1,721,034 research outputs found
Egocentric Audio in the Digital Twin of Virtual Environments
In Virtual Environments (VE), audio technologies play a significant role in immersive and interactive experiences. Virtual Reality (VR) simulations must be ecologically enacted by a participatory exploration of sense-making in a network of human and non-human agents, called actors. The guardian of such locus of agency is the digital twin (DT) that fosters intra-Actions between humans and technology, dynamically and fluidly redefining all those configurations that are crucial for meaningful sonic experiences. The idea of human-machine entanglement is here mainly declined in an egocentric-spatial perspective related to emerging knowledge of the listener's subjectivity. Such a systemic view can be interpreted as a working definition of intelligent reality: A perceptual and cognitive co-constitution of physical and virtual worlds through adaptive and reflective behaviors of VR technologies. The main theoretical results reported in this paper reside in the definition of sonic experiences as a multilayer interconnected network of actors lying in two main layers, i.e., immersion and coherence, which are entangled by a DT able to perform transformative actions for the listener
The external ear acoustics: a mixed structural modeling approach in virtual auditory displays
A motion based setup for peri-personal space estimation with virtual auditory displays
The core idea of the work is to reveal the presence of changes in action preparation as a function of sounds movements (e.g. direction of arrivals and trajectories in space) and sounds semantics (e.g. threatening or pleasant) when they are sent within the Peri-Personal-Space (PPS) of blindfolded listeners. This near-field acoustics is known to activate direct pathways from the motor cortex to the muscular periphery, as a prompt preparation against threats. The proposed system is thought to aid particularly to people with sensory or cognitive impairments
Comparison of distortion products in headphone equalization algorithms for binaural synthesis
Headphone design has traditionally focused on creating a frequency response to make commercial stereo audio sound more natural. However, because of the sensitivity of spatial hearing to frequency-dependent cues, binaural reproduction requires headphones' target spectrum to be as flat as possible. Initial attempts to equalize headphones used a naive inversion of the headphone spectrum, which degraded binaural content because the headphone transfer function (HpTF) changes each time headphones are re-seated. Many different algorithms have been proposed to improve binaural equalization, each of which has been tested over a limited sample of HpTFs. The present study gathered 1550 HpTFs from different institutions into a single dataset for large-scale comparisons of equalization algorithms. A numerical metric was designed to quantify auditory perception of spectral coloration from 'ringing' peaks in the post-equalization HpTF. Using this metric, eight of the most prominent equalization methods have been compared over the aggregate HpTF dataset. High-shelf regularization is shown to outperform all other equalization techniques using either individualized or averaged input spectra. In addition, high-shelf regularization without individual measurements gives less average coloration than direct inversion using individualized equalization
Personalization in Audio Storytelling within Virtual and Augmented Reality: State of the Art and Insights
PRELIMINARY EVALUATION OF THE AURALIZATION OF A REAL INDOOR ENVIRONMENT FOR AUGMENTED REALITY RESEARCH
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