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Auralization: Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality 2008 ed. [Kõva köide]

  • Formaat: Hardback, 335 pages, kõrgus x laius: 235x155 mm, kaal: 1480 g, XV, 335 p., 1 Hardback
  • Sari: RWTHedition
  • Ilmumisaeg: 26-Oct-2007
  • Kirjastus: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3540488294
  • ISBN-13: 9783540488293
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  • Formaat: Hardback, 335 pages, kõrgus x laius: 235x155 mm, kaal: 1480 g, XV, 335 p., 1 Hardback
  • Sari: RWTHedition
  • Ilmumisaeg: 26-Oct-2007
  • Kirjastus: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3540488294
  • ISBN-13: 9783540488293
Teised raamatud teemal:
Auralization is the creation of audible acoustic sceneries from computer-generated data. The term "auralization" is to be understood as being analogue to the well-known technique of "visualization". In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of "making visible" as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization. With mathematical background of advanced students the reader will be able to follow the main strategy of auralization easily and work own implementations of auralization in various fields of applications in acoustic engineering, sound design and virtual reality. For readers interested in basic research the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research and in the field of human-machine interaction.

This is the first focused and detailed textbook on acoustic virtual reality. Auralization is the creation of audible acoustic sceneries from computer-generated data. The term "auralization" is to be understood as being analogue to the well-known technique of "visualization". In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of "making visible" as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as a comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization. With mathematical background of advanced students the reader is able to follow the main strategy of auralization easily and work out their own implementations.

Arvustused

From the reviews:









"Particularly attractive about this book is its very complete coverage of auralization techniques, presenting applications not only in room acoustics but also in sound insulation and in other noise control engineering applications, as well as in real-time virtual reality. The book serves as an excellent overview of the auralization technique and gives around 230 references for more detailed studies . Being very much up-to-date today, we can expect that it will stay so far years to come." (Peter Svensson, Sprachrohr, Issue 45, 2008)

