listening tests
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2021 ◽  
Vol 14 (4) ◽  
pp. 1-27
Author(s):  
Giorgio Presti ◽  
Dragan Ahmetovic ◽  
Mattia Ducci ◽  
Cristian Bernareggi ◽  
Luca A. Ludovico ◽  
...  

Obstacle avoidance is a major challenge during independent mobility for blind or visually impaired (BVI) people. Typically, BVI people can only perceive obstacles at a short distance (about 1 m, in case they are using the white cane), and some obstacles are hard to detect (e.g . , those elevated from the ground), or should not be hit by the white cane (e.g . , a standing person). A solution to these problems can be found in recent computer-vision techniques that can run on mobile and wearable devices to detect obstacles at a distance. However, in addition to detecting obstacles, it is also necessary to convey information about them in real time. This contribution presents WatchOut , a sonification technique for conveying real-time information about the main properties of an obstacle to a BVI person, who can then use this additional feedback to safely navigate in the environment. WatchOut was designed with a user-centered approach, involving four iterations of online listening tests with BVI participants in order to define, improve and evaluate the sonification technique, eventually obtaining an almost perfect recognition accuracy. WatchOut was also implemented and tested as a module of a mobile app that detects obstacles using state-of-the-art computer vision technology. Results show that the system is considered usable and can guide the users to avoid more than 85% of the obstacles.


2021 ◽  
Vol 69 (7/8) ◽  
pp. 586-593
Author(s):  
František Rund ◽  
Václav Vencovský ◽  
Marek Semanský

2021 ◽  
Vol 11 (21) ◽  
pp. 10461
Author(s):  
Shufeng Zhang ◽  
Xuelei Feng ◽  
Yong Shen

Presence is used to assess the subjective experience of being in one place when physically situated in another. Recently, the research on presence has gained increasing attention due to the wide use of immersive audio technologies. Currently, the most widely-used measurement of presence is based on post-experiment self-report questionnaires. It is reliable but imperfect due to the psychological changes caused by the act of answering the questionnaire when immersed in the virtual environment. Therefore, the present work aims to find an objective way to measure presence, and electroencephalography (EEG) was investigated as a possible tool for this objective measurement. In this study, two listening tests were conducted, where eight loudspeakers were used to reproduce urban soundscapes to stimulate auditory presence. Presence was measured by both questionnaires and EEG. Results showed a significant correlation between T/B (Theta/Beta Ratio) extracted from EEG and subjective presence levels assessed by questionnaires, suggesting the possible use of EEG to measure presence objectively. This study could bring some insight for the research of presence, and related technologies, such as VR, video games and immersive audio production.


2021 ◽  
Vol 2069 (1) ◽  
pp. 012162
Author(s):  
G E Puglisi ◽  
A Warzybok ◽  
A Astolfi ◽  
B Kollmeier

Abstract Excessive noise and reverberation times degrade listening abilities in everyday life environments. This is particularly true for school settings. Most classrooms in Italy are settled in historical buildings that generate competitive acoustic environments. So far, few studies investigated the effect of real acoustics on speech intelligibility and on the spatial release from masking, focusing more on laboratory conditions. Also, the effect of noise on speech intelligibility was widely investigated considering its energetic rather than its informational content. Therefore, a study involving normal hearing adults was performed presenting listening tests via headphone and considering the competitive real acoustics of two primary-school classrooms with reverberation time of 0.4 s and 3.1 s, respectively. The main objective was the investigation of the effect of reverberation and noise on the spatial release from masking to help the design of learning environments. Binaural room impulse responses were acquired, with noise sources at different azimuths from the listener’s head. The spatial release from masking was significantly affected by noise type and reverberation. Longer reverberation times brought to worst speech intelligibility, with speech recognition thresholds higher by 6 dB on average. Noise with an informational content was detrimental by 7 dB with respect to an energetic noise.


2021 ◽  
Vol 182 ◽  
pp. 108186
Author(s):  
Daniel de la Prida ◽  
Antonio Pedrero ◽  
Luis Antonio Azpicueta-Ruiz ◽  
María Ángeles Navacerrada

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Yann Kowalczuk ◽  
Jan Holub

AbstractNew methods of securing the distribution of audio content have been widely deployed in the last twenty years. Their impact on perceptive quality has, however, only been seldomly the subject of recent extensive research. We review digital speech watermarking state of the art and provide subjective testing of watermarked speech samples. Latest speech watermarking techniques are listed, with their specifics and potential for further development. Their current and possible applications are evaluated. Open-source software designed to embed watermarking patterns in audio files is used to produce a set of samples that satisfies the requirements of modern speech-quality subjective assessments. The patchwork algorithm that is coded in the application is mainly considered in this analysis. Different watermark robustness levels are used, which allow determining the threshold of detection to human listeners. The subjective listening tests are conducted following ITU-T P.800 Recommendation, which precisely defines the conditions and requirements for subjective testing. Further analysis tries to determine the effects of noise and various disturbances on watermarked speech’s perceived quality. A threshold of intelligibility is estimated to allow further openings on speech compression techniques with watermarking. The impact of language or social background is evaluated through an additional experiment involving two groups of listeners. Results show significant robustness of the watermarking implementation, retaining both a reasonable net subjective audio quality and security attributes, despite mild levels of distortion and noise. Extended experiments with Chinese listeners open the door to formulate a hypothesis on perception variations with geographical and social backgrounds.


2021 ◽  
Vol 263 (5) ◽  
pp. 1488-1496
Author(s):  
Yunqi Chen ◽  
Chuang Shi ◽  
Hao Mu

Earphones are commonly equipped with miniature loudspeaker units, which cannot transmit enough power of low-frequency sound. Meanwhile, there is often only one loudspeaker unit employed on each side of the earphone, whereby the multi-channel spatial audio processing cannot be applied. Therefore, the combined usage of the virtual bass (VB) and head-related transfer functions (HRTFs) is necessary for an immersive listening experience with earphones. However, the combining effect of the VB and HRTFs has not been comprehensively reported. The VB is developed based on the missing fundamental effect, providing that the presence of harmonics can be perceived as their fundamental frequency, even if the fundamental frequency is not presented. HRTFs describe the transmission process of a sound propagating from the sound source to human ears. Monaural audio processed by a pair of HRTFs can be perceived by the listener as a sound source located in the direction associated with the HRTFs. This paper carries out subjective listening tests and their results reveal that the harmonics required by the VB should be generated in the same direction as the high-frequency sound. The bass quality is rarely distorted by the presence of HRTFs, but the localization accuracy is occasionally degraded by the VB.


2021 ◽  
Vol 263 (1) ◽  
pp. 5090-5096
Author(s):  
Markus Mueller-Trapet ◽  
Iara Batista da Cunha ◽  
Jeffrey Mahn

The National Research Council Canada is currently investigating the perceived annoyance due to impact sound in multi-unit residential buildings (MURBs). The first part of a subjective laboratory study on a number of different floor/ceiling assemblies was completed with 26 participants just before the start of the Covid-19 pandemic in 2020. To evaluate the feasibility of carrying out a similar study without in-person attendance, the same stimuli from the laboratory study were used to create an online listening test. The online listening test was created in JavaScript and HTML5 to run on any internet browser. This paper will present the results of the online listening test and compare them to the laboratory study, focusing on the obvious drawbacks of an uncontrolled remote study such as the uncertainty due to the participants' headphones and listening environment. With an expectation that in-person studies will remain difficult to realize in the near future, this contribution provides evidence whether remote subjective listening tests are a viable alternative to controlled laboratory studies for impact sound.


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