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(5)
Head Tracking
Perforation
Sensitivity Analysis
Spatial Audio
Three Dimensional
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An Interactive 3-D Audio System With Loudspeakers
An Interactive 3-D Audio System With Loudspeakers,10.1109/TMM.2011.2162581,IEEE Transactions on Multimedia,Myung-Suk Song,Cha Zhang,Dinei Florencio,Ho
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An Interactive 3-D Audio System With Loudspeakers
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Myung-Suk Song
,
Cha Zhang
,
Dinei Florencio
,
Hong-Goo Kang
Traditional 3-D audio systems using two loudspeakers often have a limited sweet spot and may suffer from poor perfor- mance in reverberant environments. This paper presents a novel binaural 3-D audio system that actively combines
head tracking
and room modeling into 3-D audio synthesis. The user's head posi- tion and orientation are first tracked by a webcam-based 3-D head tracker. The system then improves its robustness to head move- ment and strong early reflections by incorporating the tracking in- formation and an explicit room model into the binaural synthesis and crosstalk cancellation process.
Sensitivity analysis
on the room model shows that the method is reasonably robust to modeling er- rors. Subjective listening tests confirm that the proposed 3-D audio system significantly improves the users' perception and ability for localization. to high-quality multiview video capture and 3-D rendering, the users can enjoy a faithful sense of the remote attendees' locations in the 3-D space. When a remote attendee speaks, it is natural to request the perceived sound source be originated from the same 3-D location. Traditional audio spatialization systems can render a virtual sound image in order for the listener to feel as if the signals were emitted by a source located at a certain position in 3-D space (2), (3). However, to match the increased user's expectations, we need further improvements in these three-dimensional audio spatialization systems. The above 3-D audio effect may be achieved through wave fieldsynthesis(4),whichrendersawholesoundfieldtotheroom through a large number of loudspeakers (5). Nevertheless, such a solution is expensive and non-scalable. A better solution is to rely on a high-quality three-dimensional audio spatialization system. These systems render a virtual sound image in order for the listener to feel as if the signals were emitted by a source located at a certain position in 3-D space (2), (3). Either head- phones or a small number of loudspeakers (two in our system) can synthesize such spatialized audio effects, though the latter is often more appealing in immersive applications since it does not require the user to wear headphones.
Journal:
IEEE Transactions on Multimedia - TMM
, vol. 13, no. 5, pp. 844-855, 2011
DOI:
10.1109/TMM.2011.2162581
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