虚拟音频显示中的距离模拟

D. Brungart
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引用次数: 6

摘要

音频虚拟现实领域的研究进展主要集中在虚拟音频显示的方向模拟上。在这些显示器中添加基本距离线索的潜力在很大程度上仍未得到开发。已经确定了许多音频线索,它们提供了外中心(或相对)和自我中心(或绝对)距离信息。其中两个线索,强度和一阶反射,在本文中进行了仔细的研究。这些线索可以在虚拟音频显示模拟使用简单的几何计算和数字信号处理技术。我们做了一个简短的实验来检验这些线索的有效性。受试者被要求在直接听扩音器或双耳录音时,根据模拟声源做出绝对距离判断。一半的实验只包含强度线索,一半包含强度和反射线索。结果表明,在每种情况下,受试者都能够正确地对距离进行排序,但数据无法验证通过耳机呈现时反射提示的有效性
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Distance simulation in virtual audio displays
Advances in the field of audio virtual reality have focused on the simulation of direction in virtual audio displays. The potential to add elementary distance cues to these displays remains largely unexploited. A number of audio cues have been identified that provide exocentric, or relative, and egocentric, or absolute, distance information. Two of these cues, intensity and first-order reflections, are examined closely in this paper. These cues can be simulated in a virtual audio display using simple geometric calculations and digital signal processing techniques. A short experiment examining the effectiveness of these cues was performed. Subjects were asked to make absolute distance judgements based on simulated sound sources while listening to loudspeakers directly or binaural recordings. Half of the trials contained intensity cues only and half contained intensity and reflection cues. The results show that the subjects were able to rank the distances correctly in each condition, but the data fail to verify the effectiveness of the reflection cue when presented over headphones.<>
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