Virtual Acoustic Space
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Virtual Acoustic Space
Virtual acoustic space (VAS), also known as virtual auditory space, is a technique in which sounds presented over headphones appear to originate from any desired direction in space. The illusion of a virtual sound source outside the listener's head is created. Sound localization cues generate an externalized percept When one listens to sounds over headphones (in what is known as the "closed field") the sound source appears to arise from center of the head. On the other hand, under normal, so-called free-field, listening conditions sounds are perceived as being externalized. The direction of a sound in space (see sound localization) is determined by the brain when it analyses the interaction of incoming sound with head and external ears. A sound arising to one side reaches the near ear before the far ear (creating an interaural time difference, ITD), and will also be louder at the near ear (creating an interaural level difference, ILD – also known as interaural intensity differ ...
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Acoustic Space
Room acoustics is a subfield of acoustics dealing with the behaviour of sound in enclosed or partially-enclosed spaces. The architectural details of a room influences the behaviour of sound waves within it, with the effects varying by frequency. Acoustic reflection, diffraction, and diffusion can combine to create audible phenomena such as room modes and standing waves at specific frequencies and locations, echos, and unique reverberation patterns. Frequency zones The way that sound behaves in a room can be broken up into roughly four different frequency zones: *The first zone is below the frequency that has a wavelength of twice the longest length of the room. In this zone, sound behaves very much like changes in static air pressure. *Above that zone, until wavelengths are comparable to the dimensions of the room, room resonances dominate. This transition frequency is popularly known as the Schroeder frequency, or the cross-over frequency and it differentiates the low fr ...
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Sound Localization
Sound localization is a listener's ability to identify the location or origin of a detected sound in direction and distance. The sound localization mechanisms of the mammalian auditory system have been extensively studied. The auditory system uses several cues for sound source localization, including time difference and level difference (or intensity difference) between the ears, and spectral information. These cues are also used by other animals, such as birds and reptiles, but there may be differences in usage, and there are also localization cues which are absent in the human auditory system, such as the effects of ear movements. Animals with the ability to localize sound have a clear evolutionary advantage. How sound reaches the brain Sound is the perceptual result of mechanical vibrations traveling through a medium such as air or water. Through the mechanisms of compression and rarefaction, sound waves travel through the air, bounce off the pinna and concha of the exte ...
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Interaural Time Difference
The interaural time difference (or ITD) when concerning humans or animals, is the difference in arrival time of a sound between two ears. It is important in the localization of sounds, as it provides a cue to the direction or angle of the sound source from the head. If a signal arrives at the head from one side, the signal has further to travel to reach the far ear than the near ear. This pathlength difference results in a time difference between the sound's arrivals at the ears, which is detected and aids the process of identifying the direction of sound source. When a signal is produced in the horizontal plane, its angle in relation to the head is referred to as its azimuth, with 0 degrees (0°) azimuth being directly in front of the listener, 90° to the right, and 180° being directly behind. Different methods for measuring ITDs *For an abrupt stimulus such as a click, onset ITDs are measured. An onset ITD is the time difference between the onset of the signal reaching two ea ...
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Interaural Level Difference
Sound localization is a listener's ability to identify the location or origin of a detected sound in direction and distance. The sound localization mechanisms of the mammalian auditory system have been extensively studied. The auditory system uses several cues for sound source localization, including time difference and level difference (or intensity difference) between the ears, and spectral information. These cues are also used by other animals, such as birds and reptiles, but there may be differences in usage, and there are also localization cues which are absent in the human auditory system, such as the effects of ear movements. Animals with the ability to localize sound have a clear evolutionary advantage. How sound reaches the brain Sound is the perceptual result of mechanical vibrations traveling through a medium such as air or water. Through the mechanisms of compression and rarefaction, sound waves travel through the air, bounce off the pinna and concha of the exter ...
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Interaural Intensity Difference
Sound localization is a listener's ability to identify the location or origin of a detected sound in direction and distance. The sound localization mechanisms of the mammalian auditory system have been extensively studied. The auditory system uses several cues for sound source localization, including time difference and level difference (or intensity difference) between the ears, and spectral information. These cues are also used by other animals, such as birds and reptiles, but there may be differences in usage, and there are also localization cues which are absent in the human auditory system, such as the effects of ear movements. Animals with the ability to localize sound have a clear evolutionary advantage. How sound reaches the brain Sound is the perceptual result of mechanical vibrations traveling through a medium such as air or water. Through the mechanisms of compression and rarefaction, sound waves travel through the air, bounce off the pinna and concha of the exter ...
