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1

Tokatli, Ahmet. "Design And Implementation Of A Dsp Based Active Noise Controler For Headsets." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12605429/index.pdf.

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The design of a battery-powered, portable headphone active noise control system with TI TMS320C5416 DSP is described. The preliminary implementation of the system on a C5416 DSK is also explained. The problems of fixed-point implementation are described and solutions are proposed. Sign-sign Fx-LMS algorithm with a dead-zone is introduced and used as the adaptation algorithm. Effective use of dynamic range to improve the accuracy in filtering operations is discussed. Details of the designed battery-powered DSP board are given and board software development process is explained. The DSK system and designed portable system is compared against two commercially available analog systems under three different types of noises<br>composition of tones, drill noise and propeller plane cabin noise. The results reveal that adaptive system has better overall performance.
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Chen, Jianing. "Smart Headphone Design and Development." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Produktutveckling, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-34091.

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Laszewski, Gayle Ann. "The effect of headphone music on exercise compliance." Scholarly Commons, 1988. https://scholarlycommons.pacific.edu/uop_etds/2148.

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A study was designed to assess the effect of headphone music on running performance and enjoyment with its implications for increasing exercise compliance. A counterbalanced split-plot design was used with 18 University of the Pacific undergraduates receiving both treatment conditions: running with music and running without music. Measures included: (a) perceived enjoyment questionnaire scores; (b) running time; and (c) heart rate. It was expected that music would increase participants' rated running enjoyment, amount of time spent running, and also running intensity or heart rate, in comparison to running without music. Music significantly increased participants' rated enjoyment scores but not running time or heart rate. A tendency for participants to run longer when they rated the run as more enjoyable was also observed although the obtained Pearson r was not significant at the p = .05 level.
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NORDENSTRÖM, JUNG MARIKA, and HANNA WALLNER. "Exploring social interactions of headphone users : Behaviour studies and concept design." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276442.

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The development of wireless headphones has put us in a new situation, both considering the product itself and how it is used. Headphones are today used everywhere, by everyone and are more and more ‘always on’.  Studies have looked at how we as humans get affected by music and how it affects both our personal space and focus on our surroundings. However, little has been studied on how the design of the headphone influences behaviours of the user and how the people interacting with the user is affected. The goal of this project is to strengthen the existing studies with research with a stronger focus on the social interactions between people while wearing headphones, and how design can influence these behaviours. A human-centred approach was used, implementing qualitative and quantitative analyses together with trigger materials that explores design alternatives.  The research findings showed that true wireless headphones have changed users’ behaviour both in usage and when encountering social interactions. It is a common understanding that it is rude to keep the headphones on while interacting with someone but the way the headphones are designed today there is not enough incentive for everyone to take them off. The major problem for the secondary user is the uncertainty if the counterpart hears them properly or not.  Two final products were created as two separate examples of how the findings can be implemented. To prevent antisocial behaviour, one of the products is designed to be left in the ear, but that communicates with the surrounding that the user is open for conversation using a light source. The other product facilitates the act of removing the headphones temporarily, by providing simple and accessible storage of the headphones that can be placed on the user’s garments.<br>I takt med att utvecklingen av trådlösa hörlurar har eskalerat har även vår relation till hörlurar förändrats, både vad det gäller produkten i sig, men också hur produkten används. Idag används hörlurar i stort sett överallt i vår omgivning. Det blir mer och mer en produkt som användaren konstant aktivt bär på sig, så kallat “always on”.  Studier har gjorts om hur människan påverkas av musik och hörlursanvändning, men få studier har gjorts där man undersöker hur dess design påverkar användarens beteende och personer i användarens omgivning.  Målet med detta projekt är att styrka befintliga studier med undersökningar som har större fokus på beteenden kring sociala interaktioner människor emellan, och hur design kan användas som en parameter för att påverka och förändra dessa beteenden. Projektet har utgått från ett användarcentrerat perspektiv där kvalitativa och kvantitativa analyser implementerats och kompletterats med triggermaterial vars syfte har varit att utforska alternativ design och undersöka användarnas reaktioner på dessa.  Studien visade att trådlösa hörlurar har förändrat användares beteende, både vad gäller användande av produkten, men också gällande sociala interaktioner. Det finns en allmän uppfattning om att det anses otrevligt att inte ta av sig sina hörlurar vid sociala interaktioner men som dagens trådlösa hörlurar är designade är det inte ett tillräckligt stort incitament för alla att faktiskt ska ta av sig dem. Det här skapar problem hos personerna i användarens omgivning, då det är svårt att avgöra om användaren lyssnar aktivt på dem eller inte. Två slutgilitga produkter togs fram som två separata exempel på hur insikterna från studien kan användas och implementeras. För att undvika asociala beteenden är en av produkterna designad för att kunna lämnas kvar i örat, men kommunicera tillgänglighet till omgivningen genom en ljuskombination på hörluren. Den andra produkten förenklar förvaringen av hörlurar genom att fodralet till hörlurarna kan fästas på användarens kläder, och på så sätt göra det lättare att ta ut hörlurarna ur öronen under sociala interaktioner.
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Hanagami, Nathan Fox. "Adding DSP enhancement to the Bose® Noise Cancelling Headphones." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33284.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.<br>Includes bibliographical references (p. 97).<br>A Discrete Time Signal Processor for use on the audio path in the Bose QuietComfort® Acoustic Noise Cancelling® [5] Headphones was designed and implemented. The purpose was to demonstrate that digital processing was feasible for this type of portable consumer product, and to design and add new equalization and adaptive abilities not currently available in the all analog circuitry. The algorithm was first prototyped in Simulink® and Real-Time Workshop®¹; it was then adapted to embedded code for an ADI Blackfin® ADSP-BF533 DSP.<br>by Nathan Fox Hanagami.<br>M.Eng.
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Erkan, Fatih. "Design And Implementation Of A Fixed Point Digital Active Noise Controller Headphone." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/12610758/index.pdf.

