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03306nma a2200517 u 4500 |
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230811 ||| eng |
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|a 9783832556297
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|a 5629
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1 |
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|a Stienen, Jonas
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|a Real-Time Auralisation of Outdoor Sound Propagation
|h Elektronische Ressource
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260 |
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|a Berlin
|b Logos Verlag Berlin
|c 2023
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300 |
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|a 1 electronic resource (221 p.)
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653 |
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|a Environmental Noise
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653 |
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|a Virtual reality / bicssc
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653 |
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|a Computer modelling and simulation / bicssc
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653 |
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|a Acoustic and sound engineering / bicssc
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653 |
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|a Communications engineering / telecommunications / bicssc
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653 |
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|a Auralisation
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653 |
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|a Mathematical physics / bicssc
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653 |
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|a Human-computer interaction / bicssc
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653 |
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|a Digital Signal Processing
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653 |
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|a Real-time
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653 |
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|a Sound Propagation Simulation
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653 |
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|a Music recording and reproduction / bicssc
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653 |
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|a Algorithms and data structures / bicssc
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653 |
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|a Digital signal processing (DSP) / bicssc
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653 |
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|a Audio processing / bicssc
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041 |
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|a eng
|2 ISO 639-2
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989 |
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|b DOAB
|a Directory of Open Access Books
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490 |
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|a Aachener Beiträge zur Akustik
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500 |
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|a Creative Commons (cc), https://creativecommons.org/licenses/by-nc-nd/4.0/
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|a 10.30819/5629
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|u https://www.logos-verlag.de/ebooks/OA/978-3-8325-5629-7.pdf
|7 0
|x Verlag
|3 Volltext
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856 |
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|u https://directory.doabooks.org/handle/20.500.12854/101770
|z DOAB: description of the publication
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|a 363
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|a 500
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|a 140
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|a 530
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|a 380
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|a 620
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|a 780
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|a Auralisation describes the process of generating and presenting audible sound using computer programs and audio hardware. Since the result is perceived naturally by the human's auditory system, a demonstration by means of auralisation is easily comprehensible and neither requires background knowledge nor expertise. Producing auralisation under real-time constraints increases the implementation demands significantly. Real-time auralisation is required in applications that respond to user interaction, for example, in interactive Virtual Reality (VR) environments. The realisation of a real-time auralisation application for outdoor environments represents a promising addition to current noise assessment procedures. It also delivers the foundation for the auditory modality in outdoor VR scenarios, which can serve as as an audio-video tool for perception-related scientific investigations. Traditional approaches often neglect the time-variant characteristic of dynamically moving sound sources and receivers, treating an acoustic environment as temporarily static on a frame-by-frame basis. Adaption to dynamic events is implemented by transition of sequences of time-invariant simulations, which is contradictory to the highly dynamic nature of outdoor scenarios. This book describes a system that attaches increased importance to fast geometric diffraction simulations and employs an audio rendering network that reflects the time-variant nature of dynamic outdoor sound propagation.
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