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Pinna (anatomy)
The auricle or auricula is the visible part of the ear that is outside the head. It is also called the pinna (Latin for "wing" or "fin", plural pinnae), a term that is used more in zoology. Structure The diagram shows the shape and location of most of these components: * ''antihelix'' forms a 'Y' shape where the upper parts are: ** ''Superior crus'' (to the left of the ''fossa triangularis'' in the diagram) ** ''Inferior crus'' (to the right of the ''fossa triangularis'' in the diagram) * ''Antitragus'' is below the ''tragus'' * ''Aperture'' is the entrance to the ear canal * ''Auricular sulcus'' is the depression behind the ear next to the head * ''Concha'' is the hollow next to the ear canal * Conchal angle is the angle that the back of the ''concha'' makes with the side of the head * ''Crus'' of the helix is just above the ''tragus'' * ''Cymba conchae'' is the narrowest end of the ''concha'' * External auditory meatus is the ear canal * ''Fossa triangularis'' is the depres ...
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Digital Signal Processing
Digital signal processing (DSP) is the use of digital processing, such as by computers or more specialized digital signal processors, to perform a wide variety of signal processing operations. The digital signals processed in this manner are a sequence of numbers that represent samples of a continuous variable in a domain such as time, space, or frequency. In digital electronics, a digital signal is represented as a pulse train, which is typically generated by the switching of a transistor. Digital signal processing and analog signal processing are subfields of signal processing. DSP applications include audio and speech processing, sonar, radar and other sensor array processing, spectral density estimation, statistical signal processing, digital image processing, data compression, video coding, audio coding, image compression, signal processing for telecommunications, control systems, biomedical engineering, and seismology, among others. DSP can involve linear or nonli ...
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Head-related Transfer Function
A head-related transfer function (HRTF), also known as anatomical transfer function (ATF), is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others. Generally speaking, the HRTF boosts frequencies from 2–5 kHz with a primary resonance of +17 dB at 2,700 Hz. But the response curve is more complex than a single bump, affects a broad frequency spectrum, and varies significantly from person to person. A pair of HRTFs for two ears can be used to synthesize a binaural sound that seems to come from a particular point in space. It is a transfer function, describing how a sound from a specific point will arrive at the ear (generally at the outer end of the auditory canal). Some consumer home entertai ...
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Sound Localization
Sound localization is a listener's ability to identify the location or origin of a detected sound in direction and distance. The sound localization mechanisms of the mammalian auditory system have been extensively studied. The auditory system uses several cues for sound source localization, including time difference and level difference (or intensity difference) between the ears, and spectral information. These cues are also used by other animals, such as birds and reptiles, but there may be differences in usage, and there are also localization cues which are absent in the human auditory system, such as the effects of ear movements. Animals with the ability to localize sound have a clear evolutionary advantage. How sound reaches the brain Sound is the perceptual result of mechanical vibrations traveling through a medium such as air or water. Through the mechanisms of compression and rarefaction, sound waves travel through the air, bounce off the pinna and concha of the exte ...
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Auralization
Auralization is a procedure designed to model and simulate the experience of acoustic phenomena rendered as a soundfield in a virtualized space. This is useful in configuring the soundscape of architectural structures, concert venues, and public spaces, as well as in making coherent sound environments within virtual immersion systems. History The English term auralization was used for the first time by Kleiner et al. in an article in the journal of the AES en 1991. The increase of computational power allowed the development of the first acoustic simulation software towards the end of the 1960s.M. Vorländer. ''Auralization : Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality'' Principles Auralizations are experienced through systems rendering virtual acoustic models made by convolving or mixing acoustic events recorded 'dry' (or in an anechoic chamber) projected within a virtual model of an acoustic space, the characteristics of which ...
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Acoustics
Acoustics is a branch of physics that deals with the study of mechanical waves in gases, liquids, and solids including topics such as vibration, sound, ultrasound and infrasound. A scientist who works in the field of acoustics is an acoustician while someone working in the field of acoustics technology may be called an Acoustical engineering, acoustical engineer. The application of acoustics is present in almost all aspects of modern society with the most obvious being the audio and noise control industries. Hearing (sense), Hearing is one of the most crucial means of survival in the animal world and speech is one of the most distinctive characteristics of human development and culture. Accordingly, the science of acoustics spreads across many facets of human society—music, medicine, architecture, industrial production, warfare and more. Likewise, animal species such as songbirds and frogs use sound and hearing as a key element of mating rituals or for marking territories. Art, ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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