2012
DOI: 10.3813/aaa.918492
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Distance Perception in Interactive Virtual Acoustic Environments using First and Higher Order Ambisonic Sound Fields

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Cited by 33 publications
(21 citation statements)
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“…Kearney et al demonstrate evidence that higher order ambisonics technology, a form of 3D audio that implements multiple channels by decomposing the soundfield at a specific point into spherical harmonic functions (i.e. functions defined in terms of spherical coordinates), results in similar compression to that of the real world [15]. Spatial audio has a wide variety of applications, such as an interactive display using speaker arrays to implement a spatial music mixing room [25], and has been shown to provide an immersive experience.…”
Section: Compression In Acoustic Environmentsmentioning
confidence: 99%
“…Kearney et al demonstrate evidence that higher order ambisonics technology, a form of 3D audio that implements multiple channels by decomposing the soundfield at a specific point into spherical harmonic functions (i.e. functions defined in terms of spherical coordinates), results in similar compression to that of the real world [15]. Spatial audio has a wide variety of applications, such as an interactive display using speaker arrays to implement a spatial music mixing room [25], and has been shown to provide an immersive experience.…”
Section: Compression In Acoustic Environmentsmentioning
confidence: 99%
“…In regard to depth, participants succeed in distinguish the three distances sound sources with an underestimation for far targets compared to near ones during stating listening. The commonness of errors in distance localization is well-established (Brungart, 1999;Kearney et al, 2010;Zahorik 2002;2005;Zahorik & Wightman 2001;Middlebrooks & Green, 1991;Parseihian et al, 2014). Sound distance cues such as binaural cue and interaural level difference (Brungart, 1999) are important for distance localization in the near-head acoustic field and not affected by the HMD.…”
Section: Current Limitation Of Our Approachmentioning
confidence: 99%
“…In other words, the visual stimuli were presented on a stereoscopic display in a space that was distinct from the virtual environment and the audio stimuli were represented over a loudspeaker array. In the experiments, the audio stimuli were rendered over headphones using a virtual loudspeaker array 8,9 which overcomes the sweet spot limitations of real loudspeaker arrays and mitigates against the influence of the test space on the audio signal.…”
Section: Introductionmentioning
confidence: 99%