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When a sound source is occluded, diffraction replaces direct sound as the first wavefront arrival and can influence important aspects of perception such as localisation. Few experiments have investigated how diffraction modelling influences the perceived plausibility of an acoustic simulation. In this paper, an experiment was run to investigate the plausibility of an acoustic simulation with and without diffraction in an L-shaped room in VR. The rendering was carried out using a real-time 6DOF geometrical acoustics and feedback-delay-network hybrid model, and diffraction was modelled using the physically accurate Biot-Tolstoy-Medwin model. The results show that diffraction increases the perceived plausibility of the acoustic simulation. In addition, the study compared diffraction of the direct sound alone and diffraction of both direct and reflected sound. A significant increase in plausibility was found by the addition of diffracted reflection paths, but only in the so-called shadow zone.
Author (s): Mannall, Joshua; Calamia, Paul; Savioja, Lauri; Neidhardt, Annika; Mason, Russell; De Sena, Enzo
Affiliation:
Institute of Sound Recording, University of Surrey; Facebook Reality Labs Research, Redmond, WA, USA; Department of Computer Science, Aalto University; University of Surrey, Guilford, Surrey, UK; Institute of Sound Recording, University of Surrey, Guildford, UK; Institute of Sound Recording, University of Surrey
(See document for exact affiliation information.)
Publication Date:
2024-08-05
Import into BibTeX
Session subject:
Audio for Virtual and Augmented Reality
Permalink: https://aes2.org/publications/elibrary-page/?id=22665
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Mannall, Joshua; Calamia, Paul; Savioja, Lauri; Neidhardt, Annika; Mason, Russell; De Sena, Enzo; 2024; Assessing Diffraction Perception Under Reverberant Conditions in Virtual Reality [PDF]; Institute of Sound Recording, University of Surrey; Facebook Reality Labs Research, Redmond, WA, USA; Department of Computer Science, Aalto University; University of Surrey, Guilford, Surrey, UK; Institute of Sound Recording, University of Surrey, Guildford, UK; Institute of Sound Recording, University of Surrey; Paper 16; Available from: https://aes2.org/publications/elibrary-page/?id=22665
Mannall, Joshua; Calamia, Paul; Savioja, Lauri; Neidhardt, Annika; Mason, Russell; De Sena, Enzo; Assessing Diffraction Perception Under Reverberant Conditions in Virtual Reality [PDF]; Institute of Sound Recording, University of Surrey; Facebook Reality Labs Research, Redmond, WA, USA; Department of Computer Science, Aalto University; University of Surrey, Guilford, Surrey, UK; Institute of Sound Recording, University of Surrey, Guildford, UK; Institute of Sound Recording, University of Surrey; Paper 16; 2024 Available: https://aes2.org/publications/elibrary-page/?id=22665
@article{mannall2024assessing,
author={mannall joshua and calamia paul and savioja lauri and neidhardt annika and mason russell and de sena enzo},
journal={journal of the audio engineering society},
title={assessing diffraction perception under reverberant conditions in virtual reality},
year={2024},
number={16},
month={september},}
TY – paper
TI – Assessing Diffraction Perception Under Reverberant Conditions in Virtual Reality
AU – Mannall, Joshua
AU – Calamia, Paul
AU – Savioja, Lauri
AU – Neidhardt, Annika
AU – Mason, Russell
AU – De Sena, Enzo
PY – 2024
JO – Journal of the Audio Engineering Society
VL – 16
Y1 – September 2024