Re: [Sursound] distance perception in virtual environments

2011-04-28 Thread Helmut Wittek
Hello Junfeng, it's no easy task to evaluate distance perception under anechoic conditions (which obviously hardly exists). We did this during my PhD research on WFS. Have a look at our paper: Wittek, H., Kerber, S., Rumsey, F. and Theile, G. Spatial perception in Wave Field Synthesis rendered

Re: [Sursound] distance perception in virtual environments

2011-04-28 Thread Martin Leese
Helmut Oellers oell...@syntheticwave.de wrote: 2011/4/26 Dave Malham d...@york.ac.uk On 24/04/2011 19:11, Helmut Oellers wrote: ...modern computers are also clever. Today nothing is unaccountable if we know the formula and all variables. That's a BIG assumption - and given the

Re: [Sursound] distance perception in virtual environments

2011-04-28 Thread Robert Greene
Actually, the butterfly flap thing is not really good either. In chaos, things do not cause other things. The system is essentially noncausal. This is a trick point. But if a system depends unstably on its initial state, it makes no real sense to say that it depends on its initial state at all

Re: [Sursound] distance perception in virtual environments

2011-04-24 Thread Helmut Oellers
...modern computers are also clever. Today nothing is unaccountable if we know the formula and all variables. Audio is no mysterious. The complete sonic field would be calculatable. The only problem is the huge amount of variables. In principle, yet, we are able to calculate any wave front of

Re: [Sursound] distance perception in virtual environments

2011-04-20 Thread Helmut Oellers
Hi David, you are not alone in your insigthes. Some single discrete reflections are the most important fact for estimation of source distance. There exist research from Helmut Wittek, who was proven, play the reverberation from four different directions is absolutely sufficient. We cannot use the

Re: [Sursound] distance perception in virtual environments

2011-04-19 Thread dw
On 17/04/2011 02:28, Junfeng Li wrote: Dear list, I am now wondering how to subjectively evaluate distance perception in virtual environments which might be synthesized using WFS or HOA (high-order ambisonics). In my experiments, the sounds were synthesized at different distances and presented

Re: [Sursound] distance perception in virtual environments

2011-04-18 Thread Martin Leese
Richard Lee rica...@justnet.com.au wrote: You must simulate at least 2 things. ... You have to simulate early reflections and a reverb pattern appropriate to source distance. MAG has a paper on this under Distance Panners from an idea by Peter Craven. MAG's paper is: M.A. Gerzon, The Design

Re: [Sursound] distance perception in virtual environments

2011-04-17 Thread Markus Noisternig
Hi, Gavin Kearney et al have presented their work on Depth perception in interactive virtual acoustic environments using higher order ambisonic soundfields at the Ambisonics'11 symposium in Paris; the article is available online at http://ambisonics10.ircam.fr/drupal/?q=proceedings/o6 Best,

Re: [Sursound] distance perception in virtual environments

2011-04-17 Thread jim moses
That's an interesting question. The environment you're working in for synthesis could matter quite a bit. That is, if your working in, or simulating, an environment with little reverberation it is harder to judge distance since direct-to-reflected energy ratio is an important cue. The other

Re: [Sursound] distance perception in virtual environments

2011-04-17 Thread Ralph Glasgal
For relatively nearby distance detection such as the buzzing bee or whispering or conversation (versus more distant sources such as in a concert hall), one needs to deliver interaural level differences on the order of 10 ot 20 dB with the corresponding ITD of up to 700 microseconds.  (If the