Eric, some interesting thoughts there, thanks.
One or two thoughts in reaction:
1) you say " There have been a lot of studies regarding localization in the 
transverse (horizontal) plane" - I know its quite common to conflate these, but 
(as implied in your later thought experiment) - it's worth pointing out that 
"horizontal" is specified as perpendicular to gravity. When a person is 
standing or sitting straight, then if the head is not tilted then the 
conflation is permissible. But. People tilt and move their heads all the time, 
so acuity in hearing in the transverse plane is not the same as acuity in the 
horizontal plane

2) Your question about acuity when the body is not in that 'usual' orientation: 
I've thought the same thing, though the other way around - I put people flat on 
their backs, then played ambisonic material tilted through 90 degrees, to see 
if they got some different experience. So, I was interested in perception in 
the vertical, but using that transverse plane. The experience was different, 
but inconclusive in that it wasn't a controlled experiment, of course. I found 
that identification of source direction was less good than I'd anticipated. BUT 
- actually, (going back to experiences whilst camping - I've lain awake in the 
countryside thinking about these things) - listening (especially for direction) 
with your head so close to the ground is certainly an unfamiliar experience. 
You've messed up a lot of the pinnae effects. Interaural differences may well 
be affected. You've got a peculiar pattern of very early reflections (from the 
ground next to your ears). Most importantly, y
 ou're listening to sources in the sky, with no reflective and occlusive bodies 
around them. There's no 'ground effect' of the sort that a standing or sitting 
person will get - that it, early reflected material that has interacted with 
the ground, including filtering by surface features, clutter (material objects 
and detritus have a tendency to be near the ground due to gravity...) so, 
overall, hearing in that area just won't be the same.
The above might partly account for why, in your experiment, hearing in the 
horizontal might seem better than it ought - there are simply more cues 
available for sources at or near the ground? However, in the camping example, I 
did find increased instances of reversals.

So I had thought there might be an interaction between gravity and spatial 
hearing, but realised that some of it is just down to physics - the sky really 
is different from the ground, we really are sort of "2.5 d" hearers (and 
thinkers?). I'd also wondered whether distance(range) perception might differ 
with direction. It does (items seem nearer), but more to do with the physics of 
the matter - for sources in the sky, sometimes (not always!) there is only a 
direct signal path. So, distance perception as the product of the 
direct/indirect ratio doesn't seem quite the right formulation.

These things need some decent experimentation, it seems to me

Cheers
ppl


Dr. Peter Lennox

School of Technology,
Faculty of Arts, Design and Technology
University of Derby, UK
e: p.len...@derby.ac.uk 
t: 01332 593155

-----Original Message-----
From: sursound-boun...@music.vt.edu [mailto:sursound-boun...@music.vt.edu] On 
Behalf Of Eric Carmichel
Sent: 03 November 2012 18:54
To: sursound@music.vt.edu
Subject: [Sursound] Vestibular response, HRTF database, and more

Greetings,
Mostly through serendipity, I have had the pleasure and privilege of great 
teachers. I studied recording arts under Andy Seagle (andyseagle.com) who 
recorded Paul McCartney, Hall & Oats, and numerous others. My doc committee 
included Bill Yost, who is widely known among the spatial hearing folks. And, 
of course, I've learned a lot about Ambisonics from people on this list as well 
as a plethora of technical articles.

I recently sent an email to Bill with the following question/scenario. I 
thought others might wish to give this thought, too, as it gets into HRTFs.

There have been a lot of studies regarding localization in the transverse 
(horizontal) plane. We also know from experiments how well (or poorly) we can 
localize sound in the frontal and sagittal planes. By simply tilting someone 
back 90 degrees, his/her ears shift to another plane. This is different from 
shifting the loudspeaker arrangement to another plane because the semicircular 
canals are now in a different orientation. If a circular speaker array was 
setup in the coronal plane and the person was lying down, then his/her ears 
would be oriented in such a way that the speakers now circle the head in the 
same fashion as they would in the horizontal plane when the person is seated or 
standing. It's a "static" vestibular change, and gravity acting on the 
semicircular canals (and body) lets us know which way is up. But do we have the 
same ability to localize when the body is positioned in different orientations, 
even when the sources "follow" the  orientation (as is the case in
  the above example)? How about localization in low-g environments (e.g. space 
docking)? The question came to me while camping. I seem able to pinpoint sounds 
quite well in the (normal) horizontal plane despite a skewed HRTF while lying 
down (and somewhat above ground).

