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Introduction to Psychoacoustics

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'eyes-free' displays for pilots and air-traffic controllers, ... in anechoic settings (don't include effects of environmental sound reflections) ... – PowerPoint PPT presentation

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Title: Introduction to Psychoacoustics


1
Introduction to Psychoacoustics
  • By Carolina Figueroa
  • University of Idaho
  • Advanced Human Factors

2
  • Spatial sound is 3D (like vision)
  • Azimuth cues left to right
  • difference in the times at which sound waves
    arrives at the 2 ears
  • Elevation cues up or down
  • spectral changes produced by outer ear (or
    pinnate)
  • Distance cues near or far
  • Applications
  • computer games,
  • aids for vision impaired,
  • virtual reality systems,
  • eyes-free displays for pilots and air-traffic
    controllers,
  • spatial audio for teleconferencing and shared
    electronic workspace

3
  • Generating 3D sounds
  • 3D sound loudspeakers at many different
    positions (expensive).
  • 2 ears 2 channels, it is possible generate 3D
    with 2 channels (binaural approach using HRTFs)
  • HRTF Head-Related Transfer Functions
  • Function of the location of the source relative
    to listener
  • Captures spectral changes caused by torso, head,
    outer ears (physical size and shape of listener)
    when a sound wave propagates from sound source to
    listeners ears. These changes depend on the
    azimuth, elevation and range (distance) from
    listener to source.
  • Sound signal filtered by accurate HRTF and sent
    to the 2 ears of listener (headphones) is
    experienced as 3D sound

4
  • Major factors that influence spatial hearing
  • Coordinate system
  • Azimuth cues
  • Elevation cues
  • Range cues
  • Reverberation and Echoes

5
  • Coordinate systems

XY horizontal XZ frontal YZ median
Spherical coordinates Azimuth angle over from
median plane (right, left) Elevation angle from
horizontal plane to source and X axis
(up,down) Range (near, far)
6
Duplex Theory. There are two primary cues for
azimuth Interaural Time Difference (ITD) and
Interaural Level Difference (ILD). ITD a/c (?
sin ?) /- 90 deg ITD max (source off to one
side) a/c (3.14/2 1) ITD 0 sound is directly
ahead a distance source c sound speed 343
m/s ILD (frequency dependent) ILD low (1.5 kHz)
almost no difference in sound presure at 2
ears ILD highv (gt 1.5 kHz) 20dB or greater
difference head-shadow effect
  • Azimuth cues (binaural cues)

0.7 ms difference between time to arrive to right
ear and left for sound in the horizontal plane
7
Azimuth
Altitude (elevation)
8
Outer ear or pinna acts acoustic antenna Resonant
cavities amplify some frequencies and geometry
attenuate others Its response is directionally
dependent 2 paths from source to ear canal (a
direct and longer path) Low freq. collects
additional sound energy and 2 paths arrive in
phase High freq. long path is out of phase with
the direct signal and destructive interference
occurs Greatest interferance path length is
half wavelength producing a pinna
notch Pronounce pinna notch for sources
ABOVE Path differences changes with elevation,
pinna notch moves with elevation
  • Elevation cues (monoaural)

Pinna shape varies from person to person causing
shifts in frequencies, harder control elevation
(individual HRFTs)
9
  • Range cues
  • Humans are best estimating azimuth, next
    elevation and worst estimating range.
  • Loudness
  • Sound energy coming from source falls inversely
    with the square of range.
  • No 1-to-1 relationship between emitted and
    received sound energy
  • Playing a soft sound does not mean is far
  • Need to know characteristics of source
  • Motion parallax
  • Translation of head, the change azimuth depended
    on range.
  • Close sources, small shift, large change in
    azimuth distant sources, almost no shift, no
    azimuth change
  • Excess interaural level difference
  • ILD increases when very close sources to the head
  • Extreme case insect buzzing in one ear
  • Ratio of direct to reverberant sound (major cue)
  • Ordinary rooms sound is reflected and scattered
    from environmental surfaces
  • At close ranges ratio is large, long rages ratio
    is small

10
  • Reverberation and Echoes
  • Reflections time delay 30-50 ms echoes
  • Anechoic chambers absorb sound energy, only
    radiated energy reaches the ears
  • Reflections do not interfere with ability to
    localize sources because we adapt quickly

11
  • Spatial audio systems
  • 2-channel (stereo)
  • place a sound on the left, send its signal to
    the left loudspeaker, to place it on the right,
    send its signal to the right loudspeaker
  • Multi-channel (surround)
  • separate channels for every desired direction,
    including above and below Binaural recordings
  • Expensive and unlikely to play role in HCI

12
  • Binaural recordings
  • recreate the sound pressures at the right and
    left ear drums that would exist if the listener
    were actually present
  • Several disadvantages
  • use of headphones
  • not interactive, but must be prerecorded
  • If the listener moves, so do the sounds
  • Sources that are directly in front usually seem
    to be much too close
  • pinna shapes differ from person to person,
    elevation effects are not reliable
  • Improvements using HRTFs

13
  • Head-Related Transfer Functions (HRTF)
  • Fourier transform of the head-related impulse
    response sound pressure from the source to the
    ear drum
  • HRTF captures all physical clues to source
    localization
  • Once HRTF for right and once for left ears
  • HRTF 4 variables 3 space coordinates and
    frequency
  • Most HRTF measurements are made in far field,
    HRTF falls inversely with range
  • Far field for sources at distances greater than
    1 meter because reduces HRTF to a function of
    azimuth, elevation and frequency
  • HRTF are measured in anechoic settings (dont
    include effects of environmental sound
    reflections)
  • Binaural room simulator to introduce important
    reflections so when using headphones you wont
    hear sounds very close to or inside or the head

14
  • HRTF-Based systems
  • Able to produce elevation, range and azimuth
    effects
  • Person-to-person differences and computational
    limitations, it is much easier to control azimuth
    than elevation or range
  • Headphones uncomfortable, have to be compensated
    from resemble pinna responses, compensation is
    sensitive to position.
  • Loudspeakers problems with low frequencies,
    distance between speakers
  • Head tracking recalculate relative position
    (location and orientation of the head) of each
    source modifying HRIRs too, is expensive, not
    very reliable, latency, unwanted transients
  • Measured vs. Modeled HRTFs standards, set of
    standards (group of people), individualized or
    use a model HRTF (rational function, series
    expansions, structural models)

15
  • Facts
  • Best sources 90deg in horizontal plane, directed
    to right ear
  • Weakest source at 270 deg or -90 deg on the
    opposite side of the head
  • Front/back (0 and 180 deg) are similar
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