Amplitude panning-based sound system for a horizontal surface computer: A user-based study

Jonathan Lam, B. Kapralos, K. Collins, A. Hogue, K. Kanev
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引用次数: 6

Abstract

Given the growing popularity of multi-touch mobility devices (e.g., iPods, smartphones), the move to multi-user touch screens and horizontal surfaces is a likely trajectory of the technology. Before smart tables become widely accepted, there are many questions particularly with respect to sound production and reception and multi model interaction for these devices that need to be explored (i.e., the interaction of sound and video cues). With respect to the sound interface, this introduces several design issues that must be addressed. More specifically, where do we position the loudspeakers and where should we position sounds in the mix, (in which speaker) for best reception? Here we describe a simple, and computationally efficient bilinear interpolation-based amplitude panning method designed specifically for horizontal surface computers with four loudspeakers. Preliminary user-based experiments were conducted to test the effectiveness of the method. Preliminary results indicate that virtual sound source positions very close to the user lead to the greatest localization error while the localization error for virtual sound source positions along the border of the surface was less.
基于振幅平移的水平面计算机音响系统:基于用户的研究
考虑到多点触控移动设备(如ipod、智能手机)的日益普及,向多用户触摸屏和水平表面的转变可能是这项技术的发展轨迹。在智能桌子被广泛接受之前,还有许多问题需要探索,特别是关于这些设备的声音生产和接收以及多模型交互(即声音和视频线索的交互)。关于声音界面,这引入了几个必须解决的设计问题。更具体地说,我们应该把扬声器放在哪里,在混音中我们应该把声音放在哪里,(在哪个扬声器中)接收效果最好?在这里,我们描述了一种简单的,计算效率高的基于双线性插值的幅度规划方法,专为具有四个扬声器的水平表面计算机设计。进行了初步的基于用户的实验来测试该方法的有效性。初步结果表明,靠近用户的虚拟声源位置导致的定位误差最大,而沿表面边界的虚拟声源位置导致的定位误差较小。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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