3D Audio Using Loudspeakers is concerned with 3D audio systems implemented using a pair of conventional loudspeakers. A wellknown problem with these systems is the requirement that the listener be properly positioned for the 3D illusion to function correctly. This book proposes using the tracked position of the listener's head to optimize the acoustical presentation, thus producing a much more realistic illusion over a larger listening area than existing loudspeaker 3D audio systems. Headtracking can be accomplished by applying pattern recognition techniques to images obtained from a video camera. Thus, an immersive audio environment can be created without donning headphones or other equipment. 3D Audio Using Loudspeakers discusses the theory, implementation, and testing of a headtracked loudspeaker 3D audio system. Crosstalk cancellers that can be steered to the location of a tracked listener are described. The objective performance of these systems has been evaluated using simulations and acoustical measurements made at the ears of human subjects. Many sound localization experiments were also conducted; the results show that headtracking both significantly improves localization when the listener is displaced from the ideal listening location, and also enables dynamic localization cues. Much of the theory and experimental results presented are also applicable to loudspeaker 3D audio systems in general, not just headtracked ones. 3D Audio Using Loudspeakers is of interest to researchers studying virtual acoustic displays, and to engineers developing the same. The book serves as a valuable reference to anyone working in this field.
3D Audio Using Loudspeakers is concerned with 3D audio systems implemented using a pair of conventional loudspeakers. A wellknown problem with these systems is the requirement that the listener be properly positioned for the 3D illusion to function correctly. This book proposes using the tracked position of the listener's head to optimize the acoustical presentation, thus producing a much more realistic illusion over a larger listening area than existing loudspeaker 3D audio systems. Headtracking can be accomplished by applying pattern recognition techniques to images obtained from a video camera. Thus, an immersive audio environment can be created without donning headphones or other equipment. 3D Audio Using Loudspeakers discusses the theory, implementation, and testing of a headtracked loudspeaker 3D audio system. Crosstalk cancellers that can be steered to the location of a tracked listener are described. The objective performance of these systems has been evaluated using simulations and acoustical measurements made at the ears of human subjects. Many sound localization experiments were also conducted; the results show that headtracking both significantly improves localization when the listener is displaced from the ideal listening location, and also enables dynamic localization cues. Much of the theory and experimental results presented are also applicable to loudspeaker 3D audio systems in general, not just headtracked ones. 3D Audio Using Loudspeakers is of interest to researchers studying virtual acoustic displays, and to engineers developing the same. The book serves as a valuable reference to anyone working in this field.
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