Head-related transfer functions (HRTFs) capture the direction-dependant way that sound interacts with the head and torso. In virtual audio systems, which aim to emulate these effects, non-individualized, generic HRTFs are typically used leading to an inaccurate perception of virtual sound location. Training has the potential to exploit the brain’s ability to adapt to these unfamiliar cues. In this study, three virtual sound localization training paradigms were evaluated; one provided simple visual positional confirmation of sound source location, a second introduced game design elements (“gamification”) and a final version additionally utilized head-tracking to provide listeners with experience of relative sound source motion (“active listening”). The results demonstrate a significant effect of training after a small number of short (12-minute) training sessions, which is retained across multiple days. Gamification alone had no significant effect on the efficacy of the training, but active listening resulted in a significantly greater improvements in localization accuracy. In general, improvements in virtual sound localization following training generalized to a second set of non-individualized HRTFs, although some HRTF-specific changes were observed in polar angle judgement for the active listening group. The implications of this on the putative mechanisms of the adaptation process are discussed.
Head-related transfer functions (HRTFs) capture the direction-dependant way that sound interacts with the head and torso. In virtual audio systems, which aim to emulate these effects, non-individualized, generic HRTFs are typically used leading to an inaccurate perception of virtual sound location. Training has the potential to exploit the brain’s ability to adapt to these unfamiliar cues. In this study, three virtual sound localization training paradigms were evaluated; one provided simple visual positional confirmation of sound source location, a second introduced game design elements (“gamification”) and a final version additionally utilized head-tracking to provide listeners with experience of relative sound source motion (“active listening”). The results demonstrate a significant effect of training after a small number of short (12-minute) training sessions, which is retained across multiple days. Gamification alone had no significant effect on the efficacy of the training, but active listening resulted in a significantly greater improvements in localization accuracy. In general, improvements in virtual sound localization following training generalized to a second set of non-individualized HRTFs, although some HRTF-specific changes were observed in polar angle judgement for the active listening group. The implications of this on the putative mechanisms of the adaptation process are discussed.
Research was undertaken to determine the nature of head movements made when judging spatial impression and to incorporate these into a system for measuring, in a perceptually relevant manner, the acoustic parameters which contribute to spatial impression: interaural time and level differences and interaural cross-correlation coefficient. First, a subjective test was conducted that showed that (i) the amount of head movement was larger when evaluating source width and envelopment than when judging localization and timbre and (ii) the pattern of head movement resulted in ear positions that formed a sloped area. These findings led to the design of a binaural signal capture technique using a sphere with multiple microphones, mounted on a simulated torso. Evaluation of this technique revealed that it would be appropriate for the prediction of perceived spatial attributes including both source direction and aspects of spatial impression. Reliable derivation of these attributes across the range of ear positions determined from the earlier subjective test was shown to be possible with a limited number of microphones through an appropriate interpolation and calculation technique. A prototype capture system was suggested as a result, using a sphere with torso, with 21 omnidirectional microphones on each side. [Work supported by the Engineering and Physical Sciences Research Council (EPSRC), UK, Grant No. EP/D049253.]
This research incorporates the nature of head movement made in listening activities, into the development of a quasi-binaural acoustical measurement technique for the evaluation of spatial impression. A listening test was conducted where head movements were tracked whilst the subjects rated the perceived source width, envelopment, source direction and timbre of a number of stimuli. It was found that the extent of head movements was larger when evaluating source width and envelopment than when evaluating source direction and timbre. It was also found that the locus of ear positions corresponding to these head movements formed a bounded sloped path, higher towards the rear and lower towards the front. This led to the concept of a signal capture device comprising a torso-mounted sphere with multiple microphones. A prototype was constructed and used to measure three binaural parameters related to perceived spatial impression-interaural time and level differences (ITD and ILD) and interaural cross-correlation coefficient (IACC). Comparison of the prototype measurements to those made with a rotating Head and Torso Simulator (HATS) showed that the prototype could be perceptually accurate for the prediction of source direction using ITD and ILD, and for the prediction of perceived spatial impression using IACC. Further investigation into parameter derivation and interpolation methods indicated that 21 pairs of discretely spaced microphones were sufficient to measure the three binaural parameters across the sloped range of ear positions identified in the listening test.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.