A KAIST research team developed a powerful audio rendering technology that reproduces a desired sound field 'more clearly and accurately' to an original sound source by establishing an array system of loudspeakers and software interface
Watching a 3 dimensional (3D) film at home can be just as
real and fun as going to a movie theater. Professor Yang-Hann Kim and
Research Professor Jung-Woo Choi from the Department of Mechanical
Engineering, KAIST, have succeeded in building an audio rendering
system that will considerably improve the current 3D audio effects
technology.
3D audio effects can be produced by
stereo speakers, surround-sound speakers, speaker-arrays, or
headphones, which essentially give an illusion to listeners that
sounds are being produced in the 3D space around them. The effects
are the result of manipulating the listener's sound perception
through the placement of virtual sound sources in the 3D space to
alter the way the sound is played. In a 3D audio and acoustic
environment, listeners can recognize the location, distance, and
direction of sound sources including behind, above, or below the
listeners, thereby providing them with a more interactive, engaging,
and real-time experience when enjoying movies, games, or music.
Professor Kim's team completed a set of
simple integral equations to create a virtual sound source inside of
an area enclosed with loudspeakers (deployed in linear or circular
shapes). So far, the placement of a virtual sound source within the
array of loudspeakers and the reproduction of sound field from them
are considered "physically unlikely," and hence they have
been approached in an approximated form. This is because the sound
field reproduced from the internal virtual source should satisfy an
inhomogeneous wave equation, a numerical computational method applied
in acoustics engineering to create a target sound field where a sound
source does not exist.
The research team proposed a
theoretical basis for the solution, and this research appeared in the
September 2012 issue of IEEE Transactions on Audio, Speech, and
Language Processing published by the IEEE Signal Processing Society.
Based on the integral equations,
Professor Kim and his team developed a loudspeakers array system that
is composed of a large number of loudspeakers, ranging from 24, 34,
50, and up to 64 speakers and created a virtual sound source,
"Virtual Sound Ball," within the array system. (Youtube
link for virtual sound
ball: http://www.youtube.com/watch?v=NS4mn0_bLmw)
Professor Kim explained the new
technology, "We used many loudspeakers in order to build
multipole virtual sound sources that would give a listener more
freedom to move around without losing an auditory illusion of target
sound fields perceived by the listener. Unlike the common example of
sound field reproduction from a virtual source located outside the
loudspeakers array system, our method, putting the sound source
inside the speakers system, will offer not only a very high quality
3D sound, but also an individualized, customized optimal sound that
can be controlled and adjusted based on the needs of each listener."
When a virtual sound ball is located
inside the array of loudspeakers, the auditory image produced from
the ball (source) lies right in front of, next to, or behind the
listener. In other words, when the listener hears a classical music
concert from an audio set, the sound field reproduced from the
virtual sound ball makes the listener feel all the more like sitting
in an actual concert hall.
Professor Yang-Hann Kim and Jung-Woo
Choi established a controllable sound field within a restricted area
based on the loudspeaker setup and formed multipole sound balls by
focusing and localizing acoustical energy both in space and time
while minimizing external radiation. Sound balls can be moved around
as needed by a listener and controlled through software interface, a
device used for the adjustment of spatial attributes of sound to
create 3D audio effects.
The research team developed a "spatial
equalizer" that allows a smart phone or tablet PC, via wi-fi, to
control the sound field reproduced from the sound ball just the way a
balance knob in a stereo audio system works—a listener controls the
balancer until he/she finds the perfect sound.
"We expect that this technology,
which is ready for an immediate translation into commercial products,
will upgrade our home and personal audio system to the level of
professional settings," said Professor Jung-Woo Choi.
This research is supported by the Korea
Electrics Technology Institute (KETI).
For further inquiries, please contact
Professor Yang-Hann Kim, Department of Mechanical Engineering, KAIST,
at +82-42-350-3025, +82-10-5403-1008, or yanghann@kaist.ac.kr.
No comments:
Post a Comment