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Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology Division NASA Ames Research Center Moffett Field, California

Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

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Page 1: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Challenges and solutions for realistic room simulation

ASA June, 2002

Durand R. BegaultHuman Factors Research and Technology Division

NASA Ames Research Center

Moffett Field, California

Page 2: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Background

• Perception of the acoustical environmental context • Basic technique of auralization (virtual room synthesis)

Challenges for improved simulation

• Determining acceptable data reduction in measurement and synthesis (echo thresholds)

•Simulation of low frequency energy, coupled spaces

• Accounting for localization error due to reproduction method

• Accurate simulation of source directivity

Page 3: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Spatial hearing fundamentally involves perception of the location of a sound source at a point in space (azimuth, elevation, distance).

Distance

Elevation

Azimuth

Listener

Page 4: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Spatial (and non-spatial) hearing simultaneously reveals information about the environmental context (EC) of a sound source.

• Reverberance, echoes, surface characteristics reveal dimension, extent of space via cognitive associations

DistanceElevation

Azimuth

Environmental Context

Listener

Page 5: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Spatial (and non-spatial) hearing simultaneously reveals information about the environmental context (EC) of a sound source.

• Reverberance, echoes, surface characteristics reveal dimension, extent of space via cognitive associations

• Interactive cues: EC’s effect on speech effort, intelligibility

DistanceElevation

Azimuth

Environmental Context

Listener

Page 6: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Spatial (and non-spatial) hearing simultaneously reveals information about the environmental context (EC) of a sound source.

• Reverberance, echoes, surface characteristics reveal dimension, extent of space via cognitive associations

• Interactive cues: EC’s effect on speech effort, intelligibility

• Perceived sound source width and distance affected by EC

(“concert hall” musical acoustic factors - intimacy, envelopment)

DistanceElevation

Azimuth

Environmental Context

Listener

Image Size

Page 7: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Spatial (and non-spatial) hearing simultaneously reveals information about the environmental context (EC) of a sound source.

• Reverberance, echoes, surface characteristics reveal dimension, extent of space via cognitive associations

• Interactive cues: EC’s effect on speech effort, intelligibility

• Perceived sound source width and distance affected by EC

• Simultaneous sources: ambient sound & background noises (inside & outside) contribute toEC perception

DistanceElevation

Azimuth

Environmental Context

Listener

Page 8: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Auralization: virtual simulation of sound sources within an environmental context, using loudspeakers or headphones.

Page 9: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Useful applications for auralization technology include:

• Psychoacoustic investigations of spatial hearing in realistic acoustical environments (e.g., echo thresholds)

• Acoustical engineering(listening to a virtual room as a part of the design phase)

• Improved virtual environmentsimulation and 3-D sound reproduction

• Increased realism for entertainment (music reproduction)

• Evaluation of sound quality for industrial applications

Page 10: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Basic technique for auralization• Modeling (pre-synthesis) phase:

either measure or predictroom impulse response(data reduction is usuallynecessary)

Page 11: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Basic technique for auralization• Modeling (pre-synthesis) phase:

either measure or predictroom impulse response(data reduction is usuallynecessary)

• Translate impulse responseto listener-referenced virtual source locations

Page 12: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

• Apply virtual acoustic techniques (HRTF filtering) to derive the binaural impulse response

Basic technique for auralization• Modeling/pre-synthesis phase:

either measure or predictroom impulse response(data reduction is usuallynecessary)

• Translate impulse responseto listener-referenced virtual source locations

Page 13: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

• Apply virtual acoustic techniques (HRTF filtering) to derive the binaural impulse response

Basic technique for auralization• Modeling/pre-synthesis phase:

either measure or predictroom impulse response(data reduction is usuallynecessary)

• Translate impulse responseto listener-referenced virtual source locations

• Synthesis phase:Convolve “neutral” (anechoic)signals with the binaural impulse response of the room

(data reduction is usuallynecessary for rendering)

Page 14: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

• Recent study indicates that echo thresholds in real and virtualenvironments are similar

• Engineering rule of thumb: early reflections re direct sound should be inaudible < -21 dB @ 3 ms and < -30 dB @ 15-30 ms (add 5 dB for speech stimuli).