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In this thesis, the design and implementation of a Portable Feedback Active Noise Controller Headphone System, which is based on Texas Instruments TMS320VC5416PGE120 Fixed Point DSP, is described. Problems resulted from fixed-point implementation of LMS algorithm and delays existing in digital ANC implementation are determined. Effective solutions to overcome the aforementioned problems are proposed based on the literature survey. Design of the DSP based control card is explained and crucial points about analog-digital-mixed board design for noise sensitive applications are explained. Filtered input LMS algorithm, filtered input normalized LMS algorithm and filtered input sign-sign LMS algorithm are implemented as adaptation algorithms. The advantages and disadvantages of using modified LMS algorithms are indicated. The selection of the parameters of these algorithms is based on theoretical results and experiments. The real time performances of different adaptation algorithms are compared with each other as well as with a commercial analog ANC headphone under different types of artificial and natural noise signals. Moreover, practical conditions such as put on - put off case and dynamic range overflow case are handled with additional software implementations. It is shown that adaptive ANC systems improve the noise reduction significantly when the noise is within a narrow frequency range and this reduction can be applied to a wider frequency range. It is also shown that the problems of digitally implemented adaptive filters which are based on tracking capability, stability, dynamic range and portability can be fixed to challenge with the analog commercial ANC systems.
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ROGEFELT, JOAKIM, and ADAM LUNDSTRÖM. "Mobile Gaming Earbud. : Design and functionality investigation of mobile gaming headphones." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263155.

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Today there are a vast amount of headphones models, brands and types – each trying their bestto differentiate themselves from the rest. In collaboration with Defunc the thesis project soughtto investigate how one can develop a pair of mobile gaming headphones that meet the needsand wants of mobile gamers. The project was divided into three stages - Exploration,Validation, and Implementation – with focus on human centred design, ergonomics, branding,and most importantly headphone technology. User studies and market analysis revealed that there was a market gap for mobile gaming, andthat gaming needs were dependant on four main categories of personal value creation ingaming. Fishbone diagrams and QFD analysis were used to identify prioritized productproperties for customer values. Competitive gamers were chosen as the intended user group,as they had the most to gain from gaming headphones, and set the standard for the gamingcommunity as a whole. Modules were created and used as a tool for generating concepts. These were then testedthrough rapid prototyping and trigger interviews, with respect to usability and ergonomics. Theinsights from these together with price points from the manufacturers guided the conceptselection process. An initial design proposal was created and verified through a collaborationwith manufacturers at site in China. The result was a portable mobile gaming earbud (MGE) which featured hybrid drivers,adjustable MEMS microphone, 15 h battery time, BT 5.0 with aptX ll and ACC support, 3Dsurroundsound simulation, compressor functionality, mic mute, memory foam tips, andmagnetic backplates featuring on/off functionality. All features comply with identified wantsand needs of the user studies – including a design that suits on-the-go use of mobile gamingwhile differentiating itself from market competition.<br>På dagens marknad finns det en otrolig mängd hörlurstyper, modeller och varumärken – däralla gör sitt bästa för att differentiera sig från de andra. I samarbete med Defunc ämnade dettaexamensarbete att undersöka hur ett par hörlurar för mobil gaming kan utvecklas somtillmötesgår behov och önskemål hos dess användare. Projektet var indelat i tre faser –Utforskning, Validering och Implementering – med fokusområdena användarcentrerad design,ergonomi, varumärkesstrategi, och framförallt hörlursteknologi. Användarstudier och marknadsanalyser visade att det fanns ett potentiellt utrymme för mobilgaming, och att spelbehov främst berodde av fyra kategorier av personligt värdeskapande undersjälva spelandet. Fiskbensdiagram och en QFD analys användes för att identifiera och prioriteraproduktegenskaper gentemot användarvärden. Tävlingsinriktade spelare valdes som denslutgiltiga användargruppen då dessa hade mest att gynna av ett par gaming-hörlurar, men ävendå de sätter standarden för den övriga gaming-världen. Moduler skapades och användes som verktyg i konceptgenereringsprocessen. De genereradekoncepten testades därefter med hjälp av rapid prototyping och triggerintervjuer med avseendepå användarvänlighet och ergonomi. Samlade insikter vägledde tillsammans medprisuppskattningar från tillverkare konceptvalet. En första design skapades och verifieradessedan i samarbete med tillverkare på plats i Kina. Projektet resulterade i en portabel mobil gaming-hörlur (MGE) med hybrida drivare, justerbarMEMS-mick, 15 timmars batteritid, BT 5.0 med stöd för aptX ll och ACC, 3D-simulerat ljud,kompressor, mickavstängning, memory foam-proppar, och magnetiska hörlursryggar medinbyggd av/på-funktionalitet. Alla dessa egenskaper följer de behov och önskemål somidentifierats i användarstudierna – inkluderat en design som passar spelande utanför hemmetoch som differentierar sig från konkurrenterna
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Persson, Johan. "International entrepreneurship orientation within Swedish born global companies in the ear- and headphone industry." Thesis, Södertörns högskola, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-42056.

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We have all read about the rapid development of today’s business landscape as well as the increase in globalization. Companies are forced to operate in new ways in order to stay competitive. At the same time, globalization has opened up new business opportunities for companies. This has lead to the emergence of born global companies, which carry out rapid internationalization processes from an early stage, and challenge traditional internationalization models such as the Uppsala model. According to existing literature, there are several challenges with adopting a born global strategy, and international entrepreneurship orientation becomes an important aspect in order to succeed. Finding a balance between innovativeness, risk-taking, and proactiveness is the key in order for born global companies to succeed in their internationalization process. This study investigates how international entrepreneurship orientation affects the internationalization process of born global companies in Sweden. I have, with the help of a qualitative study, looked into how Swedish SME born global companies in the ear-and headphone industry have managed to take on several international markets in their internationalization process and in what way international entrepreneurship orientation in combination with other factors have played a crucial role.<br>Vi har alla läst om den snabba utvecklingen av dagens affärslandskap samt den ökade globaliseringen. Företag tvingas idag att hitta nya sätt att arbeta på för att förbli konkurrenskraftiga. Globalisering har i sin tur skapat nya möjligheter för företag, vilket har lett till uppkomsten av born global-företag. Dessa företag karaktäriseras av att genomföra snabba internationaliseringsprocesser från ett tidigt skede och utmanar på så sätt mer traditionella modeller så som Uppsalamodellen. Enligt existerande litteratur finns det ett flertal utmaningar när det kommer till att ta sig an en born global-strategi och internationell entreprenörskapsorientering blir därmed en viktig aspekt för att lyckas. Att hitta en balans mellan innovativitet, proaktivitet och risktagande är nyckeln för att ett born globalföretag ska lyckas i sin internationaliseringsprocess. Den här studien undersöker hur internationell entreprenörskapsorientering påverkar internationaliseringsprocessen hos born global-företag i Sverige. Jag har med hjälp av en kvalitativ studie undersökt hur svenska SME born global-företag inom hörlursbranschen har lyckats ta sig an flera internationella marknader i deras internationaliseringsprocess och på vilket sätt internationell entreprenörskapsorientering i kombination med andra faktorer har haft en kritisk roll i processen.
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9

