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Bulk download - click topic to download Zip archive of all papers related to that topic:   Applications    Loudspeakers    Loudspeakers & Microphones    Network    Perception    Perception & Evaluation    Posters: Applications    Posters: Loudspeakers    Posters: Loudspeakers & Microphones    Posters: Perception    Posters: Perception & Evaluation    Posters: Rec/Pro/Edu    Posters: Room Acoustics    Posters: Signal Processing    Posters: Spatial Audio    Rec/Pro/Edu    Room Acoustics    Signal Processing    Spatial Audio   

 

Audio portraiture sound design and the development and creation of audio portraiture within immersive and binaural audio environments.

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This paper examines the sound design development and creation of audio-portraiture within immersive and binaural audio environments. Sound design as a creative inquiry into the development of audio-portraiture explores how sound has the ability to sonically represent the multi-dimensional facets of humans. This study particularly looks at Maori women from New Zealand as the participants. As a platform for gathering and designing significant sonic representations of these women, the utilisation of both immersive and binaural technologies was used. Importantly, the sound design and audio technologies symbiotically support the manifestation of audio-portraiture that will be discussed in this paper.

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Computational efficient real-time capable constant-Q spectrum analyzer

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The constant-Q transform (CQT) is a valuable tool for music information retrieval, e.g. for chroma calculation and harmonic analysis. In this E-Brief, we propose a block based, real-time capable, efficient analysis algorithm resting upon a subsampling technique performed with fast Fourier transform. In addition, advanced features such as time resolution enhancement towards lower frequencies and a robust CQT-based tuner are presented. Finally a reference-implementation in C++ in form of a VST3-Plugin is introduced. The plugin's source code will be available openly for further development.

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pysofaconventions, a Python API for SOFA

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Spatial audio is a research field with an active development, motivated by the advances in Augmented and Virtual Reality. One of the main building blocks for spatial audio and acoustic research is the availability of real, measured impulse responses. The SOFA convention (AES69-2015) is a standardized file format for the storage of such data, with a widespread support among the research community. In this work we present pysofaconventions, a full implementation of the SOFA specification for the Python programming language.

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A Python library for Multichannel Acoustic Signal Processing

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The programming language Python is receiving increasing attention among the audio research community, partially motivated by the growth of data science and machine learning fields, and its potential applications. In this work we present a Python library for acoustic simulation and microphone array processing, with a special focus on spherical geometries. More specifically, the library provides a shoebox impulse response generator, a microphone array response simulator with arbitrary geometries and sensor directivities, and a set of methods for signal dependent and independent processing in the spherical harmonic domain.

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Exploring audio device orchestration in workshops with young people

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When considering development of a new technology, it is important to account for the wants and needs of the target audience. Two day-long workshops were performed to explore the concept of audio device orchestration—using multiple connected, synchronized devices to create or augment a media experience—with 16- to 18-year-olds. The workshops utilized a variety of ideation techniques including warm-up exercises, idea generation exercises, and co-creation of prototypes. A thematic analysis was performed on the outputs to explore the participants’ attitudes to audio technology and device orchestration. The results suggested a strong desire for positive application of technology and content, focusing on issues such as wellbeing and togetherness. The results match closely with previous research on values for digital wellbeing.

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Exploring audio device orchestration in workshops with audio professionals

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Device orchestration is the concept of using multiple connected, synchronized devices to create or augment a media experience. It enables interactive and immersive experiences for multiple listeners, but there are challenges in producing content for such flexible reproduction. A series of co-creation workshops with audio professionals was conducted to develop ideas and discover workflow issues. Over the course of six workshops, a number of working prototypes were developed using a production tool beta version. A thematic analysis of the ideas generated revealed workflow issues as well as use cases and content ideas. Common themes included gamification and togetherness, correlating well with outcomes from workshops with potential audience members. Applications for augmenting sports, drama, entertainment, and educational formats were also suggested.

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Design of the acoustic enhancement system for crowd enhancement in the Qatar Univ. Sports & Events Complex

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The Qatar Univ. Sports & Events Complex, which includes a Multi-Purpose Hall and a Training Hall was completed in November 2019. In addition to sports events, various other kinds of events, including lectures and pop concerts, will be held at this venue. To realize high speech intelligibility of the PA system, the entire interior except the floor is covered with acoustically absorptive materials. However, the resulting highly absorptive spaces are still required to provide an exciting crowd experience during sports events, and thus the Active Field Control (AFC) system was adopted to enhance loudness and reverberance. This engineering brief gives an overview of that system and the benefits achieved by its introduction.

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Barrier Effect at Open-air Concerts, Part 1

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In 2010, as a result of personal experience in concerts and festivals, the question arose as to wether the audience that crowds in front of the subwoofers produces a barrier effect for the very low frequencies. Being aware of the difficulty of conducting an accurate field study it was thought of using simulations; first with the FDTD method and then with COMSOL, both made by professors and students of the Polytechnic University of Gandia, belonging to the UPV. The aim of this study and the simulations is to find indications that in certain circumstances this phenomenon, which began to be called "Barrier Effect", occurs. It is not sought to quantify it precisely since the possible situations and conditions are infinite.

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Investigating perceptual tolerance of audio-tactile synchrony

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For a congruent perception of multimodal stimuli, a proper timing relation is required. In this study, we investi-gated this timing relation between auditory and vibrotactile sensations, in the context of a hand-held device, when auditory parameters are manipulated. The parameters include (1) a frequency of a pure tone and (2) a spectral kurtosis of a band-passed pink noise. The results show that the frequency parameter is correlated with both the point of subjective simultaneity (PSS) and just noticeable difference (JND). However, we could not find an effect from the change of spectral kurtosis on PSS nor JND. This indicated that the timing of both modal stimuli may need to be changed depending on a frequency of sound stimuli. .

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Investigation on the perceived audio quality of Higher Order Ambisonics recordings with a reduced number of A-format audio channels

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This project examines the effect of the reduced number of A-format audio channels obtained from a spherical microphone array on the overall quality of the 1st and 3rd order Ambisonics. The listening experiment employed four test scenarios involving two recording environments and two microphone positions. The evaluation was carried out using MUSHRA methodology with additional implementation of the scene rotation. The results suggest potential degradation in the quality of the 3rd order Ambisonics when the number of A-format channels is reduced. That was found especially for the recordings made in a controlled environment. No effect of a reduced number of A-format channels was observed for the 1st order Ambisonics in any test scenario.

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                 Search Results (Displaying 1-10 of 47 matches)
AES - Audio Engineering Society