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Room Acoustics Computer Modeling: Study of the Effect of Source Directivity on Auralizations

机译:室内声学计算机模拟:源指向性对可听化的影响研究

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摘要

Auralizations are very useful in the design of performing arts spaces, where auralization is the process of rendering audible the sound field in a space, in such a way as to simulate the binaural listening experience at a given position in the modeled space. One of the fundamental modeling inputs to create auralizations is the source directivity. Standard methods involve inputting the measured source directivity, calculating the impulse response and convolving it with a single channel anechoic recording. An initial study was conducted using this method and the results showed significant differences in reverberation time and clarity index when using a directional versus omni-directional source. Further research was conducted focusing on an alternative method of modeling source directivity that involves multi-channel anechoic recordings to create auralizations. Subjective tests were conducted comparing auralizations made with one, four and thirteen channels, with three different instrument types and subjects rated differences in realism. An analysis of variance (ANOVA) was carried out to determine the effect of the number of channels and instrument on realism. The primary result from this study was that subjects rated the auralizations made with an increasing number of channels as sounding more realistic, indicating that when more accurate source directivity information is used a more realistic auralization is possible.
机译:听觉化在表演艺术空间的设计中非常有用,其中听觉化是一种在空间中呈现可听声场的过程,其方式是模拟建模空间中给定位置的双耳聆听体验。产生听觉化的基本建模输入之一是源方向性。标准方法包括输入测得的源方向性,计算脉冲响应并将其与单通道消声记录进行卷积。使用此方法进行了初步研究,结果表明,使用定向与全向信号源时,混响时间和清晰度指数存在显着差异。进行了进一步的研究,重点放在模拟源方向性的另一种方法上,该方法涉及多通道消声记录以创建听觉化。进行了主观测试,比较了使用一种,四种和十三种通道进行的听觉化,以及三种不同的乐器类型,并且受试者对现实主义的差异进行了评级。进行了方差分析(ANOVA),以确定通道数和仪器对现实性的影响。这项研究的主要结果是,受试者对用越来越多的声道进行的听觉化处理听起来更加逼真,这表明当使用更准确的源方向性信息时,更现实的听觉化是可能的。

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