Gower, Daniel W. "Speech intelligibility in tracked vehicle and pink noise under active noise reduction and passive attenuation communications headsets /." This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-06062008-170444/.

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10

Perala, Chuck H. "Active noise reduction headphone measurement: Comparison of physical and psychophysical protocols and effects of microphone placement." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/27053.

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Currently in the United States, Active Noise Reduction (ANR) headphones cannot be tested and labeled as hearing protection devices (HPDs) due to inherent limitations with the existing psychophysical headphone testing standard, real-ear attenuation at threshold (REAT). This research focused on the use of a standard, for physical, microphone-in-real-ear testing, (MIRE, ANSI S12.42-1995), to determine if MIRE may be appropriately used to measure the total attenuation (i.e., passive + active) of ANR headphones. The REAT â Method B, Subject-Fit protocol,â ANSI S12.6-1997(R2002), was also used to assess passive attenuation (and used for comparison with the MIRE data), as this is the current standard for passive Headphone attenuation testing. The MIRE protocol currently does not specify a standardized location for measurement microphone placement. Prior research is mixed as to the potential benefits and shortcomings of placing the measurement microphone outside versus inside the ear canal. This study captured and compared acoustic spectral data at three different microphone locations: in concha, in ear canal-shallow depth, and in ear canal-deep depth (with a probe tube microphone positioned near the tympanic membrane), using human test participants and five ANR headphones of differing design. Results indicate that the MIRE protocol may be used to supplant the REAT protocol for the measurement of passive attenuation, although differences were observed at the lowest-tested frequency of 125 Hz. Microphone placement analysis revealed no significant difference among the three locations specified, with a noted caveat for the probe tube microphone location at the highest tested frequency of 8000 Hz. Overall findings may be useful to standards-making committees for evaluating a viable solution and standardized method for testing and labeling ANR headphones for use as hearing protection devices. Microphone placement results may assist the practitioner in determining where to place measurement microphones to best suit their particular needs when using MIRE. Discussion includes an in-depth interpretation of the data, comparisons within and between each protocol, and recommendations for further avenues to explore based on the data presented.<br>Ph. D.
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Hoff, Amanda. "High fidelity musician's filters and auditory figure-ground performance in children." Online access for everyone, 2006. http://www.dissertations.wsu.edu/Thesis/Summer2006/a%5Fhoff%5F071906.pdf.

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12

Magnerius, Melker. "Development of a Headphone Simulator : An Acoustical Test Rig for Simulating a Circum-aural or Supra-aural Earphone." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216382.

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This report was written as a part of the Master thesis conducted during the spring of 2017 at Zound Industries International AB and at the Department of Machine Design, School of Industrial Engineering and Management at the Royal Institute of Technology (KTH) in Stockholm. The timeline was 20 weeks of full time work. The purpose of the thesis work was to develop a device to evaluate the acoustical properties of an earphone. This device should be able to accurately simulate the internal volumes and leakages in an earphone. A research question to define the purpose was, “Can the frequency response of a headphone be simulated before manufacturing by using a physical Headphone simulator with variable parameters?”. The method used for the development process, was the so called Double Diamond Model. T he frame of reference presents different acoustic terms, sound measurement equipment and standardized types of earphones. The construction of an earphone is described and the mathematical models used in simulations when developing headphones are presented. The concept development phase of the project was a matter of first formulating requirements in collaboration with the acoustics and design departments. For example, The Headphone simulator should be equivalent to a circum-aural or supra-aural earphone. Then Problem Areas were formulated and explored, this to narrow down the points of interest before developing whole concepts. Concepts were generated, prototyped, regenerated and then evaluated using a Weighted decision matrix. The concept chosen was the Coaxial Concept. In the result chapter the development and manufacturing of the Coaxial Concept is shown. The development was done using first an Alpha prototype to test out the mechanism, then a Beta prototype to prove the concept using the correct materials and manufacturing methods. The Beta prototype was successfully run through some acoustical validations, this to prove that the performance was acceptable. Final improvements were done to the design and a fully CNC machined prototype was ordered. The results were then discussed using an economical, ecological and manufacturing perspective. Here the modularization and larger initial costs were discussed, this to reduce the ecological impact of the Headphone simulator. With the results presented, it was concluded that the Headphone simulator fulfills its purpose. However, further experimental tests are needed to see its full potential. Future work and recommendations are then presented. Here recommendations for drilling leakage paths are presented and the future work is how to improve the mechanical aspects of the Headphone simulator and the potential to develop a smaller version of the Headphone simulator.<br>Denna rapport skrevs som en del av examensarbetet, för master- och civilingenjörsexamen, som utfördes våren 2017. Projektet utfördes hos Zound Industries International AB och hos Skolan för Industriell Teknik och Management, vid Kungliga Tekniska Högskolan (KTH) i Stockholm, projektet sträckte sig över 20 veckors heltidsarbete. Examensarbetets syfte var att utveckla en hörlursimulator, för att kunna evaluera de akustiska egenskaperna hos en hörlur, under kontrollerade förhållanden. Den här apparaten ska, på ett exakt vis, kunna variera de interna volymerna och läckorna i en hörlur. Det utformades en forskningsfråga som lyder, “Can the frequency response of a headphone be simulated before manufacturing by using a physical Headphone simulator with variable parameters?”. Metoden för utvecklingsprocessen som användes är den så kallade ” Double Diamond Model”. I förundersökningen så presenteras grundläggande akustiska begrepp och mätinstrument. Det definieras vad ljud är och vad som finns i form av testutrustning. I slutet av kapitalet så presenteras de matematiska modeller som används vid akustik simuleringar. Efter förundersökningen formulerades olika krav på hörlursimulatorn och konceptutvecklingen presenteras. Ett av kraven var att hörlursimulatorn ska vara ekvivalent mot en circum-aural eller supra-aural typ av hörlur. Problemområden formulerades och utforskades. Detta gjordes för att på ett mer systematiskt vis, se de mindre områdena av hela hörlurssimulatorn. Efter det utformades koncept, prototyper skapades och koncepten uppdaterades. Sista delen i denna fas var att evaluera koncepten, vilket gjordes med en Weighted decision matrix. Coaxial Concept var det koncept som valdes att arbeta vidare med. I resultatkapitlet är det valda konceptet utvecklat och tillverkat. Framtagningen av konceptet gjordes med hjälp av ett alfa prototyp, för att testa mekanismen. Därefter skapades en beta prototyp i rätt material och tillverkningsmetoder för att bevisa att konceptet fungerar. Beta prototypen testades akustiskt för att verifiera att konceptet fungerade på ett acceptabelt vis. Till sist gjordes några mindre förbättringar och en CNC tillverkad prototyp beställdes. Resultaten diskuteras därefter med hänsyn till ekonomiska, ekologiska och tillverkningsaspekter. En högre första kostnad för ett mer modulärt system skulle kunna bidra positivt till alla dessa tre aspekter. Slutsatsen drogs att hörlursimulatorn uppfyllde sitt syfte men experimentella tester behöver göras för att se om den verkligen är användbar. Det presenterades rekommendationer angående hur läckor ska hanteras när hål ska borras i cylindern. För framtida arbete togs det upp mekaniska förbättringar och potentiellt en mindre variant av hörlursimulatorn skulle kunna tillverkas med samma koncept.
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Crane, Robert Morrison. "Social distance and loneliness as they relate to headphones used with portable audio technology /." California : Humboldt State University, 2005. http://hdl.handle.net/2148/28.

