Virtual Reality for Subjective Assessment of Sound Quality in Cars
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A. Farina, D. Pinardi, M. Binelli, M. Ebri, and L. Ebri, "Virtual Reality for Subjective Assessment of Sound Quality in Cars," Paper 10003, (2018 May.). doi:
A. Farina, D. Pinardi, M. Binelli, M. Ebri, and L. Ebri, "Virtual Reality for Subjective Assessment of Sound Quality in Cars," Paper 10003, (2018 May.). doi:
Abstract: Binaural recording and playback has been used for decades in the automotive industry for performing subjective assessment of sound quality in cars, avoiding expensive and difficult tests on the road. Despite the success of this technology, several drawbacks are inherent in this approach. The playback on headphones does not have thebenefit of head-tracking, so the localization is poor. The HRTFs embedded in the binaural rendering are those of the dummy head employed for recording the sound inside the car, and finally there is no visual feedback, so the listener gets a mismatch between visual and aural stimulations. The new Virtual Reality approach solves all these problems. The research focuses on obtaining a 360° panoramic video of the interior of vehicle, accompanied by audio processed in High Order Ambisonics format, ready for being rendered on a stereoscopic VR visor. It is also possible to superimpose onto the video a real-time color map of noise levels, with iso-level curves and calibrated SPL values. Finally, both sound level color map and spatial audio can be filtered by the coherence with one or multiple reference signals, making it possible to listen and localize very precisely noise sources and excluding all the others. These results have been acquired employing a massive spherical microphone array, a 360° panoramic video recording system, and accelerometers or microphones for the reference signals.
@article{farina2018virtual,
author={farina, angelo and pinardi, daniel and binelli, marco and ebri, michele and ebri, lorenzo},
journal={journal of the audio engineering society},
title={virtual reality for subjective assessment of sound quality in cars},
year={2018},
volume={},
number={},
pages={},
doi={},
month={may},}
@article{farina2018virtual,
author={farina, angelo and pinardi, daniel and binelli, marco and ebri, michele and ebri, lorenzo},
journal={journal of the audio engineering society},
title={virtual reality for subjective assessment of sound quality in cars},
year={2018},
volume={},
number={},
pages={},
doi={},
month={may},
abstract={binaural recording and playback has been used for decades in the automotive industry for performing subjective assessment of sound quality in cars, avoiding expensive and difficult tests on the road. despite the success of this technology, several drawbacks are inherent in this approach. the playback on headphones does not have thebenefit of head-tracking, so the localization is poor. the hrtfs embedded in the binaural rendering are those of the dummy head employed for recording the sound inside the car, and finally there is no visual feedback, so the listener gets a mismatch between visual and aural stimulations. the new virtual reality approach solves all these problems. the research focuses on obtaining a 360° panoramic video of the interior of vehicle, accompanied by audio processed in high order ambisonics format, ready for being rendered on a stereoscopic vr visor. it is also possible to superimpose onto the video a real-time color map of noise levels, with iso-level curves and calibrated spl values. finally, both sound level color map and spatial audio can be filtered by the coherence with one or multiple reference signals, making it possible to listen and localize very precisely noise sources and excluding all the others. these results have been acquired employing a massive spherical microphone array, a 360° panoramic video recording system, and accelerometers or microphones for the reference signals.},}
TY - paper
TI - Virtual Reality for Subjective Assessment of Sound Quality in Cars
SP -
EP -
AU - Farina, Angelo
AU - Pinardi, Daniel
AU - Binelli, Marco
AU - Ebri, Michele
AU - Ebri, Lorenzo
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - May 2018
TY - paper
TI - Virtual Reality for Subjective Assessment of Sound Quality in Cars
SP -
EP -
AU - Farina, Angelo
AU - Pinardi, Daniel
AU - Binelli, Marco
AU - Ebri, Michele
AU - Ebri, Lorenzo
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - May 2018
AB - Binaural recording and playback has been used for decades in the automotive industry for performing subjective assessment of sound quality in cars, avoiding expensive and difficult tests on the road. Despite the success of this technology, several drawbacks are inherent in this approach. The playback on headphones does not have thebenefit of head-tracking, so the localization is poor. The HRTFs embedded in the binaural rendering are those of the dummy head employed for recording the sound inside the car, and finally there is no visual feedback, so the listener gets a mismatch between visual and aural stimulations. The new Virtual Reality approach solves all these problems. The research focuses on obtaining a 360° panoramic video of the interior of vehicle, accompanied by audio processed in High Order Ambisonics format, ready for being rendered on a stereoscopic VR visor. It is also possible to superimpose onto the video a real-time color map of noise levels, with iso-level curves and calibrated SPL values. Finally, both sound level color map and spatial audio can be filtered by the coherence with one or multiple reference signals, making it possible to listen and localize very precisely noise sources and excluding all the others. These results have been acquired employing a massive spherical microphone array, a 360° panoramic video recording system, and accelerometers or microphones for the reference signals.
Binaural recording and playback has been used for decades in the automotive industry for performing subjective assessment of sound quality in cars, avoiding expensive and difficult tests on the road. Despite the success of this technology, several drawbacks are inherent in this approach. The playback on headphones does not have thebenefit of head-tracking, so the localization is poor. The HRTFs embedded in the binaural rendering are those of the dummy head employed for recording the sound inside the car, and finally there is no visual feedback, so the listener gets a mismatch between visual and aural stimulations. The new Virtual Reality approach solves all these problems. The research focuses on obtaining a 360° panoramic video of the interior of vehicle, accompanied by audio processed in High Order Ambisonics format, ready for being rendered on a stereoscopic VR visor. It is also possible to superimpose onto the video a real-time color map of noise levels, with iso-level curves and calibrated SPL values. Finally, both sound level color map and spatial audio can be filtered by the coherence with one or multiple reference signals, making it possible to listen and localize very precisely noise sources and excluding all the others. These results have been acquired employing a massive spherical microphone array, a 360° panoramic video recording system, and accelerometers or microphones for the reference signals.
Authors:
Farina, Angelo; Pinardi, Daniel; Binelli, Marco; Ebri, Michele; Ebri, Lorenzo
Affiliations:
Università di Parma, Parma, Italy; Politecnico di Torino, Torino, Italy; Ask Industries S.p.A., Montecavolo di Quattrocastella (RE), Italy(See document for exact affiliation information.)
AES Convention:
144 (May 2018)
Paper Number:
10003
Publication Date:
May 14, 2018Import into BibTeX
Subject:
Posters: Audio Coding and Quality
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=19399