound Projects

Harvey, Lawrence James, Lawrence.harvey@rmit.edu.au January 2009 (has links)
Design culture is tentatively embracing the acoustic conditions and auditory awareness of spaces and objects, thus creating new opportunities for spatial sound practitioners. This thesis examines the making of seven spatial sound design projects in diverse milieux and an eighth project - the establishment of an electroacoustic studio within a school of architecture and design. The projects and the studio are considered models for the ways in which electroacoustic practices might advance the auditory spatial awareness of students and researchers in the academy, and the general community through an interlocking program of teaching, research and events. The creation of the projects and establishment of the studios also articulate a transformation in my own practice from composer to design researcher. Five of the projects are intended to engender in listeners a greater awareness of the acoustic environment and the auditory spatial qualities of those environments, whi ch listeners daily inhabit. Supporting these project studies is a discussion on issues and conditions of making and materials to elucidate my approach to creating spatial sound designs in diverse milieux. Two of the projects investigated the auditory spatial awareness of different communities in Melbourne, with the view of establishing ideas about the auditory culture and the actual environments of that experience. The final project is a facility to house a community of practitioners who aspire to privilege the auditory design and experience of space, through a series of research, teaching and performance activities. While evaluating just how my practice transformed over the course of the projects, I also propose that the combination of the Studio's main elements is critical to the advancement of sound-based research and design as a design discipline. Note to audio and visual materials - This thesis was accompanied by a custom-built multi-channel sound playback environment using Max/MSP and Flash. For further details on this player and Quicktime files, contact lawrence.harvey@rmit.edu.au.
2

A Holistic Design Concept For Eyes-Free Mobile Interfaces

Dicke, Christina January 2012 (has links)
This thesis presents a series of studies to explore and understand the design of eyes-free interfaces for mobile devices. The motivation is to devise a holistic design concept that is based on the WIMP paradigm and is adapted to the requirements of mobile user interaction. It is proposed that audio is a very efficient and effective modality for use in an eyes-free mobile interface. Methods to transfer the WIMP paradigm to eyes-free interfaces are proposed and evaluated. Guidelines for the implementation of the paradigm are given and – by means of an example – a holistic design concept is proposed. This thesis begins with an introduction to and critical reflection of re- currently important themes and research methods from the disciplines of psychoacoustics, psychology, and presence research. An overview of related work is given, paying particular attention to the use of interface metaphors in mobile eyes-free interfaces. The notion of distance is discussed as a method to prioritise, structure, and manage attention in eyes-free interfaces. Practical issues arising from sources becoming inaudible with increasing distance can be addressed by proposing a method modeled on echo location. This method was compared to verbally coded distance information and proved useful for identifying the closest of several objects, while verbally coded distance infor- mation was found to be more efficient for identifying the precise distance of an object. The knowledge gained from the study can contribute to improv- ing other applications, such as GPS based navigation. Furthermore, the issue of gaining an overview of accessible objects by means of sound was exam- ined. The results showed that a minimum of 200 ms between adjacent sound samples should be adhered to. Based on these findings, both earcons and synthesized speech are recommendable, although speech has the advantage of being more flexible and easier to learn. Monophonic reproduction yields comparable results to spatial reproduction. However, spatial reproduction has the additional benefit of indicating an item’s position. These results are transferable and generally relevant for the use of audio in HCI. Tactile interaction techniques were explored as a means to interact with an auditory interface and were found to be both effective and enjoyable. One of the more general observations was that 2D and 3D gestures were intuitively used by participants, who transferred their knowledge of established gestures to auditory interfaces. It was also found that participants often used 2D ges- tures to select an item and proceeded to manipulate it with a 3D gesture. The results suggest the use of a small gesture set with reversible gestures for do/undo-type actions, which was further explored in a follow up study. It could be shown that simple 3D gestures are a viable way of manipulating spatialized sound sources in a complex 3D auditory display. While the main contribution of this thesis lies in the area of HCI, pre- viously unresearched issues from adjacent disciplines that impact the user experience of auditory interfaces have been addressed. It was found that regular, predictable movement patterns in 3D audio spaces cause symptoms of simulator sickness. However, these were found to be minor and only oc- curred under extreme conditions. Additionally, the influence of the audio reproduction method on the perception of presence, social presence, and realism was examined. It was found that both stereophonic and binaural reproduction have advantages over monophonic sound reproduction: stereo- phonic sound increases the perception of social presence while binaural sound increases the feeling of being present in a virtual environment. The results are important contributions insofar as one of the main applications of mobile devices is voice based communication; it is reasonable to assume that there will be an increase in real-time voice based social and cooperative networking applications. This thesis concludes with a conceptual design of a system called “Foogue”, which uses the results of the previous experiments as the basis of an eyes-free interface that utilizes spatial audio and gesture input.
3