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Rivera, Benois Piero Iared [Verfasser]. "Hybrid and Pseudo-Cascaded Active Noise Control Applied to Headphones / Piero Iared Rivera Benois." Hamburg : Helmut-Schmidt-Universität, Bibliothek, 2021. http://d-nb.info/1227468997/34.

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Gower, Daniel W. Jr. "Speech intelligibility in tracked vehicles and pink noise under active noise reduction and passive attenuation communications headsets." Diss., Virginia Tech, 1992. http://hdl.handle.net/10919/38410.

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Speech intelligibility tests using three headset systems, two passive and one with active noise reduction technology, were conducted. Nine listeners, six males and three females, responded to 180 50-word Modified Rhyme Word Lists presented under two noise conditions, two conditions of bilateral phase reversal of the speech signal, and the three headset systems. These three independent variables were studied in a full factorial within-subjects design. The noise conditions were pink noise and recordings from the troop carrying compartment of a u.S. Army M-2 Bradley Fighting Vehicle (tank noise having substantial low frequency energy). Phase reversal of the speech signal was also tested for its effect on speech intelligibility. The three headset systems were the David Clark Noise Attenuating Aviation Headset, and the Bose Aviation Headset used in both its passive and active mode. Active noise reduction technology employs the physical principle of constructive and destructive interference by creating signals which are identical to the noise under the earmuff but out of phase by 180 degrees. This technology is most effective at frequencies below 1000 Hz. Results showed that the Bose headset in its active mode required a significantly higher speech-to-noise ratio in both noise environments than the two passive headset systems to achieve the 70% level of speech intelligibility, the dependent variable in this study. The mean speech level under the Bose headset in its active mode was 2.8 dB higher in tank noise and 3.5 dB higher in pink noise than under the David Clark headset. The Bose headset in the active mode, however, provided a greater degree of broadband attenuation especially in the lower frequency range, e.g. < 630 Hz. Phase reversal proved to be of no benefit to performance in either noise environment. The pink noise proved to be the harsher environment for speech intelligibility than did the tank noise, primarily due to the increased levels in the speech bandwidth. Articulation Index scores for the three headset systems evidenced that the differences in performance among the three headset systems were in part the result of better earphone response characteristics in the principal speech bandwidth (600 - 4000 Hz) in conjunction with the strong attenuation performance of the David Clark headset in that same range. It is suggested that, in the absence of better earphone response characteristics and a broader bandwidth of active noise reduction performance, speech intelligibility is no better under active noise reduction headsets than under quality passive headsets. Further, the levels of speech intelligibility attained by active noise reduction headsets are at a cost of increased signal strength and higher purchase price.<br>Ph. D.
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Andersson, Skog Oscar. "Binauralt ljud för hörlurar genom högtalare : Stereofoniskt surround-ljud i ett suboptimalt ljudsystem." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:du-36370.

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Binaural sound reproduction is most commonly made with headphones, although little research has been dedicated towards evaluating the sound of binaural for headphones reproduced on loudspeakers, which is the purpose of this thesis. An experimental quantitative method was designed in order to measure the objective effect of binaural processing both on headphones and loudspeakers so that they could be compared. Sine sweeps covering the entire audible frequency spectrum were processed with an ambisonics spatializer at different azimuth and distance parameters and then downmixed to binaural. The same source signal was also panned with a traditional equal-power panning law. Both was played back through headphones and loudspeakers then recorded with a dummy head. The recordings were deconvolved into graphs displaying their frequency responses. The results show that binaural sound produce different spectral distortion depending on the panning position on both headphones and loudspeakers, although additional subjective evaluation such as listening tests are required to determine the actual usefulness of binaural sound through loudspeakers.
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Cramer, Ian M. "Effects of Health Factors and Personal Listening Behaviors on Hearing Acuity in College-Aged students who use Earbud style Headphones." Miami University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=miami1335809472.

