2021
DOI: 10.1109/taslp.2021.3061939
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Mixed Source Sound Field Translation for Virtual Binaural Application With Perceptual Validation

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Cited by 24 publications
(23 citation statements)
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“…The essential hardware of Metaverse is an HMD that blocks the view to enable immersive participation. For a more effective visual experience, Birnie et al [64] proposed a fovea rendering method that maintains the central part in high resolution similar to human vision. Critical factors for physical devices and sensors are resolution, the field of view size, and latency.…”
Section: Ryskeldiev Et Al [48]mentioning
confidence: 99%
See 1 more Smart Citation
“…The essential hardware of Metaverse is an HMD that blocks the view to enable immersive participation. For a more effective visual experience, Birnie et al [64] proposed a fovea rendering method that maintains the central part in high resolution similar to human vision. Critical factors for physical devices and sensors are resolution, the field of view size, and latency.…”
Section: Ryskeldiev Et Al [48]mentioning
confidence: 99%
“…However, in Metaverse, users can change their listening position as they run, spin, or various body changes. Birnie et al [64] proposed a method for binaural playback of microphone recordings in a virtual application in which one's body freely moves beyond the recording location. They integrate near, and far sources in an extended virtual environment and better reproduce the intensity and binaural room impulse response spectrum of the near environment.…”
Section: Sound and Speech Recognitionmentioning
confidence: 99%
“…Nevertheless, recent studies have shown promising progress by employing dual-band approaches and heuristics to match early reflections in the time domain [58,59]. On a related note, another active research topic is the extrapolation of RIRs in the Ambisonics domain for 6DoF applications (e.g., [60][61][62][63]), which is further discussed in Section 4.…”
Section: The Binaural Casementioning
confidence: 99%
“…Several methods have been recently proposed to efficiently extrapolate spatial audio signals from one listener position to another, either via simple parametric methods [76]. [87] or more complex Ambisonics-based approaches that often rely on parametrising the sound field in 'direct' and 'ambient' components [60,61], or according to the source distance [62,63]. Significant advancements have also been made in terms of recording complex auditory scenes and to make them navigable in 6DoF-in this case, specialised hardware and software has been released and is already available commercially [88].…”
Section: Future Directionsmentioning
confidence: 99%
“…Hence, the target of these techniques is to convey an effective spatial audio perception to the user rather than a perfect reconstruction of the sound field. On the other hand, non-parametric methods [ 16 , 17 , 18 , 20 , 21 , 22 , 23 , 24 , 25 , 26 ] aim to numerically estimate the acoustic field. In this category, the sound field is typically modelled as a linear combination of solutions of the wave equation [ 27 ], e.g., plane wave [ 25 , 26 ] or spherical wave [ 22 , 23 , 24 , 28 , 29 ] expansions.…”
Section: Introductionmentioning
confidence: 99%