Introduction 1
1 Fundamentals of acoustics
7
1.1 Sound field equations and the wave equation
8
1.1.1 Sound field quantities
9
1.1.2 Derivation of the wave equation
10
1.2 Plane waves in fluid media
13
1.3 Plane harmonic waves
15
1.4 Wideband waves and signals
15
1.5 Energy and level
16
1.6 Sound intensity
19
1.7 Level arithmetic
20
1.8 Frequency bands
21
2 Sound sources
23
2.1 Spherical waves
23
2.2 Harmonic monopole source and sound power
24
2.3 Pulsating sphere and radiation impedance
26
2.4 Multipoles and extended sources
28
2.5 Spherical harmonics
31
3 Sound propagation
35
3.1 Reflection of plane waves at an impedance plane
35
3.1.1 Examples of wall impedances
37
3.2 Spherical wave above impedance plane
41
3.3 Scattering
42
3.3.1 Object scattering
42
3.3.2 Surface scattering
43
3.4 Diffraction
47
3.5 Refraction
48
3.6 Attenuation
49
3.7 Doppler effect
51
4 Sound fields in cavities and in rooms
53
4.1 Cavities
53
4.2 Modes
54
4.2.1 Boundary conditions
56
4.3 Geometrical acoustics
58
4.4 Statistical reverberation theory
59
4.4.1 Reverberation
61
4.4.2 Steady-state energy density and level
63
5 Structure-borne sound
69
5.1 Waves in solid media
69
5.2 Waves on plates and their radiation
72
5.2.1 Finite-size plates
75
5.2.2 Internal losses and structural reverberation time
75
5.3 Vibrational transmission over junctions
76
6 Psychoacoustics
79
6.1 Anatomy of the peripheral hearing system
79
6.2 Psychoacoustic characterization
81
6.2.1 Loudness
82
6.2.2 Temporal masking
84
6.2.3 Time-varying loudness
84
6.2.4 Sharpness
84
6.2.5 Fluctuation strength
85
6.2.6 Roughness
85
6.2.7 Tonality, pitch, pitch strength
85
6.3 Binaural hearing
86
6.3.1 Head-related transfer functions
87
6.3.2 Artificial heads
90
6.4 Hearing in rooms
92
6.4.1 Reverberance
94
6.4.2 Strength
96
6.4.3 Speech intelligibility and transparence
96
6.4.4 Spatial impression
98
6.4.5 Spatial variations in a room
100
6.4.6 Estimation of the monaural subjective parameters
101
7 Signal processing for auralization
103
7.1 The concept of auralization
103
7.2 Fundamentals of signal processing
106
7.2.1 Signals and systems
106
7.2.2 Impulse response and transfer function
107
7.3 Fourier transformation
110
7.4 Analogue-to-digital conversion
112
7.5 Discrete Fourier transformation
115
7.6 Fast Fourier transformation
116
7.6.1 Sources of errors, leakage and time windows
117
7.7 Digital filters
119
8 Characterization of sources
123
8.1 Airborne sound sources
123
8.1.1 Multipole synthesis
124
8.1.2 Musical instruments
126
8.1.3 Singing voice
128
8.1.4 Speaking voice
129
8.1.5 Anechoic recordings
129
8.2 Structure-borne sound sources
133
8.2.1 General approach
133
8.2.2 3-D force sources
135
9 Convolution and sound synthesis
137
9.1 Discrete convolution
137
9.2 FFT convolution
139
9.2.1 Segmented convolution
139
9.3 Binaural synthesis
141
9.4 Binaural mixing console
143
9.5 Spatial resolution of HRTF
145
10 Simulation models 147
10.1 Simulation methods for sound and vibrational fields
147
10.1.1 Reciprocity
150
10.1.2 Frequency domain models
153
10.1.3 Time domain models
162
10.2 Two-port models
166
10.2.1 Transfer path models
170
10.3 Other models
173
11 Simulation of sound in rooms 175
11.1 General
175
11.1.1 CAD room model
176
11.1.2 Absorption coefficients
180
11.1.3 Scattering coefficients
181
11.2 Stochastic ray tracing
181
11.2.1 Point-in-polygon test
184
11.2.2 Detectors
185
11.2.3 Presentation of results
186
11.2.4 Curved surfaces
188
11.2.5 Reproducibility in stochastic ray tracing
190
11.2.6 Computation times versus uncertainties case studies
197
11.3 Image source model
199
11.3.1 Classical model
199
11.3.2 Audibility test
202
11.3.3 Limitations
204
11.3.4 Diffraction
206
11.3.5 Reduction of computational load by preprocessing
207
11.4 Hybrid image source models (deterministic ray tracing)
210
11.5 Systematic uncertainties of geometrical acoustics
213
11.6 Hybrid models in room acoustics
216
11.6.1 Hybrid deterministic-stochastic models
217
11.7 Construction of binaural room impulse responses
222
12 Simulation and auralization of airborne sound insulation 227
12.1 Definitions of airborne sound transmission
228
12.2 Sound insulation of building elements
229
12.3 Sound insulation of buildings
233
12.3.1 Flanking transmission
235
12.4 Sound transmission prediction models
235
12.5 Auralization of airborne sound insulation
238
13 Simulation and auralization of structure-borne sound 245
13.1 Definitions of impact sound transmission
245
13.2 Impact sound model
246
13.3 Impact sound auralization
249
13.4 Structure-borne interaction model
251
14 Binaural transfer path synthesis 255
14.1 Source identification and characterization
257
14.1.1 Airborne sound sources
258
14.1.2 Structure-borne sound sources
261
14.2 Transfer path characterization
262
14.3 Auralization in BTPS
264
15 Aspects of real-time processing 267
15.1 Real-time binaural synthesis
268
15.1.1 HRTF in multiple degrees of freedom
269
15.2 Room acoustical real-time auralization
270
15.2.1 Source and receiver
271
15.2.2 Real-time processing of image sources
272
15.2.3 Real-time modelling of reverberation
275
15.3 Hybrid real-time room auralization
277
16 3-D sound reproduction and virtual reality systems 279
16.1 Headphone systems
280
16.1.1 Headphone equalization for binaural signals
283
16.1.2 Individual filters
284
16.2 Loudspeaker systems
287
16.2.1 VBAP surround sound
288
16.2.2 Ambisonics
288
16.2.3 Wave field synthesis
289
16.2.4 Binaural loudspeaker technology
293
16.3 VR technology and integrated VR systems
298
Annex 303
Material data
303
Tables of random-incidence absorption coefficients, α
304
Tables of random-incidence scattering coefficients, s
311
Tables of sound reduction indices, R
316
References 319
Index 331


Michael Vorländer became director of the institute and professor of technical acoustics at RWTH Aachen University, Germany, in 1996. After education in physics and a doctorate degree in 1989 he worked in various fields of acoustics, mainly architectural acoustics and binaural technology.





His main areas of research are room acoustics, building acoustics, psychoacoustics, acoustic measurements, virtual acoustics.



Professor Vorländer is active  in international societies, like



2004 - 2007 President of the European Acoustics Association (EAA)



2007 - 2010 Vice President of the European Acoustics Association (EAA)



2004 - Board of the International Commission for Acoustics (ICA)





Acoustical Society of America (ASA)



German Acoustical Society (DEGA)



German Physical Society (DPG)