Page 15: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Although thresholds for reverberation are relatively low, background noise(e.g., NC 35) can mask a significant portion of reverberant energy(particularly the reverberant decay).

One-Third Octave Band Noise Criteria (NC)

0

10

20

30

40

50

60

70

80

One-Third Octave Band Center Frequency, Hz

Normal Speech

relative threshold forreverberation

NC 65

NC 60

NC 55

NC 50

NC 45

NC 40

NC 35

NC 30

NC 25

NC 20

NC 15Approximate Threshold of Hearing for Continuous Noise

NC 10NC 5

31.5 63 125 250 500 1k 2k 4k 8k-40

-35

-30

-25

-20

-15

-10

250

500

1000

2000 fb

w

250

500

1000

2000 fb

w

250

500

1000

2000 fb

w

Small Medium Large

Octave-Band Center Frequency (fbw=full bandwidth)

Rev

erbe

ratio

n th

resh

old

(spe

ech)

re 6

0 dB

SP

L

Page 16: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

• Creating virtual spatial sound environments:playback

Page 17: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Historically, the use of acoustical absorption to ‘neutralize’acoustical characteristics of rooms began ca. 1930s

Sound stage & control room Acoustical wall/ceiling panels

Recording for film

Page 18: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

The realism of environmental context simulations has increased in tandem with the “neutralization” of rooms via absorption

• Echo chambers• Reverberation plates• Spring reverberators••• Real-time convolution

for head-trackedauralization

Reverberation using echo chamber, NBC, 1930s

Page 19: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Auditorium simulators using actual sound sources

University of Goettigen 1965.

Technical University of Denmark,Lyngby, 1992.

Page 20: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

0

5

10

15

20

25

30

anechoic early reflections full auralization

reverberation treatment

Uns

igne

d az

imut

h er

ror

(deg

rees

)

Localization error for headphone stimuli (azimuth)

AnechoicSpeech:Individualdifferences

Mean values for different reverberation conditions

Page 21: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Head-tracked systems increase realism of 3D audio simulations in general (minimization of reversals)

Page 22: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Auditory localization can be influenced or biased bycognitive references and visual capture

Page 23: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

• Creating virtual spatial sound environments:measurement

Page 24: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

2. Make a binaural recording using a dummy head

Spatial room impulseresponses can be obtainedfrom a existing room by…

1. Calculating the responsefrom a room model

(ray tracing, image modeling)

2. Recording the binaural impulse response

3. Recording a directional impulse response for post-processing of directional information

Page 25: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Challenges:-adequate yet reasonablesampling of sources & receivers

-directivity data for sound sourceslimited; sound source movementusually unaccounted for

-modeling low frequency behavior

Calculate the impulse responsefrom a room model

(using ray tracing, image modeling)

Page 26: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Ray tracing, while imperfect, can be an efficient means for finding the location of disturbing echoes

directional horn

Page 27: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Challenges:-localization error due to non-individualized HRTF-deriving spatial information froma 2-channel source

-multiple measurements for each receiver position required

Measure the binauralroom impulse response

via a dummy head recording

Page 28: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Directional mic room impulse response.

Essert (1996) used a B-format output from a SoundFieldMKV microphone to obtain one omnidirectional (W) and three dipole IRs (oriented left-right X, back-front Y, and down-up Z, respectively)

The omnidirectional response reveals the arrival time of significant early reflections;

Cross-correlations between the monopole and dipole responses indicate reflection direction of arrival.

Individualized HRTFs can be applied during the synthesis phase to significant early reflections

Intensity measurements have also been investigated in the literature.

