2014
DOI: 10.1016/j.eswa.2014.05.033
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Combining SRP-PHAT and two Kinects for 3D Sound Source Localization

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Cited by 14 publications
(10 citation statements)
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“…Absolute horizontal errors of the SSL method were lower than 2°, and the relative error was lower than 25.0%, within the angle measurement range of −30° to +30°. The SRP-PHAT algorithm has shown less than 4° average direction errors (horizontal and vertical) with a sound emitter played by a standard PC speaker at a distance of 1.0–3.6 m [ 24 ]. The played signal was white Gaussian noise at a 44.1 kHz sampling rate.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Absolute horizontal errors of the SSL method were lower than 2°, and the relative error was lower than 25.0%, within the angle measurement range of −30° to +30°. The SRP-PHAT algorithm has shown less than 4° average direction errors (horizontal and vertical) with a sound emitter played by a standard PC speaker at a distance of 1.0–3.6 m [ 24 ]. The played signal was white Gaussian noise at a 44.1 kHz sampling rate.…”
Section: Discussionmentioning
confidence: 99%
“…As a result, the Kinect sensor determined the direction from which the sound came. Although Kinect position estimations are unsatisfactory, its direction estimations are very accurate based on the principle of time-difference of arrival (TDOA) and the steered response power using the PHAse Transform (SRP-PHAT) localization algorithm [ 24 ]. The reference algorithm and Kinect beamforming algorithm both need a large amount of calculation and are not suitable for real-time signal processing, while the cross correlation (CC) algorithm can realise the LabVIEW real-time localisation function with a small amount of calculation.…”
Section: Methodsmentioning
confidence: 99%
“…Location-aware wearable haptics [7] require the system to robustly track users' positions; therefore, occlusion can cause interruptions to the interaction. Sound localization [8] can also be affected by occlusion, but the use of auxiliary Kinects could enable new types of Kinect-based sound localization solutions. In collaborative environments, such as the attention-and proximity-aware multiuser interface developed by Dostal et al [9], our occlusion-free joint data could help the system recognize otherwise absent gestures.…”
Section: Out Of Sight Toolkitmentioning
confidence: 99%
“…In comparison with the implementation presented in (Seewald et al, 2014), we design our application to achieve maximum performance on GPUs making use of the Kepler architecture GK110 (K20, 2014) (See Appendix A for details). This architecture can be found on the Tegra K1 (TK1) systems-on-chip (SoC), embedded in the Jetson development kit (DevKit) (Jetson, 2015), and 100 it is becoming widespread in current mobile devices such as Google's Nexus 9 tablet (Nexus, 2015).…”
mentioning
confidence: 99%
“…In (Seewald et al, 2014), the SRP-PHAT algorithm is implemented over two Kinects for performing sound 65 source localization. In the same work, the algorithm only estimates the relative source direction instead of providing the absolute source position and the implementation is evaluated on different GPUs that belong to the old-fashioned…”
mentioning
confidence: 99%