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18

Hansson, Lagerberg Joel. "The Impact of the Difference Signal on the Perceived Loudness of a Piece of Stereo Rock Music : A Comparison Between Headphones and Loudspeakers." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74483.

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The purpose of this study was to evaluate how the BS.1770 Loudness Standard is affected by the amount of difference signal present in the signal being measured, and if this affection is different between the two playback systems Headphones and Loudspeakers. The study was restricted to rock music productions in a stereo format. The results obtained from the study might provide useful information to mixing and mastering engineers, as it evaluates the correlation between spatial information and subjective loudness. The study consisted of an active listening test, containing six stimuli with different Sum and Difference Ratio (SDR). The test was done in both headphones and loudspeakers, and the difference in volume as set by the subjects were noted. The results from the headphone version and the loudspeaker version were then compared in a paired t-test to see if there was a significant difference between the two formats. The results pointed to the factors of Playback System and SDR to have non- significant effect on the results. After analyzing the possible error sources, it became apparent that other factors had a far greater effect on the results. The results imply that the BS.1770 Loudness Standard can accurately measure the loudness of a given stereo rock music material, despite the fact that it does not consider the differences between the channels when conducting the measurement. Whether or not the effect being studied is significant in other conditions is not verified, due to the restrictions of the study. Further studies would be needed in order to verify the findings of this study, preferably with more attention to detail since there were apparent flaws in the method used.
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Panenka, Vojtěch. "Sluchátka s adaptivním potlačením šumu." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-413245.

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The thesis deals with the analysis of technology used during the design of headphones with integrated active ambient noise cancellation and examines the possibilities of using adaptive filters to simplify development and achieve more effective attenuation.
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Giesa, Anette Isabella. "Navigating through haptics and sound: Exploring non-visual navigation for urban cyclists to enhance the cycling experience." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21693.

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Bicyclist are increasingly shaping the picture of urban traffic. With regard to guided navigation through urban areas, navigation systems that are designed for this type of traffic participants do not offer a satisfying solution. Voice instructions are often perceived as annoying and far too detailed. In addition, the usage of headphones to hear these instructions reduces the hearing and localization of environmental sounds significantly. Visual information on the other hand, draws the attention too much away from the main traffic situation. This effects the ability to react to and interact with other traffic participants and the surrounding and results in a feeling of insecurity.This thesis investigates how acoustic and vibro-tactile signals can be used to provide cyclists with necessary navigation instructions while maintaining the ability to perceive ambient sounds and keep attention to the environment. In addition, the focus is placed on the experience of guided navigation with a non-visual, multi-sensory system.
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Nordmark, Anton. "Designing Multimodal Warning Signals for Cyclists of the Future." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74884.

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Traffic is a complex environment in which many actors take part; several new technologies bring promises of reducing this complexity. However, cyclists—a particularly vulnerable road user group—have so far been somewhat put aside in these new developments, among them being Cooperative Intelligent Traffic Systems (C-ITS) and their aspects of human–computer interaction. This master’s thesis of industrial design engineering presents five multimodal collision warning signals for cyclists—future ones in these supposed C-ITS—using a novel application of bone conduction headphones (BCH) via sensations of both sound and touch. The thesis project was conducted as a complementary subset of the larger research project ‘V2Cyclist’ orchestrated by RISE Interactive. V2Cyclist set out to adapt the wireless V2X-protocol for cyclists by developing a physical prototype in the form of a bicycle helmet and corresponding human–computer interface. A significant part of the theoretical framework for this thesis was multiple resource theory: tasks in a different modality can be performed more effectively than in one already taxed attentively. Literature on human factors was also applied, particularly with regards to the perception of sound; evidence suggests that humans evolved a perceptual bias for threatening and ‘looming’ sounds that appear to encroach our peripersonal space; ethological findings point toward the association with low-frequency sounds to largeness. Sound design techniques usually applied to more artistic ends, such as synthesis and mixing, were repurposed for the novel, audiotactile context of this thesis. The thesis process was rooted in design thinking and consisted of four stages: context immersion, ideation, concept development, and lastly evaluation; converging and diverging the novel design space of using BCH in an audiotactile, i.e. bimodal way. The divergent approach generated a wide range of ideas. The later convergent approach did not result in one, definite design as further evaluation is required but also due to unknowns in terms of future hardware and network constraints. Given the plurality and diversity of cyclists, it may well follow that there is no optimal collision warning design in the singular. Hence, a range of five different solutions is presented. Each of the five multimodal collision warnings presents a different approach to conveying a sense of danger and urgency. Some warning signals are static in type, while others are more dynamic. Given the presumed rarity of collision warnings, multiple design techniques and rationales were applied separately, as well as in combination, to create different warning stimuli that signaled high urgency in an intuitive way. Namely, the use of: conventions in design and culture; explicitness in the form of speech; visceral appeal via threatening and animalistic timbres; dynamic and procedurally generated feedback; multimodal salience; crossmodal evocation of ‘roughness;’ size-sound symbolism to imply largeness; and innately activating characteristics of looming sounds.<br>Trafiken är en komplex miljö med många deltagare; diverse ny teknik gör anspråk på att underlätta denna komplexitet. Men, cyklister—en särskilt utsatt grupp av trafikanter—har hittills hamnat i skymundan för sådana utvecklingar. Vidare, aspekten av användbara gränssnitt för cyklister inom sådana uppkopplade och samverkande trafiksystem (C-ITS) har utforskats desto mindre. Det här examensarbetet inom Teknisk design presenterar fem multimodala kollisionsvarningar avsedda för cyklister—framtida sådana i dessa C-ITS—genom en ny och bimodal användning av benledande hörlurar via både ljud och vibrationer. Examensarbetet genomfördes i koppling till forskningsprojektet V2Cyclist, orkestrerat av RISE Interactive, vars projektmål var att anpassa det trådlösa kommunikationsprotokollet V2X för cyklister via en fysisk prototyp i form av en cykelhjälm och parallellt utveckla ett tillhörande användargränssnitt. En viktig del av det teoretiska ramverket för det här examensarbetet grundar sig på multiple resource theory: uppgifter kan utföras mer effektivt i en annan modalitet än i en som redan är belastad med uppmärksamhet. Mänskliga faktorer och teori om vår uppfattning användes; bevis pekar på att människor har evolutionärt utvecklat en bias för hotande ljud som upplevs inkräkta på vårt närmsta personliga revir; etologiska rön visar på en koppling mellan lågfrekventa ljud och ‘storhet.’ Tekniker inom ljuddesign vanligtvis använda till mer artistiska ändamål, såsom syntes och mixning, användes här till godo för att utforska den nya och bimodala designrymden. Processen för arbetet grundade sig i design thinking och bestod av fyra faser: kontextfördjupning, idégenerering, konceptutveckling, och utvärdering. En ny och tidigare outforskad designrymd beståendes av en bimodal, ljudtaktil användning av benledande hörlurar divergerades och konvergerades. Ett initialt utforskande angreppssätt gav upphov till en bred mängd av idéer. Ett senare renodlande angreppssätt gick, dock, inte hela vägen till endast en optimal lösning, då vidare utvärdering krävs men också på grund av okända teknologiska begränsningar. Dessutom, givet cyklisters stora mångfald, kan det möjligtvis följa att det inte finns någon enskild design av den optimala kollisionsvarningen. Ett spann på fem olika lösningar presenteras därmed. Fem koncept för multimodala kollisionsvarningar presenteras där varje variant uttrycker fara och kritiskhet på olika sätt. Vissa är statiska i typ, medan andra verkar mer kontinuerligt och dynamiskt. Det antogs att kollisionsvarningar sker sällan. Olika designtekniker och motiveringar har använts, ibland i kombination med varandra, för att skapa kollisionsvarningar vars avsikter omedelbart förstås: normer inom design och kultur gällande ljud; uttalad kommunikation i form av tal; anspråk på människors biologiska intuition via hotfulla och djurliknande klangfärger; dynamisk och procedurellt genererad feedback; multimodal effektfullhet; korsmodal känsla av grova texturer; size-sound symbolism för att antyda ‘storhet;’ samt de naturligt aktiverande egenskaperna hos looming sounds.
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Wu, Ting-Yu, and 吳亭佑. "Fixed-Order Optimal Controller Design of an ANC Headphone." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/12442245376041808642.

