• Title/Summary/Keyword: 3-D sound localization

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Low Power DSP Implementation of 3D Sound Localization

  • Sakamoto, Noriaki;Kobayashi, Wataru;Onoye, Takao;Shirakawa, Isao
    • Proceedings of the IEEK Conference
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    • 대한전자공학회 2000년도 ITC-CSCC -1
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    • pp.253-256
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    • 2000
  • This paper describes a DSP implementation of a real-time 3D sound localization algorithm with the use of a low power embedded DSP. A distinctive feature of this implementation is that the audible frequency band is divided into three, in accordance with the sound reflection and diffraction phenomena through different media from a certain sound source to human ears, and then in each subband a specific implementation procedure of the 3D sound localization is devised so as to operate real-time at a low frequency of 50MHz on a 16bit fixed-point DSP. Thus out DSP implementation can provide a listener with 3D sound effects through a headphone at low cost and low power consumption.

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3D Acoustic Image Localization Algorithm by Embedded DSP

  • Kobayshi, Wataru;Sakamoto, Noriaki;Onoye, Takao;Shirakawa, Isao
    • Proceedings of the IEEK Conference
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    • 대한전자공학회 2000년도 ITC-CSCC -1
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    • pp.264-267
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    • 2000
  • This paper describes a real-time 3D sound localization algorithm to be implemented with the use of a Bow power embedded DSP. This algorithm first divides the audible frequency band into three, on the basis of the analysis of the sound reflection and diffraction effects through different media from a certain sound source to human ears, and then in each subband a specific procedure is devised fur the 3D sound localization so as to operate real-time on a low power embedded DSP This algorithm aims at providing a listener with the 3D sound effects through a headphone at low cost and low power consumption.

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Improvement of sound localization for real 3D Sound (현실적인 3D 입체음향 구현을 위한 HRTF의 앞/뒤 음상정위 특성 개선)

  • Koo, Kyo-Sik;Han, Sang-Il;Seo, Bo-Kug;Cha, Hyung-Tai
    • Proceedings of the IEEK Conference
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    • 대한전자공학회 2007년도 하계종합학술대회 논문집
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    • pp.415-416
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    • 2007
  • HRTF DB, including the information of the sounds which is arrived to our ears, is generally used to make a 3D sound. But it can decline some three-dimensional effects by the confusion between front and back directions due to the non-individual HRTF depending on each listener. In this paper, we propose a new method to use psychoacoustic theory that reduces the confusion of sound image localization. And we make use of an excitation energy by the sense of hearing. This method is brought HRTF spectrum characteristics into relief to draw out the energy ratio about the bark band and control low frequency band. Informal listening tests show that the proposed method improves the front-back sound localization characteristics much better than the conventional methods.

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Stereo Audio Matched with 3D Video (3D영상에 정합되는 스테레오 오디오)

  • Park, Sung-Wook;Chung, Tae-Yun
    • Journal of the Korean Institute of Intelligent Systems
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    • 제21권2호
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    • pp.153-158
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    • 2011
  • This paper presents subjective experimental results to understand how audio should be changed when a video clip is watched in 3D than 2D. This paper divided auditory perceptual information into two categories; distance and azimuth that a sound source contributes mostly, and spaciousness that scene or environment contribute mostly. According to the experiment for distance and azimuth, i.e. sound localization, we found that distance and azimuth of sound sources were magnified when heard with 3D than 2D video. This lead us to conclude 3D sound for localization should be designed to have more distance and azimuth than 2D sound. Also we found 3D sound are preferred to be played with not only 3D video clip but also 2D video clip. According to the experiment for spaciousness, we found people prefer sound with more reverberation when they watch 3D video clips than 2D video clips. This can be understood that 3D video provides more spacial information than 2D video. Those subjective experimental results can help audio engineer familiar with 2D audio to create 3D audio, and be fundamental information of future research to make 2D to 3D audio conversion system. Furthermore when designing 3D broadcasting system with limited bandwidth and with 2D TV supportive, we propose to consider transmitting stereoscopic video, audio with enhanced localization, and metadata for TV sets to generate reverberation for spaciousness.

Improvement of front-back sound localization characteristics in headphone-based 3D sound generation (헤드폰 기반의 입체음향 생성에서 앞/뒤 음상정위 특성 개선)

  • 김경훈;김시호;배건성;최송인;박만호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • 제29권8C호
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    • pp.1142-1148
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    • 2004
  • A binaural filtering method using HRTF DB is generally used to make the headphone-based 3D sound. But it can make some confusion between front and back directions or between up and down directions due to the non-individual HRTF depending on each listener. To reduce the confusion of sound image localization, we propose a new method to boost the spectral cue by modifying HRTF spectra with spectrum difference between front and back directions. Informal listening tests show that the proposed method improves the front-back sound localization characteristics much better than the conventional methods

3-D Near Field Localization Using Linear Sensor Array in Multipath Environment with Inhomogeneous Sound Speed (비균일 음속 다중경로환경에서 선배열 센서를 이용한 근거리 표적의 3차원 위치추정 기법)