Aplicação à música de um sistema de espacialização sonora baseado em Ambisonics. / A musical application of a sound spatialization system based on Ambisonics.

Thomaz, Leandro Ferrari 05 February 2007 (has links)
O trabalho envolve a pesquisa de técnicas para espacialização sonora musical e o desenvolvimento de um sistema de espacialização sonora sobre uma arquitetura de áudio multicanal aberta (AUDIENCE) para a auralização imersiva. Utilizando-se a técnica Ambisonics, o sistema construído permite a recriação de um campo sonoro tridimensional. O sistema reproduz virtualmente peças musicais espacializadas, por meio de um arranjo de alto-falantes em torno do ouvinte, onde as fontes sonoras podem assumir posições incomuns e movimentar-se no espaço. Através dos resultados dos experimentos musicais realizados com o sistema, chega-se a conclusão de que o sistema pode ser utilizado por compositores, regentes e produtores para a tarefa de espacialização musical. / This work involves the research of techniques for musical spatialization, and the development of a spatialization system, based on an open multichannel audio architecture (AUDIENCE) for immersive auralization. The constructed system uses the Ambisonics technique, which allows the recreation of a three-dimensional sound field. The system reproduces spatial music through an arrangement of loudspeakers around the listener where sound sources can assume some uncommon positions, and also be put into motion. From the results of experiments with a musical piece it follows that the system can be used by composers, conductors, and producers to the musical spatialization task.
4

Aplicação à música de um sistema de espacialização sonora baseado em Ambisonics. / A musical application of a sound spatialization system based on Ambisonics.

Leandro Ferrari Thomaz 05 February 2007 (has links)
O trabalho envolve a pesquisa de técnicas para espacialização sonora musical e o desenvolvimento de um sistema de espacialização sonora sobre uma arquitetura de áudio multicanal aberta (AUDIENCE) para a auralização imersiva. Utilizando-se a técnica Ambisonics, o sistema construído permite a recriação de um campo sonoro tridimensional. O sistema reproduz virtualmente peças musicais espacializadas, por meio de um arranjo de alto-falantes em torno do ouvinte, onde as fontes sonoras podem assumir posições incomuns e movimentar-se no espaço. Através dos resultados dos experimentos musicais realizados com o sistema, chega-se a conclusão de que o sistema pode ser utilizado por compositores, regentes e produtores para a tarefa de espacialização musical. / This work involves the research of techniques for musical spatialization, and the development of a spatialization system, based on an open multichannel audio architecture (AUDIENCE) for immersive auralization. The constructed system uses the Ambisonics technique, which allows the recreation of a three-dimensional sound field. The system reproduces spatial music through an arrangement of loudspeakers around the listener where sound sources can assume some uncommon positions, and also be put into motion. From the results of experiments with a musical piece it follows that the system can be used by composers, conductors, and producers to the musical spatialization task.
5

Spatial sound and sound localization on a horizontal surface for use with interactive surface (tabletop) computers

Lam, Jonathan 01 August 2012 (has links)
Tabletop computers (also known as surface computers, smart tables, and interactive surface computers) have been growing in popularity for the last decade and are poised to make in‐roads into the consumer market, opening up a new market for the games industry. However, before tabletop computers become widely accepted, there are open problems that must be addressed with respect to audio interaction including: "What loudspeaker constellations are appropriate for tabletop computers?" "How does our perception of spatial sound change with these different loudspeaker configurations?" and "What panning methods should be used to maximally use the spatial localization abilities of the user(s)?" Using a custom‐built tabletop computer setup, the work presented in this thesis investigated these three questions/problems via a series of experiments. The results of these experiments indicated that accurately localizing a virtual sound source on a horizontal surface is a difficult and error‐prone task, for all of the methods that were used. / UOIT
6

