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Virtual Sound
Until
recently, reproduced sound typically lacked the accurate 3-dimensional
character of real-world sound. Modern digital signal processing techniques,
however, have made it possible to fully reproduce the spatial qualities
of sound present in the real world. These techniques, known as virtual
auditory space (VAS) techniques, rely on an exquisitely accurate reproduction
of the sound waveform present at both left and right eardrums. To achieve
this accuracy, the acoustics of the ears and head, as well as the intended
environment must all be taken into account, something that is not done
with standard reproduction systems. The VAS technique uses measurements
of head and ear acoustics, known as head-related transfer functions (HRTFs),
as well as measurements of environmental acoustics to construct a set
of spatially dependant digital filter pairs -- one for each ear at every
spatial location to be simulated. The process of "spatializing" a given
sound becomes nothing more than applying the digital filter pair that
corresponds to the intended spatial location. Scientists are viewing this
technique as a valuable research tool because the realistic control of
acoustical effects in VAS is as simple as changing parameters in the digital
filters.
An example of microphone placement for head-related transfer function
(HRTF) measurement, an integral part of realistic virtual auditory space
displays.
Current Projects: Current Projects:
Jack Loomis and his
colleagues are currently using the VAS technique in this laboratory to
examine the perceptual processes involved in determining sound source
distance. Of particular interest is the influence vision has on the perceived
distance of a sound source. Though limited past research has suggested
that the perceived distance of a plausible visual target tends to "capture"
the apparent distance of a sound source, the precise nature of this relationship
is largely unknown. We are attempting to expanding scientific knowledge
on this topic in two ways: (1) by measuring the explicit regions of visual
"capture" to plausible sound sources over varying conditions of sound
source distance and stimulus type, (2) by determining the relative perceptual
saliency of auditory and visual distance cues under conditions of concurrent
stimulation.

VAS Display with Changing
Sound Source Distance (1.8MB)
Note: The file (.wav) requires a CD-quality (16-bit,
44.1 kHz) sound-card to be reproduced properly. Listen through a pair
of high-quality headphones. The sounds should appear to increase in distance
away from your left ear.
Recent advances in both psychophysical methods (weighting procedures)
and stimulus control (virtual display technology), make these problems
tractable and, as a result, will lend to a fuller and more complete understanding
of visual capture phenomena. Insight into the perceptual processes that
subserve such phenomena will be gained by testing related models of sensory
cue combination with the psychophysical data generated from experiments
being conducted currently.
For literature on sound source research, see:
Zahorik, P. (1997). Scaling perceived distance of virtual sound sources.
Journal of the Acoustical Society of America, 101, 3105-3106.
Navigation Systems for the Blind
Since
1985, a multidisciplinary team of researchers (Jack
Loomis, Department of Psychology, UCSB; Reginald
Golledge, Department of Geography, UCSB; Roberta
Klatzky, Department of Psychology, Carnegie-Mellon University) has
been developing a prototype navigation system for the visually impaired
that uses virtual environment technology. The system uses a portable computer
and consists of three functional modules. The first determines the position
of the user using differential GPS and orientation of the user using an
electronic compass. The second module is the Geographic Information System
(GIS) which contains the database of the local environment and software
for providing the desired functionality. The third module is the user
interface. For display of information to the user, we are using virtual
sound. In the current design, the visually impaired person is guided through
the environment using virtual sound beacons which appear in front of the
person and can be approached as the person walks in their direction. In
addition, off-route features (e.g., buildings, landmarks, distant street
intersections) are displayed using synthetic speech that is spatialized
by the virtual sound board. From the user's standpoint, it is as if the
environmental features were calling to the user, much as it would be if
loudspeakers were attached to the environmental features and the names
of the features were being constantly displayed through these speakers.
The above picture shows Reg using the system in 1997. Our current work
involves miniaturizing the system and doing research to improve the user
interface.
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