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碩士<br>國立中山大學<br>電機工程學系研究所<br>101<br>This thesis presents a feedback design for an active noise cancellation (ANC) headphone. The designed ANC headphone consists of an analog controller, an audio power amplifier, a headphone speaker, a mini microphone, and a microphone amplifier, which constitute a feedback loop. The controller design follows the method of feedback sensitivity shaping with degree constraint introduced by R. Nagamune and A. Blomqvist in 2005. The advantage of this method is that it eliminates the needs for choosing an analytic weighting function and performing model reduction to yield a lower-order controller, as commonly required in conventional H2/H∞ optimizations. A fifth-order analog controller for the ANC headphone is designed. The experimental result shows a maximum acoustic noise reduction of 19.7 dB near 200 Hz and an overall noise reduction of more than 10 dB in the control frequency band from 107 Hz to 523 Hz. Moreover, the out-of-band noise amplification is limited to a barely noticeable level of 4.26 dB.
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CHANG, CHIN-WEI, and 張晉維. "Design and Realization of Active Noise Control Headphone." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/05809427973702779526.

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碩士<br>國立臺灣科技大學<br>電子工程系<br>97<br>This thesis is mainly devoted to the application of adaptive filter technology to the design and realization of an active noise control (ANC) headphone system built with TI’s TMS320C6416T fixed-point digital signal processor. The pertinent adaptive algorithms for the ANC headphone are developed based upon an integrated feedback ANC (IFBANC) system model which is basically a commonly-used feedback ANC model that accommodates stereo audio input signals. In this ANC headphone, only one microphone is used in each ear-cup to acquire the residual noise component to produce the corresponding anti-noise signal, leading to a more compact and less costly system architecture that is well suited for the ANC headphone applications. In the initialization phase of the ANC headphone system, the characteristics of the secondary path are first estimated by using artificially generated white random inputs. After the noise cancelling function is activated, slight variations in the characteristics of the secondary path due to a small change in the headphone position are still tracked through the use of an online adaptation algorithm. When the ANC headphone is used for listening to music, the adaptation algorithm can isolate the noise components from the combined signal measured with the microphone in each ear-cup, which leads to the enhancement of the listening quality of the ANC headphone; when not listening to music, the ANC headphone essentially becomes a digital active protection earmuff. We have verified the effectiveness of the ANC algorithm by using MATLAB simulation. Then, the performance of the actual ANC headphone system is evaluated through the use of single-tone sinusoidal noise, dual-tone sinusoidal noise, and the noise of an AC cooling fan as the interfering noise signals. The results of the above experiments has clearly illustrated that the interfering outside noise signals can be significantly reduced in strength without noticeably affecting the audio input signals intended for listening. In particular, the ANC headphone has been shown to be most effective for reducing stationary and low-frequency noise signals.
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Lin, Shih-Lien, and 林士廉. "Design and Analysis of Slim Speakers for Headphone." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/54764833030692599585.

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碩士<br>逢甲大學<br>電聲碩士學位學程<br>99<br>This thesis focuses on the design and analysis of the sound pressure level (SPL), characterized as the sound quality of a slim speaker used in headphones. As headphones moves forward smaller and thinner in the current market trend, the SPL and distortion of the slim headphone speaker are not able to compete with conventional speakers. To achieve better audio performance of slim headphone speakers, the thesis discusses first slim speaker&apos;&apos;s components, analyzes key parameters during design, and then considers how to select acoustic materials. All design parameters associated with its magnetic circuit and diaphragm are analyzed using ANSYS, commercial software based on the finite element method. By the finite element analysis, the optimal design parameters are obtained for the slim speakers. To verify our analysis, the sound pressure response of the speaker has been experimentally measured in an anechoic chamber. Analysis results indicate that the low-frequency SPL and distortion are significantly affected by varying the number and depth of patterned tracks on the diaphragm. The presented results would assist in knowledge improvement and understanding of slim speakers which may guide to better design with further improved in headphones.
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Wang, Nai-ching, and 王乃慶. "Design and Development of a Headphone Comfort Quantifying System." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/10931541206797720722.