On another (but related) topic, I have downloaded the HRTF data from the Listen 
Project, and have been sorting the participant's morphological features. I have 
this in an Excel spreadsheet, and am converting this to an Access database. 
Using the data, one can pick an "appropriate" HRTF starting with gross 
anatomical features (such as headsize) and whittle it down to minute features 
(such as concha depth or angle). I find HRTF discussions interesting, but still 
argue that headphones and whole-body transfer functions make a difference, too. 
Insert phones destroy canal resonance, whereas an earcup with active drivers 
may have a large "equivalent" volume, thus minimizing external meatus/earcup 
interaction (a mix and match of resonances). Because of this, there can be no 
ideal HRTF, even when it matches the listener.

While listening to HRTF demos, the notion of auditory streaming and auditory 
scenes came to mind. Some sounds were externalized, but other sounds of varying 
frequencies, while emanating from the same sound source, appeared in my head. 
The end result was that the externalized sounds provided a convincing (or at 
least fun) illusion, but problems do persist. A stringent evaluation of HRTF / 
binaural listening via headphones would require breaking the sounds into bands 
and seeing if a sound's constituent components remain outside of the head. When 
doing so, a brick-wall filter wouldn't be necessary, but a filter that 
maintains phase coherency would be recommended. The demo I refer to was that of 
a helicopter flying overhead. Though I haven't done this (yet), it would be 
interesting to use FFT filtering to isolate the turbine whine (a high-pitched 
sound) from the chopper's blades. The high-pitched sound appeared to be in my 
head, whereas the helicopter as a  whole seemed externali
 zed. Again, an individualized HRTF and different phones may yield different 
results. Side note: Be careful using FFT filtering--it can yield some peculiar 
artifacts.

I am hoping to use headtracking in conjunction with VVMic to model different 
hearing aid and cochlear implant mics in space. This offers the advantage of 
presenting real-world listening environments via live recordings to 
study/demonstrate differences in mic polar patterns (at least first-order 
patterns) and processing without the need for a surround loudspeaker system. In 
fact, it's ideal for CI simulations because an actual CI user never gets a 
pressure at the eardrum that then travels along the basilar membrane, 
ultimately converted to nerve impulses. With VVMic and HRTF data, I should be 
able to provide simulations of mics located on a listener's head and then 
direct the output to one or both ears. This does not represent spatial 
listening, but it does represent electric (CI) hearing in space. Putting a 
normal-hearing listener in a surround sound environment with mock processors 
and real mics doesn't work because you can't isolate the outside (surround) 
sound from the int
 ended simulation, even with EAR foam plugs and audiometric insert phones. 
VVMic and live recordings via Ambisonics is a solution to creating "electric" 
listening in the real world. Again, I'm referring solely to CI simulations. 
With the advent of electric-acoustic stimulation (EAS), more than one mic is 
used per ear: One for the CI and a second for the HA. Combinations of polar 
patterns can be created. Respective frequency responses and processing can be 
sent to one or two ears (diotic and dichotic situations). One caveat for using 
vocoding to mimic CIs is that the acoustic simulation (and therefore 
stimulation) still necessitates a traveling wave along the normal-hearing 
listener's basilar membrane. The time it takes to establish a wave peak is not 
instantaneous (though compressional waves in the the inner ear are virtually 
instantaneous), and I believe a time-domain component to inner ear (mechanical) 
action can't easily be excluded when using "acoustic" simulation of CIs. I 
suppose I could look at data from BAERs and the Greenwood approximation 
 to account for the time-frequency interaction. Just some thinking... and ideas 
to share with others interested in hearing impairments. 


By the way, Teemko, if you're reading this, just wanted to let you know that 
Bill Yost said he'd read your thesis over the weekend. I notice that Bill and 
Larry Revit are in your references list. Larry isn't a fan of Ambisonics--said 
to me in a phone communication that it sounds "tinny". I suppose it does if one 
were to listen through laptop speakers or from poor source material. Not sure 
what his source was.
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