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Quality assessment of acoustic environment reproduction methods for cinematic virtual reality in soundscape applications

机译:音景应用中电影虚拟现实的声环境再现方法的质量评估

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With the advent of virtual reality (VR) technology, spatial audio has been increasingly adopted to evaluate the acoustic environment in soundscape research. It is therefore imperative to assess the quality of commonly used spatial audio reproduction methods to determine their ecological validity. Through subjective evaluations with 30 participants, the same participant evaluated four outdoor in situ locations vis-a-vis its corresponding audiovisual recording in VR on a separate day. A total of three spatial audio reproduction methods were assessed in VR, and they were all down-mixed from the first-order ambisonics (FOA) recordings to headphone-based FOA-static binaural, FOA-tracked binaural; and FOA 2-dimensional (2D) octagonal speaker array. The participants evaluated the acoustic environment in terms of the overall soundscape quality and perceived spatial qualities at each location. Regarding overall soundscape quality, there were no significant differences in evaluating the sound-source dominance and affective soundscape qualities between in situ and all VR methods. However, significant differences were found in the perceived spatial qualities between three reproduction methods and in situ. Among the source-related spatial attributes, the perceived distance of the dominating sounds was farther in the virtual than in the in situ evaluations. In the localization of sound sources, both the FOA-tracked binaural and the FOA-2D speaker array exhibited higher spatial acoustic fidelity than FOA-static binaural. Regarding the environment-related spatial quality attributes, the 2D speaker array reproduction was perceived as more immersive and realistic than other reproduction methods. Overall, the FOA-tracked binaural appears to exhibit sufficient fidelity for cinematic VR evaluation of soundscapes.
机译:随着虚拟现实(VR)技术的出现,在音景研究中越来越多地采用空间音频来评估声学环境。因此,必须评估常用空间音频再现方法的质量,以确定其生态有效性。通过与30位参与者进行的主观评估,同一位参与者分别在一天中评估了其在VR中相应的视听记录的四个户外原地位置。在VR中,总共评估了三种空间音频再现方法,它们都从一阶歧音(FOA)录音缩混到基于耳机的FOA静态双耳,FOA跟踪双耳;和FOA二维(2D)八角形扬声器阵列。参与者根据总体声景质量和每个位置的感知空间质量评估了声学环境。关于整体音景质量,在原位和所有VR方法之间评估声源优势和情感音景质量没有显着差异。但是,在三种复制方法和原位之间在感知的空间质量上发现了显着差异。在与源相关的空间属性中,虚拟中的主导声音的感知距离比原位评估中的感知距离更远。在声源定位中,FOA跟踪的双耳和FOA-2D扬声器阵列均比静态FOA的双耳表现出更高的空间保真度。关于与环境有关的空间质量属性,与其他再现方法相比,2D扬声器阵列再现被认为更具沉浸感和真实感。总体而言,FOA跟踪的双耳似乎表现出足够的保真度,可用于对音景进行电影级VR评估。

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