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碩士<br>國立臺灣科技大學<br>自動化及控制研究所<br>102<br>With progress of technology and increased demand of consumer, the headset was developed as the headphone from initial telephone. People developed anti-noise headphones to isolate noise. Then with developing of the iPod product, in-ear headphones was sold well with iPod. Headphones was developed so far, kinds of headset are more great variety. However, no particular index for comfort. Cause head size of consumers are different, consumers maybe feel uncomfortable. So, we develop a system that it can measure comfort of headphone. This system can apply any kinds of head size, and measure comfort of any headphones. It uses temperature sensor to measure temperature of wearing headphones, uses load cell to measure force of wearing headphones, and uses pressure sensor to measure pressure of wearing headphones. finally, we design a questionnaire, survey, and analysis relation between subjective and objective result.
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Tzeng, Jiuan-mau, and 曾竣懋. "Discussion on comfort degree and pratical designof wearing headphone." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/13744376562536474907.

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碩士<br>國立臺灣科技大學<br>設計研究所<br>98<br>The quality of human life improves along with progress of civilization, invention of technological products, and change of work environment. Headphone has gone through series of development and remained popular since the first appearance, in 1979, of Sony’s walkman. The possession of personal electronic consumer goods such as walkman and headphone has become a fashion trend due to the growing awareness of individuality. Along with the advancement of technology, one can find various models of headphone even though it started out with the resemblance of ear plugs, and two models has prevailed, one with a band across user’s head and the other that hangs over ears, due the demand for high audio definition. However, due to the size and shape difference of each user’s, discomfort may result after a lengthy period of time wearing headphone, and worse situation might even include inflammation inside ears. Therefore, the research first evaluated the design interface of headphones sold in the market and its level of wearing comfort. Conclusion and analysis is drawn from said evaluation followed by a new design model created accordingly, and the performance of said design shall provide reference for future headphone design. As of experiment method, the research uses sample’s ear piece and ear muff size as variants and compare the comfort level between the ones sold in market and the newly designed ones. The research shows that the wearing pressure lessens when the overall weight of headphone pieces is lighter, and the models with smaller ear muffs brings more comfort and users feels less muggy for its high level of ventilation. The wearing comfort shall increase and sense of mugginess decrease if ear muffs are made to gas permeable material. The open-close level of head band differs with shapes of user’s heads and results in different level of clamping pressure; this pressure difference is best remained minimum between the largest and smallest open-close level when choosing head band material. The ear muff makes use of the multi-angle design to provide comfort to the highest level for users of various ear shapes.
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Tsai, Yao-chung, and 蔡曜鍾. "Frequency Response Analysis of Headphone with Ventilation Materials and Artificial Ear." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/39724600395796472992.

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碩士<br>逢甲大學<br>電聲碩士學位學程<br>99<br>Headphones, earbud-type earphones, and insert-type earphones are currently going through rapidly developing state. To cater the market requirement, to have an edge over competitors and to catch a greater market share, the conventional trial and error method suffers a serious setback owing to increased R&D cost, lengthy development time, and uncertainties. The simulation method can help designer in this situation. In this thesis, the analysis and simulation of a headphone is attempted by an equivalent circuit model. In addition, the equivalent circuit model is developed for coupled system of earphone and artificial ear IEC-60711. The electroacoustic parameters are measured by laser vibrometry (Klippel measurement system) in air are used in equivalent circuit model during simulation. Additionally, earphone’s frequency response is obtained by anechoic chamber measurements by SoundCheck and B&K electroacoustic equipments for verification with simulation response. Subsequently, the effect of acoustic paper (ventilation paper) and foam on the frequency response of earphone is carried out. Corresponding equivalent circuit model is formatted and simulated. The simulated response is compared with the results measured in an anechoic chamber measurement. The multi-stage T-circuit (T-network) is employed in this work to perform simulation. To eliminate variability and uncertainty of human, an artificial ear which is equivalent to human being is used during simulation and actual measurement. The result shows that the proposed analytical model of earphones can shorten development time, rapidly predict the frequency response. Moreover, the ventilation materials and foam also shows improvement in overall performance earphone.
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Hsueh, Shou-En, and 薛守恩. "Design and Implementation of a Wireless Headphone System with 3D Surrounding Sound." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/33345967296559400481.

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碩士<br>國立高雄第一科技大學<br>電腦與通訊工程所<br>98<br>Nowadays, there are more and more innovation technologies and new additional products been produced and created because of the prosperity of people’s life and people’s highly demands to the stimulus of the sound and light effect. The most known is the Dolby Laboratories Inc which invented the multi-channel technology, such as movie theater, home theater and DVD, etc. It can let people think they are in the real live environment. However, this innovation technology and the new additional products still couldn’t let everyone of us to use because not all the people have the enough space and money to enjoy them. The research topic is focusing on the multi-channel audio which is stored in DVD by using Head Related Transfer function,HRTF, that can produce dual-channel which will have the virtual multi-channel effect. And this dual-channel can let our cerebrum know the position and distance well. Besides, the next step is that we input the processed dual-channel from computer to the projectile. The processed dual-channel which is better than CD’s specification (48kHz、16bits、Stereo) goes through 2.4GHz wireless transmission into 3D surround sound hand free headset system. In the whole system process, HRTF included the magnitude and decrease of amplitude of vibration, the delay of time, the transformation of time difference from people’s ear to the other. The most important is that it has the effectiveness which is how to have the multi-channel sound into dual-channel sound and still keep the live effect. Finally, this whole system will enhance the quality of music and be more convenient if it utilizes the high-quality wireless transmission module.
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FANG, FAN-HAO-CHI, and 方范濠麒. "Using the Average of Volume Difference Between Speaker and Headphones to Improve the Localization of Virtual Sound Field Rendered by Headphones." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/m88x89.