Spatial sound rendering using measured room impulse responses

Li, Yan 24 August 2010 (has links)
This thesis presents a spatial sound rendering system for the use in immersive virtual environments. Spatial sound rendering aims at artificially reproducing the acoustics of a space. It has many applications such as music production, movies, electronic gaming and teleconferencing. Conventionally, spatial sound rendering is implemented by digital signal processing algorithms derived from perceptual models or simplified physical models. While being flexible and/or efficient, these models are not able to capture the acoustical impression of a space faithfully. On the other side, convolving the sound sources with properly measured impulse responses produces the highest possible fidelity, but it is not practically useful for many applications because one impulse response corresponds to one source/listener configuration so that the sources or the listeners can not be relocated. In this thesis, techniques for measuring multichannel room impulse responses (MMRIR) are reviewed. Then, methods for analyzing measured MMRIR and rendering virtual acoustical environment based on such analysis are presented and evaluated. The analysis can be performed off-line. During this stage, a set of filters that represent the characteristics of the air and walls inside the acoustic space are obtained. Based on the assumption that the MMRIR acquired at one "good" position in the target space can be used to simulate the late reverb at other positions in the same space, appropriate segments that can be used as reverb tails are extracted from the measured MMRIR. The rendering system first constructs an early reflection model based on the positions of the listener-source pair and the filters derived, then combines with the late reverb segments to form a complete listener-source-room acoustical model that can be used to synthesize high quality multi-channel audio for arbitrary listener-source positions. Another merit of the proposed framework is that it is scalable. At the expense of slightly degraded rendering quality, the computational complexity can be greatly reduced. This makes this framework suitable for a wide range of applications that have different quality and complexity requirements. The proposed framework has been evaluated by formal listening tests. These tests have proven the effectiveness in preserving the spatial quality while positioning the listener-source pair accurately, as well as justified the key assumptions made by the proposed system.
7

Μέθοδος επεξεργασίας σήματος για τρισδιάστατη ηχητική αναπαραγωγή

Πίππος, Γεώργιος 09 October 2014 (has links)
Στα πλαίσια της διπλωματικής αυτής, έγινε ανάλυση και υλοποίησης της κωδικοποίησης αμφοιωτικών παραμέτρων (BCC-Binaural Cue Coding). Οι αλγόριθμοι της κωδικοποίησης BCC και γενικά όλες οι συναρτήσεις που χρησιμοποιήθηκαν έγιναν στο περιβάλλον της MATLAB. Για τη διαδικασία και για τον έλεγχο των αλγορίθμων έγινε χρήση στερεοφωνικών σημάτων τα οποία κωδικοποιήθηκαν σε μονοφωνικά. Στόχος της κωδικοποίησης ήταν να επιτευχθεί γρήγορη μίξη και εξαγωγή των παραμέτρων του στερεοφωνικού σήματος και ταυτόχρονα όσο το δυνατό πιο πειστική επαναδημιουργία του σήματος. Για αυτό τον λόγο στην προσπάθεια δημιουργίας προγράμματος με γρήγορη απόκριση, η κωδικοποίηση έγινε, τόσο στο πεδίο του χρόνου όσο και στο πεδίο της συχνότητας. / --
8

