Details
Originalsprache | Englisch |
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Titel des Sammelwerks | 2021 Immersive and 3D Audio |
Untertitel | From Architecture to Automotive, I3DA 2021 |
Herausgeber (Verlag) | Institute of Electrical and Electronics Engineers Inc. |
Seitenumfang | 9 |
ISBN (elektronisch) | 9781665409988 |
ISBN (Print) | 978-1-6654-0999-5 |
Publikationsstatus | Veröffentlicht - 2021 |
Veranstaltung | 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021 - Bologna, Italien Dauer: 8 Sept. 2021 → 10 Sept. 2021 |
Publikationsreihe
Name | 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021 |
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Abstract
Virtual reality audio primarily relies on binaural rendering, which in turn is based on providing specifically processed audio signals to the listener. However, most of the time, these precisely calculated signals are played over headphones under the assumption that the transmission through the ear canal would not significantly modify them. While this is true for low frequencies, it most certainly is not for higher ones, especially when using closed in-ear earphones. Although it is impractical to include the ear canal transmission in a binaural model or measured HRTFs, as it depends on the model and fit of the headphones among other things, modelling it at the time of rendering is possible. The model would have to be specific to the individual as well as the headphones/earphones used, and its parameters would have to be determined using data that can be realistically obtained just before or during a listening session, without invasive and/or complicated procedures. A method to build such a model is proposed, using measurements from sensors that could be built into an earphone. The method is tested on an ear simulator in laboratory conditions using a custom setup. Model results are validated by acoustic measurements and compared to finite element method simulations in COMSOL.
ASJC Scopus Sachgebiete
- Ingenieurwesen (insg.)
- Fahrzeugbau
- Ingenieurwesen (insg.)
- Medientechnik
- Ingenieurwesen (insg.)
- Architektur
- Physik und Astronomie (insg.)
- Akustik und Ultraschall
- Geisteswissenschaftliche Fächer (insg.)
- Geisteswissenschaftliche Fächer (sonstige)
- Geisteswissenschaftliche Fächer (insg.)
- Naturschutz
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- BibTex
- RIS
2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021. Institute of Electrical and Electronics Engineers Inc., 2021. (2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021).
Publikation: Beitrag in Buch/Bericht/Sammelwerk/Konferenzband › Aufsatz in Konferenzband › Forschung › Peer-Review
}
TY - GEN
T1 - An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling
AU - Sinev, Daniil
AU - Fontbonne, Martin
AU - Mick, Kurt
AU - Foudhaili, Hatem
AU - Peissig, Jurgen
N1 - Funding Information: This project has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No 812719. Acknowledgments: We would like to thank Meike Faulhaber (meike.faulhaber@sennheiser.com) for her invaluable advice on Comsol simulations.
PY - 2021
Y1 - 2021
N2 - Virtual reality audio primarily relies on binaural rendering, which in turn is based on providing specifically processed audio signals to the listener. However, most of the time, these precisely calculated signals are played over headphones under the assumption that the transmission through the ear canal would not significantly modify them. While this is true for low frequencies, it most certainly is not for higher ones, especially when using closed in-ear earphones. Although it is impractical to include the ear canal transmission in a binaural model or measured HRTFs, as it depends on the model and fit of the headphones among other things, modelling it at the time of rendering is possible. The model would have to be specific to the individual as well as the headphones/earphones used, and its parameters would have to be determined using data that can be realistically obtained just before or during a listening session, without invasive and/or complicated procedures. A method to build such a model is proposed, using measurements from sensors that could be built into an earphone. The method is tested on an ear simulator in laboratory conditions using a custom setup. Model results are validated by acoustic measurements and compared to finite element method simulations in COMSOL.
AB - Virtual reality audio primarily relies on binaural rendering, which in turn is based on providing specifically processed audio signals to the listener. However, most of the time, these precisely calculated signals are played over headphones under the assumption that the transmission through the ear canal would not significantly modify them. While this is true for low frequencies, it most certainly is not for higher ones, especially when using closed in-ear earphones. Although it is impractical to include the ear canal transmission in a binaural model or measured HRTFs, as it depends on the model and fit of the headphones among other things, modelling it at the time of rendering is possible. The model would have to be specific to the individual as well as the headphones/earphones used, and its parameters would have to be determined using data that can be realistically obtained just before or during a listening session, without invasive and/or complicated procedures. A method to build such a model is proposed, using measurements from sensors that could be built into an earphone. The method is tested on an ear simulator in laboratory conditions using a custom setup. Model results are validated by acoustic measurements and compared to finite element method simulations in COMSOL.
KW - Binaural rendering
KW - Ear canal
KW - Electroacoustics
KW - Finite element methods
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85123217608&partnerID=8YFLogxK
U2 - 10.1109/I3DA48870.2021.9610930
DO - 10.1109/I3DA48870.2021.9610930
M3 - Conference contribution
AN - SCOPUS:85123217608
SN - 978-1-6654-0999-5
T3 - 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021
BT - 2021 Immersive and 3D Audio
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021
Y2 - 8 September 2021 through 10 September 2021
ER -