Zobrazeno 1 - 10
of 327
pro vyhledávání: '"Par, Steven"'
Room equalisation aims to increase the quality of loudspeaker reproduction in reverberant environments, compensating for colouration caused by imperfect room reflections and frequency dependant loudspeaker directivity. A common technique in the field
Externí odkaz:
http://arxiv.org/abs/2409.10131
This study investigates frontal auditory distance perception (ADP) and externalization in virtual audio-visual environments, considering effects of headphone rendering method, room size, reverberation, and visual representation of the room. Either he
Externí odkaz:
http://arxiv.org/abs/2408.14198
This paper investigates the influence of lateral horizontal self-motion of participants during signal presentation on distance and azimuth perception for frontal sound sources in a rectangular room. Additionally, the effect of deviating room acoustic
Externí odkaz:
http://arxiv.org/abs/2408.13904
Autor:
Brooks-Park, James, van de Par, Steven
The topic of room equalisation has been at the forefront of research and product development for many years, with the aim of increasing the playback quality of loudspeakers in reverberant rooms. Traditional room equalisation systems comprise of a num
Externí odkaz:
http://arxiv.org/abs/2311.00624
Virtual acoustic environments enable the creation and simulation of realistic and ecologically valid daily-life situations with applications in hearing research and audiology. Hereby, reverberant indoor environments play an important role. For real-t
Externí odkaz:
http://arxiv.org/abs/2306.17012
Geometrical approaches for room acoustics simulation have the advantage of requiring limited computational resources while still achieving a high perceptual plausibility. A common approach is using the image source model for direct and early reflecti
Externí odkaz:
http://arxiv.org/abs/2306.16967
Geometrical acoustics is well suited for simulating room reverberation in interactive real-time applications. While the image source model (ISM) is exceptionally fast, the restriction to specular reflections impacts its perceptual plausibility. To ac
Externí odkaz:
http://arxiv.org/abs/2306.16696
Autor:
van de Par, Steven, Ewert, Stephan D., Hladek, Lubos, Kirsch, Christoph, Schütze, Julia, Llorca-Bofí, Josep, Grimm, Giso, Hendrikse, Maartje M. E., Kollmeier, Birger, Seeber, Bernhard U.
While experimentation with synthetic stimuli in abstracted listening situations has a long standing and successful history in hearing research, an increased interest exists on closing the remaining gap towards real-life listening by replicating situa
Externí odkaz:
http://arxiv.org/abs/2111.01237
Publikováno v:
2021 Immersive and 3D Audio: from Architecture to Automotive (I3DA)
For 6-DOF (degrees of freedom) interactive virtual acoustic environments (VAEs), the spatial rendering of diffuse late reverberation in addition to early (specular) reflections is important. In the interest of computational efficiency, the acoustic s
Externí odkaz:
http://arxiv.org/abs/2107.00004
Late reverberation involves the superposition of many sound reflections resulting in a diffuse sound field. Since the spatially resolved perception of individual diffuse reflections is impossible, simplifications can potentially be made for modelling
Externí odkaz:
http://arxiv.org/abs/2106.15888