• 제목/요약/키워드: Sphere HRTF

검색결과 5건 처리시간 0.022초

머리움직임이 입체음향 시스템의 머리전달함수에 미치는 영향: 구 머리전달함수의 민감도해석 (The effect of head movement on HRTF in 3D sound system: Sensitivity analysis on Sphere HRTF)

  • 김선민;박영진
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2002년도 춘계학술대회논문집
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    • pp.353-358
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    • 2002
  • Human's vision is mostly confined to the area in the front and we, humans heavily depend on the sense of hearing to gather information in areas out of our sight. Thus, the virtual reality system consisting of the 3D sound effect gives the user a much better sense of reality than the system without the sound effect. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two channels in 3-D space. Head movement of listener might be change the nominal acoustic transfer function and deteriorate the performance of 3D sound system based on loudspeakers that needs a crosstalk canceller. In this paper, low kinds of sensitivity functions of sphere HRTF are derived to investigate the effect of head movement on HRTF in 3D sound system. Changes of HRTF caused by rotational and translational motion of head are obtained as we calculate the derivatives of HRTF with respect to angle and distance.

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로봇 시스템에 적용될 음원 위치 추정 방법 (Sound Source Localization Method Applied to Robot System)

  • 권병호;박영진;박윤식
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2007년도 추계학술대회논문집
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    • pp.28-32
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    • 2007
  • While various methods for sound source localization have been developed, most of them utilize on the time difference of arrival (TDOA) between microphones or the measured head related transfer functions (HRTF). In case of a real robot implementation, the former has a merit of light computation load to estimate the sound direction but can not consider the effect of platform on TDOAs, while the latter can, because characteristics of robot platform are included in HRTF. However, the latter needs large resources for the HRTF database of a specific robot platform. We propose the compensation method which has the light computation load while the effect of platform on TDOA can be taken into account. The proposed method is used with spherical head related transfer function (SHRTF) on the assumption that robot platform, for example a robot head, installed microphones can be modeled to a sphere. We verify that the proposed method decreases the estimation error caused by the robot platform through the simulation and experiment in real environment.

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머리전달함수의 구조적 모델 (Structural HRTF Model)

  • 임정빈;김현종;강성훈;김천덕
    • 한국음향학회:학술대회논문집
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    • 한국음향학회 1999년도 학술발표대회 논문집 제18권 1호
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    • pp.153-156
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    • 1999
  • 이 연구에서는 구조적 HRTF(Head-Related Transfer Function) 모델의 구성 이론에 관하여 기술하였다. 이 모델은 강체 구(rigid sphere)에 대한 음파의 전파와 회절 현상에 대한 이를 식을 근거로 구성하였다. 이 모델은, 구성이 단순하고, 모델 구성에 필요한 계수의 수를 극소화 할 수 있기 때문에 실시간 구현에 적합하다. 그리고, 각개인의 머리전달특성에 따른 개인차를 반영하여 모델을 수정할 수 있는 장점이 있다.

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A Spatial Audio System Using Multiple Microphones on a Rigid Sphere

  • Lee, Tae-Jin;Jang, Dae-Young;Kang, Kyeong-Ok;Kim, Jin-Woong;Jeong, Dae-Gwon;Hamada, Hareo
    • ETRI Journal
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    • 제27권2호
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    • pp.153-165
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    • 2005
  • The main purpose of a spatial audio system is to give a listener the same impression as if he/she were present in a recorded environment. A dummy head microphone is generally used for such purposes. Because of its human-like shape, we can obtain good spatial sound images. However, its shape is a restriction on its public use and it is difficult to convert a 2-channel recording into multi-channel signals for an efficient rendering over a multi-speaker arrangement. In order to solve the problems mentioned above, a spatial audio system is proposed that uses multiple microphones on a rigid sphere. The system has five microphones placed on special points of the rigid sphere, and it generates audio signals for headphone, stereo, stereo dipole, 4-channel, and 5-channel reproduction environments. Subjective localization experiments show that front/back confusion, which is a common limitation of spatial audio systems using the dummy head microphone, can be reduced dramatically in 4-channel and 5-channel reproduction environments and can be reduced slightly in a headphone reproduction.

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실시간 가상음장재현을 위한 멀티채널 시스템의 효과적인 스피커 배치 (Effective layout of loudspeakers in a multichannel sound system for real time virtual sound reproduction)

  • 이찬주;박영진
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2000년도 추계학술대회논문집
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    • pp.455-461
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    • 2000
  • A multichannel signal processing algorithm for generating real time virtual sound field was proposed. Evaluation of the system performance was done by an objective function that minimizes the difference between the real and generated signals at each control point. Since impulse responses at the surface of a rigid sphere show characteristics similar to those of real HRTF, a rigid sphere model was adequate to simulate the multichannel sound system. A two-channel system and two four-channel systems were studied with various combinations of source locations and speaker positions. The results show that a two-channel system has its best configuration when the angle spanned by the loudspeakers is less than $60^{\circ}$. In the case of four-channel systems, the overall performance was highly improved with one pair of speakers fixed at an optimal position. Left/right symmetry was a reasonable choice, but the additional front/back symmetry degraded the performance of system.

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