arXiv:2510.09161eess.AS2025-10

个体化耳部传输函数提升虚拟声音真实感,但头部运动时定位反而更准。

Impact of HRTF individualisation and head movements in a real/virtual localisation task

  • 用个体化HRTF进行声场渲染,模拟真实听觉特征。
  • 无头动时个体化HRTF提升真实感但不改善定位;有头动时定位更准。
  • 适合研究听觉空间感知或开发沉浸式音频应用的团队。

音频增强现实(AAR)的目标是将虚拟声源无缝融入真实环境。关键在于虚拟声源需精准定位在目标位置,且声学环境匹配准确。通过头相关传输函数(HRTFs)可在耳机上实现声场空间化,其刻画了听者身体特征对声波的影响。本研究考察了使用个体化HRTFs对虚拟声源定位与感知真实感的影响。参与者需通过耳机定位虚拟语音源,或通过球形扬声器阵列定位真实语音源。所有声源均关联30个真实视觉源(扬声器),布置于半消声室中。比较了单扬声器渲染、非个体化及个体化HRTF的双耳渲染。此外,评估了头部运动的影响:10名参与者在静止与可动头两种条件下完成任务。结果表明,静态条件下个体化HRTF显著提升感知真实感,但未改善定位表现;而允许头部运动后,定位准确性反而优于静态情况。

原文摘要 · Abstract (English)

The objective of Audio Augmented Reality (AAR) applications are to seamlessly integrate virtual sound sources within a real environment. It is critical for these applications that virtual sources are localised precisely at the intended position, and that the acoustic environments are accurately matched. One effective method for spatialising sound on headphones is through Head-Related Transfer Functions (HRTFs). These characterise how the physical features of a listener modify sound waves before they reach the eardrum. This study examines the influence of using individualised HRTFs on the localisation and the perceived realism of virtual sound sources associated with a real visual object. Participants were tasked with localising virtual and real speech sources presented via headphones and through a spherical loudspeaker array, respectively. The assessment focussed on perceived realism and sources location. All sources were associated with one of thirty real visual sources (loudspeakers) arranged in a semi-anechoic room. Various sound source renderings were compared, including single loudspeaker rendering and binaural rendering with individualised or non-individualised HRTFs. Additionally, the impact of head movements was explored: ten participants completed the same task with and without the possibility to move their head. The results showed that using individual HRTFs improved perceived realism but not localisation performance in the static scenario. Surprisingly, the opposite was observed when head movements were possible and encouraged.

音频增强空间音频听觉感知个体化建模

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