Page 29: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

• Simulation of coupled spaces, low frequency energy

Page 30: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Reverberation can cause spatial movement of reverberant sound within coupled spaces

-examples: theater; organ music in a gothic cathedral

-difficult to model

Undamped stagehouseLong reverberant decay

Sound source

Absorptive seating areaShort reverberant decay

Page 31: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Measurement of “moving reverberation”:

Grace Cathedral, San Francisco

-starter pistol sound source at 5 locations

-7 measurement microphones simultaneously recorded with synch pulse

-Superior to binaural measurement since location/time can be tracked

310’

Page 32: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology
Page 33: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

0 . 5 0 . 5 5 0 . 6 0 . 6 5 0 . 7 0 . 7 5 0 . 8 0 . 8 5 0 . 9 0 . 9 5 1- 8 0

- 7 5

- 7 0

- 6 5

- 6 0

- 5 5

- 5 0

- 4 5

- 4 06 3 H z O c t a v e b a n d 2 0 m s e n v e l o p e

T i m e ( s )

Rel

ativ

e le

vel (

dB)

u p p e r a p s e l o w e r a p s e u p p e r a l t a r l o w e r a l t a r u p p e r n a v e l o w e r n a v e v e s t i b u l e Upper nave Upper apse

0 0 . 0 5 0 . 1 0 . 1 5 0 . 2 0 . 2 5 0 . 3 0 . 3 5 0 . 4 0 . 4 5 0 . 5- 8 0

- 7 5

- 7 0

- 6 5

- 6 0

- 5 5

- 5 0

- 4 5

- 4 06 3 H z O c t a v e b a n d 2 0 m s e n v e l o p e

T i m e ( s )

Rel

ativ

e le

vel (

dB)

u p p e r a p s e l o w e r a p s e u p p e r a l t a r l o w e r a l t a r u p p e r n a v e l o w e r n a v e v e s t i b u l e

Upper-lower altarvestibule

Sound source at altar: 20 ms envelope

Page 34: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Overlap of frequency sensitivities for haptic and acoustic stimuli

“Haptic” includes both kinesthetic (muscle) and touch (cutaneous) sensations.– Touch: 0 – 1 kHz– Kinesthesia: 0 – 30 Hz– Audition: .02- 20 kHz: overlap from .02 –1 kHz

Very low-frequency vibration can also be sensed via vestibular, visceral, and visual sensory systems

Page 35: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Transmission paths from a “felt-heard” source to a receiver

-Airborne pressure waves (sonic & infrasonic)-transfer of acoustic wave to mechanical vibration possible-simultaneous auditory-haptic stimuli possible

(touch; bone conduction; visceral)-Ground / structure-borne vibration

-”Full-body” vibrationfrom 8–80 Hz (displacement threshold 1.5 x 10-6 m)

-Haptic sensation via kinesthetic, touch sensors-Transfer of vibration into acoustic excitation

-Perception of haptic and acoustical stimuli influenced by presence of coordinated visual stimuli

Page 36: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Vibration source(internal, external)

Ground, Structure response

hearing feeling seeing

Airbornesound

Response: qualitative assessment

Performance metric

Walls,Windows,

objects

Chairs,Tables,

floor

Walls,Windows,

plants

3-D audiodisplay

Head-mounted

visualdisplay

ExpectationInter-modal coordinationIdentificationExperience-adaptation

Page 37: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Why simulate- and manipulate- both haptic and acoustical phenomena simultaneously?

-Improved “realism” ,“immersion” in virtual enviroments(experiments; entertainment; training)

Simulations of musical performance (as player or listener) in particular seem incomplete without tactile cues

-Product quality evaluation (e.g., automotive industry)

-Performance enhancement for tasks in VE(e.g., transportation simulators)

Page 38: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Thresholds for vibrotactile perception, ball of thumb-peak at 250 Hz corresponds to acceleration of 0.24 m/s2

Page 39: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Workplace sound and vibration at a desk

Page 40: Begault 2002 Challenges for Realistic Room Simulation€¦ · Challenges and solutions for realistic room simulation ASA June, 2002 Durand R. Begault Human Factors Research and Technology

Summary

• Challenges for improved simulation include determining acceptable data reduction in measurement and synthesis (echo thresholds)

• Data reduction based on echo thresholds and reverberant masking can relax demands onauralization synthesis computation (important for real-time rendering that includes head tracking).

•Simulation of low frequency effects, modal prediction, vibration, and source directivity require further research efforts