الفهرس | Only 14 pages are availabe for public view |
Abstract Auditory Virtual Environments have become a widely researched topic in the last decade. ‘Ihe main attraction ot such systems lies in their wide application range starting from sound rendering in interactive computer games and reaching to the interactive simulation of different room and concert halls, and the different demands attached to each application. Most available systems do not consider sound-source occlusion due to the high computation time required to include dilIraction effects. In this thesis it is suggested how to simplify the inclusion of sound-source occlusion on the grounds of psychoacoustic tests. The thesis consists of six chapters. In chapter 1 an overview of auditory virtual environments is given and the aim of the thesis is pointed out. In chapter 2 different methods used for modeling diffraction and occlusion effects are introduced and the advantages and disadvantages of these methods are discussed In chapter 3 impulse response measurements of different occiuders are introduced. The results are compared with the modeling results obtained by a chosen edge diffraction model (Svensson et al. 1999). In chapter 4 the effects of sound-sourceqcclusion on several psychoacoustical parameters are invstigated and simplifications of sound-source occlusion is suggested on the basis of the results of listening tests. In chapter 5 a locahiztion model (Lindemann model 1986) is used to verify the results obtained for the horizontal plane. In chapter 6 the conclusion is presented and future work is suggested. |