(Network Auralization for Gnutella) is interactive software art, which turns the process of searching for and downloading MP3 files into a chaotic musical collage. Type in one or more search keywords, and N.A.G. Looks for matches on the Gnutella peer-to-peer file-sharing network. The software then downloads MP3 files which match the search keyword(s) and remixes these audio files in real time based on the structure of the Gnutella network itself.
(Network Auralization for Gnutella) is a 2003 commission of New Radio and Performing Arts, Inc., (dba Ether-Ore), for its Turbulence web site. It was made possible with funding from the National Endowment for the Arts.
Geometric acoustic modeling systems spatialize sounds according to reverberation paths from a sound source to a receiver to give an auditory impression of a virtual 3D environment. These systems are useful for concert hall design, teleconferencing, training and simulation, and interactive virtual environments. In many cases, such as in an interactive walkthrough program, the reverberation paths must be updated within strict timing constraints - e.g., as the sound receiver moves under interactive control by a user.
In this paper, we describe a geometric acoustic modeling algorithm that uses a priority queue to trace polyhedral beams representing reverberation paths in best-first order up to some termination criteria (e.g., expired time-slice). The advantage of this algorithm is that it is more likely to find the highest priority reverberation paths within a fixed time-slice, avoiding many geometric computations for lower-priority beams. Yet, there is overhead in computing prior. The primary goal of this paper is to give a general view on room acoustic modeling and auralization, and especially to describe the current status of the DIVA auralization system. We have been building the system for several years, and it has evolved a lot dur-ing that time.
It is a room acoustic modeling and auralization sys-tem suitable for both real-time and non-realtime acoustic render-ing, and it is designed for research purposes. It applies the para-metric room impulse response rendering technique described in the article.
In this paper we review the architecture and design principles of the system. A description of recent advances is given and results of perceptual evaluations are presented. Abstract—Reverberation in rooms is often simulated with the image method due to Allen and Berkley (1979).
This method has an asymptotic complexity that is cubic in terms of the simulated reverberation length. When employed in the frequency domain, it is relatively computationally expensive if there are many receivers in the room or if the source or receiver positions are changing with time. The computational complexity of the image method is due to the repeated summation of the fields generated by a large number of image sources. In this paper, a fast method to perform such summations is presented. The method is based on multipole expansion of the monopole source potential.
For offline computation of the room transfer function for image sources and receiver points, use of the Allen–Berkley algorithm requires @ A operations, whereas use of the proposed method requires only @ C A operations, resulting in significantly faster computation of reverberant sound fields. The proposed method also has a considerable speed advantage in situations where the room transfer function must be rapidly updated online in response to source/receiver location changes. Simulation results are presented, and algorithm accuracy, speed, and implementation details are discussed. For problems that require frequency-domain computations, the algorithm is found to generate sound fields identical to the ones obtained with the frequency-domain version of the Allen–Berkley algorithm at a fraction of computational cost. Index Terms—Acoustic fields, architectural acoustics, array signal processing, multipole expansions. To be immersed in a virtual environment, the user must be presented with plausible sensory input including auditory cues. A virtual (three-dimensional) audio display aims to allow the user to perceive the position of a sound source at an arbitrary position in three-dimensional space despite the fact that the generated sound may be emanating from a fixed number of loudspeakers at fixed positions in space or a pair of headphones.
Humboldt University Of Berlin
The foundation of virtual audio rests on the development of technology to present auditory signals to the listener’s ears so that these signals are perceptually equivalent to those the listener would receive in the environment being simulated. This paper reviews the human perceptual and technical literature relevant to the modeling and generation of accurate audio displays for virtual environments. Approaches to acoustical environment simulation are summarized and the A virtual (three-dimensional) audio display allows a listener to perceive the position of a sound source, emanating from a fixed number of stationary loudspeakers or a pair of headphones, as coming from an arbitrary location in three-dimensional space. Spatial sound technology goes far beyond traditional stereo and surround sound techniques. Ray-tracing based radio wave propagation prediction models play an important role in the design of contemporary wireless networks as they may now take into account diverse physical phenomena including reflections, diffractions, and diffuse scattering. However, such models are computationally expensive even for moderately complex geographic environments. Cubase studio 5 review.
In this paper, we propose a computational framework that functions on a network of workstations (NOW) and helps speed up the lengthy prediction process. In ray-tracing based radio propagation prediction models, orders of diffractions are usually processed in a stage-by-stage fashion. In addition, various source points (transmitters, diffraction corners, or diffuse scattering points) and different ray-paths require different processing times. To address these widely varying needs, we propose a combination of the phase-parallel and manager/workers paradigms as the underpinning framework. The phase-parallel component is used to coordinate different computation stages, while the manager/workers paradigm is used to balance workloads among nodes within each stage. The original computation is partitioned into multiple small tasks based on either raypath-level or source-point-level granularity.
Dynamic load-balancing scheduling schemes are employed to allocate the resulting tasks to the workers. The goal of telecommunication may be to enable the participants in distant places to communicate with each other in an environment as if they were in the same room. This paper introduces the reason why realistic audio display is useful in telecommunication, reviews some approaches to its implementation, and proposes an audio teleconference model which realizes a two-way telecommunication with realistic sensations using binaural and auralization techniques. 42 Seong-Hoon Kang and Sung-Han Kim ETRI Journal, volume 18, number 1, April 1996 I. INTRODUCTION One of the goals of telecommunication is to provide face-to-face communication, overcoming the distance between persons. An ideal telecommunication service should allow participants in distant places to communicate with each other in a natural environment, as if they were in the same room.
In the audio industry, multi-channel sound systems are becoming popular for enhancing the presence of music. The basic value of multi-channel sound. Geometric acoustic modeling systems spatialize sounds according to reverberation paths from a sound source to a receiver to give a realistic auditory impression of a virtual 3D environment. These systems are useful for concert hall design, teleconferencing, training and simulation, and interactive virtual environments.
Rainer Feistel
Room Acoustics
In many cases, such as in an interactive walkthrough program, the reverberation paths must be updated within strict timing constraints - e.g., as the sound receiver position moves under interactive control by a user. In this paper, we describe a geometric acoustic modeling algorithm that uses a priority queue to trace polyhedral beams representing reverberation paths in best-first order up to some termination criteria (e.g., expired time-slice). Apply vivelle patch ivf. The advantage of this algorithm is that it is more likely to find the highest priority reverberation paths within a fixed time-slice, avoiding many geometric computations for lower-priority beams. Yet, there is overhead.