Several methods have recently been proposed for modeling spatially continuous head-related transfer functions (HRTFs) using techniques based on finite-order spherical harmonic expansion. These techniques inherently impart some amount of spatial smoothing to the measured HRTFs. However, the effect this spatial smoothing has on the localization accuracy has not been analyzed. Consequently, the relationship between the order of a spherical harmonic representation for HRTFs and the maximum localization ability that can be achieved with that representation remains unknown. The present study investigates the effect that spatial smoothing has on virtual sound source localization by systematically reducing the order of a spherical-harmonic-based HRTF representation. Results of virtual localization tests indicate that accurate localization performance is retained with spherical harmonic representations as low as fourth-order, and several important physical HRTF cues are shown to be present even in a first-order representation. These results suggest that listeners do not rely on the fine details in an HRTF's spatial structure and imply that some of the theoretically-derived bounds for HRTF sampling may be exceeding perceptual requirements.Index Terms-Head-related transfer functions (HRTFs), spherical harmonic, spatial hearing.
Although many studies have evaluated the performance of virtual audio displays with normal hearing listeners, very little information is available on the effect that hearing loss has on the localization of virtual sounds. In this study, normal hearing (NH) and hearing impaired (HI) listeners were asked to localize noise stimuli with short (250 ms), medium (1000 ms), and long (4000 ms) durations both in the free field and with a non-individualized head-tracked virtual audio display. The results show that the HI listeners localized sounds less accurately than the NH listeners, and that both groups consistently localized virtual sounds less accurately than free-field sounds. These results indicate that HI listeners are sensitive to individual differences in head related transfer functions (HRTFs), which means that they might have difficulty using auditory display systems that rely on generic HRTFs to control the apparent locations of virtual sounds. However, the results also reveal a high correlation between free-field and virtual localization performance in the HI listeners. This suggests that it may be feasible to use non-individualized virtual audio display systems to predict the auditory localization performance of HI listeners in clinical environments where free-field speaker arrays are not available.
This study developed and tested a real-time processing algorithm designed to degrade sound localization (LocDeg algorithm) without affecting binaural benefits for speech reception in noise. Input signals were divided into eight frequency channels. The odd-numbered channels were mixed between the ears to confuse the direction of interaural cues while preserving interaural cues in the even-numbered channels. The LocDeg algorithm was evaluated for normal-hearing listeners performing sound localization and speech-reception tasks. Results showed that the LocDeg algorithm successfully degraded sound-localization performance without affecting speech-reception performance or spatial release from masking for speech in noise. The LocDeg algorithm did, however, degrade speech-reception performance in a task involving spatially separated talkers in a multi-talker environment, which is thought to depend on differences in perceived spatial location of concurrent talkers. This LocDeg algorithm could be a valuable tool for isolating the importance of sound-localization ability from other binaural benefits in real-world environments.
Virtual auditory displays are systems that use signal processing techniques to manipulate the apparent spatial locations of sounds when they are presented to listeners over headphones. When the virtual audio display is limited to the presentation of stationary sounds at a finite number of source locations, it is possible to produce virtual sounds that are essentially indistinguishable from sounds presented by real loudspeakers in the free field. However, when the display is required to reproduce sound sources at arbitrary locations and respond in real-time to the head motions of the listener, it becomes much more difficult to maintain localization performance that is equivalent to the free field. The purpose of this paper is to present the results of a study that used a virtual synthesis technique to produce head-tracked virtual sounds that were comparable in terms of localization performance with real sound sources. The technique made use of an in-situ measurement and reproduction technique that made it possible to switch between the head-related transfer function measurement and the psychoacoustic validation without removing the headset from the listener. The results demonstrate the feasibility of using head-tracked virtual auditory displays to generate both short and long virtual sounds with localization performance comparable to what can be achieved in the free field.
Index Terms-Head-related transfer functions (HRTFs), localization.1932-4553
Common ground processes [26] can improve performance in communication tasks [72, 42, 43, 24], and understanding these processes will likely benefit human--computer dialogue interfaces. However, there are multiple proposed theories with different implications for interface design. Fusaroli and Tylén [40] achieved a direct comparison by designing two models: one based on alignment theory and the other based on complementarity theory that encapsulated interpersonal synergy and audience design. The current research used these models, extending them to differentiate between interpersonal synergy and audience design. Few studies have tested multiple common ground models against tasks representative of envisioned human--computer interaction (HCI) applications. We report on four such tests, which allowed examination of generalizability of findings. Results supported the complementarity models over the alignment model, and were suggestive of the audience design variant of complementarity, providing guidance for HCI design that differs from contemporary approaches.
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