Det spatiala ljudets vikt / The importance of spatial sound

Gertonsson, Simon, Hansson, Anton January 2018 (has links)
Detta kandidatarbete handlar om det spatiala ljudets vikt i en digital värld där det visuella alltsom oftast hamnar i framkant. För att utföra detta går denna text in på vad ett ljudligt narrativ är, människans lyssnade och interaktivt ljudberättande. Förståelse för alternativa koncept såsom ljud i olika kontexter, till exempel soundscapes och sound mapping presenteras med studier från R. Murray. Schafer (1994), Mark Nazemi och Diane Gromala(2012).Tillsammans med ny och gammal teknik kommer denna undersökning att försöka arbeta gentemot människans naturliga respons till ljud utan visuella referenspunkter. Detta undersöks med hjälp av spatialt ljud , ny lokaliseringsteknik; även känt som Pozyx som integrerats tillsammans med en virtuell miljö, skapat i spelmotorn Unity där användandet av ljudmotorn renderar spatialt ljud i realtid. Resultatet blev att deltagarna i denna undersökning skapade sitt egna personliga narrativ, där vi som designers skapade förutsättningarna till detta genom interaktiv teknik och selektivt lyssnande. / This bachelor thesis is about the importance of spatial sounds in a digital world where the visual most often comes to the forefront. To do this, this text goes on what a sound narrative is, the human listening and interactive sound narrative. Understanding of alternative concepts like sounds in different contexts, such as soundscapes and sound mapping, is presented withstudies by R. Murray. Schafer (1994), Mark Nazemi and Diane Gromala (2012). Along with new and old technology, this study will try to explain the human natural response to sound without visual reference points. This is investigated using spatial sound, new localization technology; also known as Pozyx, integrated with a virtual environment created in the Unity’s game engine, where the use of the audio engine delivers spatial sound in real time. As a result, the participants in this survey created their own personal narrative, where we as designers created the conditions for this, through interactive technology and selective listening.
9

Optimization and improvements in spatial sound reproduction systems through perceptual considerations

Gutiérrez Parera, Pablo 07 May 2020 (has links)
[ES] La reproducción de las propiedades espaciales del sonido es una cuestión cada vez más importante en muchas aplicaciones inmersivas emergentes. Ya sea en la reproducción de contenido audiovisual en entornos domésticos o en cines, en sistemas de videoconferencia inmersiva o en sistemas de realidad virtual o aumentada, el sonido espacial es crucial para una sensación de inmersión realista. La audición, más allá de la física del sonido, es un fenómeno perceptual influenciado por procesos cognitivos. El objetivo de esta tesis es contribuir con nuevos métodos y conocimiento a la optimización y simplificación de los sistemas de sonido espacial, desde un enfoque perceptual de la experiencia auditiva. Este trabajo trata en una primera parte algunos aspectos particulares relacionados con la reproducción espacial binaural del sonido, como son la escucha con auriculares y la personalización de la Función de Transferencia Relacionada con la Cabeza (Head Related Transfer Function - HRTF). Se ha realizado un estudio sobre la influencia de los auriculares en la percepción de la impresión espacial y la calidad, con especial atención a los efectos de la ecualización y la consiguiente distorsión no lineal. Con respecto a la individualización de la HRTF se presenta una implementación completa de un sistema de medida de HRTF y se introduce un nuevo método para la medida de HRTF en salas no anecoicas. Además, se han realizado dos experimentos diferentes y complementarios que han dado como resultado dos herramientas que pueden ser utilizadas en procesos de individualización de la HRTF, un modelo paramétrico del módulo de la HRTF y un ajuste por escalado de la Diferencia de Tiempo Interaural (Interaural Time Difference - ITD). En una segunda parte sobre reproducción con altavoces, se han evaluado distintas técnicas como la Síntesis de Campo de Ondas (Wave-Field Synthesis - WFS) o la panoramización por amplitud. Con experimentos perceptuales se han estudiado la capacidad de estos sistemas para producir sensación de distancia y la agudeza espacial con la que podemos percibir las fuentes sonoras si se dividen espectralmente y se reproducen en diferentes posiciones. Las aportaciones de esta investigación pretenden hacer más accesibles estas tecnologías al público en general, dada la demanda de experiencias y dispositivos audiovisuales que proporcionen mayor inmersión. / [CAT] La reproducció de les propietats espacials del so és una qüestió cada vegada més important en moltes aplicacions immersives emergents. Ja siga en la reproducció de contingut audiovisual en entorns domèstics o en cines, en sistemes de videoconferència immersius o en sistemes de realitat virtual o augmentada, el so espacial és crucial per a una sensació d'immersió realista. L'audició, més enllà de la física del so, és un fenomen perceptual influenciat per processos cognitius. L'objectiu d'aquesta tesi és contribuir a l'optimització i simplificació dels sistemes de so espacial amb nous mètodes i coneixement, des d'un criteri perceptual de l'experiència auditiva. Aquest treball tracta, en una primera part, alguns aspectes particulars relacionats amb la reproducció espacial binaural del so, com són l'audició amb auriculars