  • Lee Su-Hyoung;Choi Byung-Woong
    • The Journal of the Acoustical Society of Korea
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    • 제25권4호
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    • pp.184-190
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    • 2006
  • Recently, Lee et al. have proposed an algorithm utilizing the signals from different paths by using bottom mounted simple linear array to estimate 3-D location of oceanic target. But this algorithm assumes that sound velocity is constant along depth of sea. Consequently, serious performance loss is appeared in real oceanic environment that sound speed is changed variously. In this paper, we present a 3-D near field localization algorithm for inhomogeneous sound speed. The proposed algorithm adopt localization function that utilize ray propagation model for multipath environment with linear sound speed profile(SSP), after that, the proposed algorithm searches for the instantaneous azimuth angle, range and depth from the localization cost function. Several simulations using linear SSP and non linear SSP similar to that of real oceans are used to demonstrate the performance of the proposed algorithm. The estimation error in range and depth is decreased by 100m and 50m respectively.

HRTF Enhancement Algorithm for Stereo ground Systems (스테레오 시스템을 위한 머리전달함수의 개선)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • 제27권4호
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    • pp.207-214
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    • 2008
  • To create 3D sound, we usually use two methods which are two channels or multichannel sound systems. Because of cost and space problems, we prefer two channel sound system to multi-channel. Using a headphone or two speakers, the most typical method to create 3D sound effects is a technology of head related transfer function (HRTF) which contains the information that sound arrives from a sound source to the ears of the listener. But it causes a problem to localize a sound source around a certain places which is called cone-of-confusion. In this paper, we proposed the new algorithm to reduce the confusion of sound image localization. HRTF grouping and psychoacoustics theory are used to boost the spectral cue with spectrum difference among each directions. Informal listening tests show that the proposed method improves the front-back sound localization characteristics much better than conventional methods.

Study on 3D Sound Source Visualization Using Frequency Domain Beamforming Method (주파수영역 빔형성 기법을 이용한 3차원 소음원 가시화)

  • Hwang, Eun-Sue;Lee, Jae-Hyung;Rhee, Wook;Choi, Jong-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 한국소음진동공학회 2009년도 춘계학술대회 논문집
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    • pp.490-495
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    • 2009
  • An approach to 3D visualization of multiple sound sources has been developed with the application of a moving array technique. Frequency-domain beamforming algorithm is used to generate a beam power map and the sound source is modeled as a point source. When a conventional delay and sum beamformer is used, it is considered that 2D distribution of sensors leads to have deficiency in spatial resolution along a measurement distance. The goal of moving an array in this study is to form 3D array aperture surrounding multiple sound sources so that the improved spatial resolution in a virtual space can be expected. Numerical simulation was made to examine source localization capabilities of various shapes of array. The 3D beam power maps of hemispherical and spherical distribution are found to have very sharp resolution. For experiments, two sound sources were placed in the middle of defined virtual space and arc-shaped line array was rotated around the sources. It is observed that spherical array show the most accurate determination of multiple sources' positions.

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Study on 3D Sound Source Visualization Using Frequency Domain Beamforming Method (주파수영역 빔형성 기법을 이용한 3차원 소음원 가시화)

  • Hwang, Eun-Sue;Lee, Jae-Hyung;Rhee, Wook;Choi, Jong-Soo
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • 제19권9호
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    • pp.907-914
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    • 2009
  • An approach to 3D visualization of multiple sound sources has been developed with the application of a moving array technique. Frequency domain beamforming algorithm is used to generate a beam power map and the sound source is modeled as a point source. When a conventional delay and sum beamformer is used, it is considered that 2D distribution of sensors leads to have deficiency in spatial resolution along a measurement distance. The goal of moving an array in this study is to form 3D array aperture surrounding multiple sound sources so that the improved spatial resolution in a virtual space can be expected. Numerical simulation was made to examine source localization capabilities of various shapes of array. The 3D beam power maps of hemispherical and spherical distribution are found to have very sharp resolution. For experiments, several sound sources were placed in the middle of defined virtual space and arc-shaped line array was rotated around the sources. It is observed that spherical array shows the most accurate determination of multiple sources' positions.

Sound localization for Teller Following of A dialog type Humanoid Robot (대화형 로봇의 화자 추종을 위한 sound localization)

  • Shim, H.M.;Lee, J.S.;Kwon, O.S.;Lee, E.H.;Hong, S.H.
    • Proceedings of the KIEE Conference
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    • 대한전기학회 2001년도 합동 추계학술대회 논문집 정보 및 제어부문
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    • pp.111-114
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    • 2001
  • In this paper, we supposed teller following algorithm that using sound localization for developing dialog type humanoid robot. A sound localization is studied for develop the techniques of an efficient 3-D sound system based on the psychoacoustics of spatial hearing with multimedia or virtual reality. When a robot talk with human, it is necessary that robot follow human for improved human interface and adaptive noise canceling. We apply this algorithm to robot system.

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