引用本文:
【打印本页】   【下载PDF全文】   查看/发表评论  【EndNote】   【RefMan】   【BibTex】
←前一篇|后一篇→ 过刊浏览    高级检索
本文已被:浏览 764次   下载 718 本文二维码信息
码上扫一扫!
分享到: 微信 更多
面向声景的虚拟现实可听化
徐春阳1, 康 健2
1.伦敦大学学院巴克莱特建筑学部,博士研究生;2.( 通讯作者):伦敦大学学院巴克莱特建筑学 部,教授,j.kang@ucl.ac.uk
摘要:
虚拟现实(VR)推动了城市规划与 设计的技术发展,也推动了声学环境研究的 发展。声景可听化作为声景评价标准中重要 的组成部分,在虚拟现实的条件下人们如何 感知声景仍然有很多问题未被解决。本文 从声传播理论出发,提出从不同声音回放方 式、声传播过程到声源模拟的声景可听化框 架。为完善这一框架,对声景进行可听化重 现,并通过主观评价来校验声音重现的效 果。通过主观评价实验表明,在可听化框架 指导下利用虚拟现实技术还原声音场景,可 以为声景评价过程提供真实且具有沉浸感的 重现体验。本文明确了可听化技术框架在虚 拟现实下进行声景评价的可行性,进一步完 善了面向声景感知的虚拟现实可听化研究。
关键词:  声景  虚拟现实  声环境  可听化  主观评价
DOI:10.13791/j.cnki.hsfwest.20210501
分类号:
基金项目:欧盟顶尖资深科学家基金项目(740696)
Auralization of Virtual Reality for Soundscape
XU Chunyang,KANG Jian
Abstract:
Virtual Reality (VR) has driven technological developments in urban planning and design, as well as in the domain of acoustic environments. Auralization is an important process to reproduce and simulate sound signals in soundscape evaluation, and there are still many unanswered questions about how people perceive soundscapes in VR. Depending on the performance of the audio-visual rendering, different auralization technologies may lead to differences in the perception of sounds. Therefore, the performance differences between different soundscape auralization technologies and the corresponding comparability of subjective evaluations need to be studied and sorted out more thoroughly and systematically. This study proposes and verifies a framework for soundscape auralization considering different aspects, from different sound listening methods, sound propagation to sound source simulation approaches. To verify this framework, this study designed listening tests and conducted subjective evaluations to investigate the unclear issues of auralization in soundscape evaluation with the utility of VR technology. A series of subjective evaluation experiments based on in situ recordings, modeling, and reproduction were conducted. Both subjective responses and objective parameters were collected from this methodological process to compare different audio techniques and acoustic conditions during auralization. For soundscape listening methods, the fieldwork was conducted in Sheffield, England, and 12 representative sites based on different urban spatial functions and environments were selected. Monaural and binaural microphones were simultaneously utilized to record sounds in these sites. In the laboratory, monaural and binaural signals were combined with visual stimuli for playback and subjective evaluation. Compared to monaural playback, the binaural method recorded more comprehensive acoustic information in these locations, significantly improving the realism of the reproduced soundscapes. When considering the mean rating of realism in these 12 locations, the binaural results were significantly better than the monaural results. Binaural playback would therefore better match the spatial information expressed in a VR-supported soundscape evaluation. For the auralization of the sound propagation process, four public squares were selected and visualized. The fountain sound was convolved with the impulse responses of different reflection orders in different squares, and the convolved signals were attached to the game engine to enable dynamic binaural playback. Through the VR synthesis and rendering,participants evaluated immersion of the fountain sounds placed in the four squares. The results indicated that the use of fewer reflections (less than 20) in larger squares (e.g. > 6 000 m 2 ) can bring a similarly immersive experience in VR, and thus reduce the cost of real-time computation by achieving fast auralization. For sound source auralization, some non-point sound sources in an urban square were simplified to discuss as line sources, including a group of people, linear water curtain and construction site. The length of each line source is 10 m and these sources were simulated by 5, 21, and 101 points. The sound sources were reproduced in VR with audio-visual stimuli. Participants subjectively rated immersion of three different types of sound placed in the urban square through a VR headset. The results of the subjective evaluation of the different scenarios in the virtual urban environment are largely consistent with the psychoacoustic auditory spatial resolution, with a significant increase in the immersion of all three sounds when the audible angle is reduced from 22.5 o or 4.5 o to 0.9 o (ANOVA p<0.05). Therefore, during the auralization of a finite length of line sources with multiple point sources, ensuring a sufficient number of point sources will improve the spatial resolution (e.g., less than 1 o ) so that the listener cannot distinguish the location of individual point sources within these line sources and thus create an immersive soundscape evaluation experience. This study presents systematic evidence for the sound design of virtual environments by establishing an effective link between subjective perception and objective parameters, and this study clarifies the feasibility of the auralization framework for soundscape evaluation in VR. The minimum specifications and simplifications of listening methods, fewer reflection orders, and appropriate source interpolations, will contribute to a quick build of a virtual sound environment, and the VR-driven soundscape research will help shape an ecological future.
Key words:  Soundscape  Virtual Reality  Sound Environment  Auralization  Subjective Evaluation