i la personalització de la Funció de Transferència Relacionada amb el Cap (Head Related Transfer Function - HRTF). S'ha realitzat un estudi relacionat amb la influència dels auriculars en la percepció de la impressió espacial i la qualitat, dedicant especial atenció als efectes de l'equalització i la consegüent distorsió no lineal. Respecte a la individualització de la HRTF, es presenta una implementació completa d'un sistema de mesura de HRTF i s'inclou un nou mètode per a la mesura de HRTF en sales no anecoiques. A mès, s'han realitzat dos experiments diferents i complementaris que han donat com a resultat dues eines que poden ser utilitzades en processos d'individualització de la HRTF, un model paramètric del mòdul de la HRTF i un ajustament per escala de la Diferencià del Temps Interaural (Interaural Time Difference - ITD). En una segona part relacionada amb la reproducció amb altaveus, s'han avaluat distintes tècniques com la Síntesi de Camp d'Ones (Wave-Field Synthesis - WFS) o la panoramització per amplitud. Amb experiments perceptuals, s'ha estudiat la capacitat d'aquests sistemes per a produir una sensació de distància i l'agudesa espacial amb que podem percebre les fonts sonores, si es divideixen espectralment i es reprodueixen en diferents posicions. Les aportacions d'aquesta investigació volen fer més accessibles aquestes tecnologies al públic en general, degut a la demanda d'experiències i dispositius audiovisuals que proporcionen major immersió. / [EN] The reproduction of the spatial properties of sound is an increasingly important concern in many emerging immersive applications. Whether it is the reproduction of audiovisual content in home environments or in cinemas, immersive video conferencing systems or virtual or augmented reality systems, spatial sound is crucial for a realistic sense of immersion. Hearing, beyond the physics of sound, is a perceptual phenomenon influenced by cognitive processes. The objective of this thesis is to contribute with new methods and knowledge to the optimization and simplification of spatial sound systems, from a perceptual approach to the hearing experience. This dissertation deals in a first part with some particular aspects related to the binaural spatial reproduction of sound, such as listening with headphones and the customization of the Head Related Transfer Function (HRTF). A study has been carried out on the influence of headphones on the perception of spatial impression and quality, with particular attention to the effects of equalization and subsequent non-linear distortion. With regard to the individualization of the HRTF a complete implementation of a HRTF measurement system is presented, and a new method for the measurement of HRTF in non-anechoic conditions is introduced. In addition, two different and complementary experiments have been carried out resulting in two tools that can be used in HRTF individualization processes, a parametric model of the HRTF magnitude and an Interaural Time Difference (ITD) scaling adjustment. In a second part concerning loudspeaker reproduction, different techniques such as Wave-Field Synthesis (WFS) or amplitude panning have been evaluated. With perceptual experiments it has been studied the capacity of these systems to produce a sensation of distance, and the spatial acuity with which we can perceive the sound sources if they are spectrally split and reproduced in different positions. The contributions of this research are intended to make these technologies more accessible to the general public, given the demand for audiovisual experiences and devices with increasing immersion. / Gutiérrez Parera, P. (2020). Optimization and improvements in spatial sound reproduction systems through perceptual considerations [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/142696 / TESIS
10

Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound

Widman, Ludvig January 2021 (has links)
Recent advancements in audio technology for computer games has made possible for implementations with binaural audio. Compared to regular stereo sound, binaural audio offers possibilities for a player to experience spatial sound, including sounds along the vertical plane, using their own headphones. A computer game prototype called “Crystal Gatherer” was created for this study to explore the possibilities of binaural audio imple- mentation regarding localization and perception of objects that make sound in a 3D game. The game featured two similar game levels, with the difference that one used binaural sound, and the other stereo sound. The levels consisted of a dark space that the player could navigate freely with the objective to find objects that make sound, called “crystals”, as fast as they could. An experiment was conducted with 14 test sub- jects that played the game, qualitative and quantitative data was collected, including the time the players took to complete the game levels, respectively, and answers about how they experienced the levels. A majority of test subjects reported that they per- ceived a difference between the levels. No significant difference was found between the levels in terms of efficacy of finding the objects that made sound. Some test subjects stated that they found localization was better in the binaural level of the game, others found the stereo level to be better in this respect. The study shows that there can exist possibilities for binaural audio to change the perception of audio in computer games.

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