• 제목/요약/키워드: Loudspeaker array system

검색결과 6건 처리시간 0.025초

Subjective Listening Experiments on a Front and Rear Array-Based WFS System

  • Yoo, Jae-Hyoun;Seo, Jeong-Il;Shim, Hwan;Chung, Hyun-Joo;Sung, Koeng-Mo;Kang, Kyeong-Ok
    • ETRI Journal
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    • 제33권6호
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    • pp.977-980
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    • 2011
  • Wave field synthesis (WFS) has been gathering more and more attention recently due to its ability to perfectly reproduce an original sound field. However, to realize theoretically perfect WFS, a four-sided loudspeaker array that encloses the listener is required. However, it is difficult to build such a system except in large listening spaces, such as a theater or concert hall. In other words, if the listening space is a home, installing a side loudspeaker array is impractical. If the two side walls located to the left and right of the listener can be omitted, a setup using only front and rear loudspeaker arrays may be a solution. In this letter, we present a subjective listening experiment of sound localization/distance based on a WFS using a front and rear loudspeaker array system which is conducted on two listening points and shows average localization errors of $6.1^{\circ}$ and $9.18^{\circ}$, while the average distance errors are -27% (0.5 m) and -29% (0.6 m), respectively.

스피커 배열을 이용한 개인용 모니터와 TV의 오디오 시스템 (Personal Monitor & TV Audio System by Using Loudspeaker Array)

  • 이찬희;장지호;박진영;김양한
    • 한국소음진동공학회논문집
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    • 제18권7호
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    • pp.701-710
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    • 2008
  • Including a TV set and a monitor, personal audio system is raising a great interest. In this study, we applied a method to make a good bright zone around the user and dark zone to other region by maximizing the ratio of sound energy between the bright and dark zone. It has been well known as acoustic contrast control. We have attempted to use a line loudspeaker array system to localize the sound in our listening zone. It depends on the size of the zone and array parameters, for example, array size, loudspeaker unit spacing, wave length of sound. We have considered these parameters as spatial variables and studied the effects. And we have found that each spatial variable has its own characteristic and shows very different effect. Genetic algorithms are introduced to find out the optimum value of spatial variables. As a result, we can improve the result of the acoustic contrast control by optimum value of spatial variables.

그레디언트 스피커 배열을 이용한 저주파 지향성 제어 (Low-frequency Pattern Control Using Gradient Speaker Arrays)

  • 최찬규;박천일;노정규;이선희
    • 한국위성정보통신학회논문지
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    • 제8권4호
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    • pp.30-36
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    • 2013
  • 최근 미디어 컨텐츠 산업의 세계화로 예술분야에 다양한 활동이 이루어지고 있으며, 이러한 예술분야의 하나인 음향에서 스피커의 중요성은 매우 높다. 스피커의 지향 특성은 음을 방사한 경우에 어느 특정 방향으로 방사되는 특성을 말하며, 공간에서 사용되는 스피커의 가장 중요한 특성중 하나이다. 현재 사용되고 있는 라우드스피커(loudspeaker, 이하 스피커)의 지향 특성을 모든 주파수에서 동일하게 유지되도록 설계하는 것은 음파의 길이와 혼(horn)이나 트랜스듀서(transducer)의 크기 때문에 어려운 문제이다. 이에 본 논문에서는 전기음향 설비에 있어서 실내 음향 특성에 영향을 미치는 전대역 스피커의 저주파수 지향 특성을 개선하기 위한 그레디언트 배열(gradient array) 방법을 제안하였다.

전방 스피커 어레이 재생 방식 기반 음향 재현 성능 평가 (Subjective Listening Test based on Frontal Loudspeaker Array Reproduction System)

  • 유재현;장대영;이태진
    • 방송공학회논문지
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    • 제20권5호
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    • pp.667-675
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    • 2015
  • 고화질, 고품질 방송에 대한 관심이 크게 증가하면서 영상 신호 뿐만 아니라 음향 신호의 고품질화를 요구하는 목소리도 높아지고 있다. 음향 신호의 고품질화에 기여하는 요소 중 하나는 가령, 10.2채널, 22.2채널 등과 같은 재생 채널 수의 확장이지만 이는 많은 수의 스피커를 설치해야만 하는 문제점이 발생한다. 이와 같은 문제를 해결하기 위한 한 가지 방법으로 전방 스피커 어레이를 통한 입체 음향 재생 방식을 들 수 있는데 본 논문에서는 스피커 어레이 기반 음장 재생 방식인 음장합성 기술 (Wave Field Synthesis, WFS)에 대한 소개 및 이론적인 분석을 하고 이 기술로 구현한 전방 스피커 어레이 시스템의 입체 음향 재현 성능을 확인하기 위한 주관 청취 평가 결과를 제시한다. 결론적으로, WFS에 기반한 전방 스피커 어레이 재생 방식이 디스크리트 5.1채널 재생 방식과 비교하여 만족스러운 음장감을 제공한다는 것을 알 수 있었다.

소리의 공간 제어를 위한 구형 다채널 스피커 어레이 설계 (Design of Multichannel Spherical Loudspeaker Array for the Spatial Sound Manipulation)

  • 강동수;최정우;이정민;김양한
    • 한국음향학회지
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    • 제31권4호
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    • pp.214-224
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    • 2012
  • The objective of this paper is to design multichannel spherical loudspeaker array by considering various positioning methods such as Gaussian grid, Lebedev grid and packing method. For the spatial sound manipulation, which is to make desired sound field by controling multiple sound sources, the Kirchhoff-Helmholtz integral states that sound fields can be reproduced in terms of infinite control sources on the integral surface. But since we cannot control infinite number of sources for the implementation, we have to allocate finite number of sound sources which can approximately act as infinite number of sources. To manipulate sound field inside of a sphere (which is typical example of three dimensional array) by controlling sound sources on the surface, three methods of allocating sound sources, which are Gaussian grid, Lebedev grid and packing method, are reviewed. For each geometry, the performances of manipulation rendered by time-reversal operator and higher-order ambisonics are compared.

Listener Auditory Perception Enhancement using Virtual Sound Source Design for 3D Auditory System

  • Kang, Cheol Yong;Mariappan, Vinayagam;Cho, Juphil;Lee, Seon Hee
    • International journal of advanced smart convergence
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    • 제5권4호
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    • pp.15-20
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    • 2016
  • When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.