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
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
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
...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
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
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
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
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,
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
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
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