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碩士<br>國立臺北科技大學<br>資訊工程系<br>107<br>The objective of this study is how to improve the distance, realism and performance of the localization of the front of the virtual sound sources at headphones. We use individual of the Binaural Room Impulse Response to produce virtual sound effects, measure the volume differ-ence between the headphones and speakers by the bone conduction headphones, and calibrate on the virtual sound effects to improve in front distance of the sense. Another objective of this study is how to provide a universal module using the average of volume difference between speaker and headphones which can used to experiment in the future and can reducing time-consuming of long-term experiment. For the reality of universal module, we use the method of listening to the experiment to verify. In the final results of this study, it can confirm that we can use the average of volume dif-ference between speaker and headphones to achieve the goal that to improve in front distance of the sense and reduce the time-consuming of experiment.
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Chen, Jie-Ru, and 陳潔儒. "Optimized Simulation and Experimental Validation of a New Chamber Design for a Headphone." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/68941957865083799486.

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碩士<br>逢甲大學<br>電聲碩士學位學程<br>104<br>Due to 3C product development to the high quality trend, headphones and other accessories are becoming more and more diversified from the past up to the Hi-End stage on its innovations. For the sake of market demand and the rapid development of Hi-Fi design, the analysis, simulation and measurement of headphones becomesimportant. Unlike the open and closed-back chambers design of the headphone, this thesis presents the theoretical simulation and optimization method through the special porous cavity structure for the type of new headphones(NH). The main content of this thesis is divided into two parts. The first part is the measurement of the NH design and its development which combined with CAD-based and rapid prototyping technology for the structure design. Moreover, the standardized measurement process is established with three parts which comprising: (a) Surface reconstruction model for construct the three-dimensional image of the human ear, (b)Headphone chamber model design and produce, (c) The standardized architecture for headphone mock up. The second part is the improvement of complex porous chamber theoretical design based on the theoretical equivalent circuit method and particle swarm optimization algorithms. As the result, the experiment and simulation analysis in this thesis can enhance the simulation accuracy of its frequency response compared to the measurement. The presented purpose will widely applicable to design the other types of headphones to meet the diverse and rapidly changing of consumer market,and saving development time and cost.
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Wu, Te-Fang, and 吳德芳. "Headphones and Noise Research of Tinnitus Problem among Young People." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/15259312743432066935.

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碩士<br>國立屏東大學<br>特殊教育學系碩士班<br>104<br>This retrospective questionnaire study is focused on the relationships between the earphone use, environmental noise and the tinnitus of the young population. We collected 31 patients, among 15 to 40 years old who ever visited the otorhinolaryngologic outpatient clinic in southern Taiwan for the problems of tinnitus and the hearing. All patients ever used the earphone and exposed to the environmental noise. The patients diagnosed to have the pathologies of the external ear, middle ear, inner ear or the central auditory system after the physical examination and a series of hearing tests were excluded from the study. All participants competed the inform consent, the patient assent and the parental permission for the teenagers. The questionnaires including the Tinnitus Handicap Inventory (Huang, 2001), Noise Exposure Rating Scale (Zheng, 2010) and Subjective Tinnitus Analogue Scale (Li, 2005). All analyses were performed using SPSS software (version 17.0). Testing for the association was performed using t test, analysis of variance and Pearson’s correlation coefficient. The main results are: (1)Severe disabilities of tinnitus was associated with the continuous use of earphone for more than 30 minutes in young population. (2)Participants use the portable music player persisted for more than one hour once and more than four times in one week always get the severe disabilities of tinnitus and very loudly subjective tinnitus. (3)Participants will get very loudly subjective tinnitus after using the music instrument for more than one hour. (4)There is a positive correlation between the scale of tinnitus disabilities and the loudness of subjective tinnitus.
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Wang, Zih-Yun, and 王姿云. "Analytical Model and Electroacoustic Measurement of Ear Bud Earphones and Headphones." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/hb5cyw.

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碩士<br>逢甲大學<br>電聲碩士學位學程<br>100<br>With the rapidly development of techniques and electrical products, the requirement of speaker is increasing extremely. Simultaneously, the pursuit of sound quality is more and more important. In order to speed up the design and development for the new products, therefore, a new analytical model for the ear bud earphones and circum-aural earphones will be built up in this thesis. For the electroacoustic parameters of speaker, those can be obtained by using the Klippel measuring system and further applied in the equivalent circuit model simulation. By using the SoundCheck system and B&K instruments, then, the frequency responses of earphones can also acquired in the anechoic chamber. The frequency responses of both earphone and integrated system can be both rapidly obtained by using ECM with the known geometries and related electroacoustic parameters. In the same time, the comparisons of results by using simulation and measurement can be implemented. For the part of ventilated material, in addition to the discussion for the varied locations in the earphone, the ECM including the effect of ventilated material is also accomplished. The study presents the inversely method to obtain the impedance of ventilated material. Finally, the effect of acoustical parameters for the circum-aural earphones will be discussed in depth. The results show that not only the feasibility of ECM simulation, but also the influence and practicability of ventilated material in the B&K HATS and earphones are verified in this work.
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CHEN, HUNG-WEI, and 陳泓瑋. "Research and Application of the Analytical Model for Insert Headphone based on Finite Element Method." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/j9dej8.

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碩士<br>逢甲大學<br>電聲碩士學位學程<br>107<br>With the advancement of technology in recent years, the concept of the Internet of Things (IoT) is no longer a slogan. It has already become the current implementation, and with the help of the Internet of Things, people's living habits have changed, and wearable devices are now the trend. Among them, insert headphones have an important position. In view of the huge business opportunities of insert headphones and the shortening of the product life cycle, it is imperative to accelerate development time. Therefore, this study is based on the finite element method, and uses two commercially available insert headphones as a vehicle for research. The parameters of the analysis are obtained by using the FCU MEA Lab, and then through two different analytical model simulates the acoustic characteristics of the headphone. After mutual verification of the two pairs of headphones, this study successfully predicted the frequency response and impedance curve of the insert headphones by two models, and the overall error can be maintained within 10%. In addition, this study successfully obtained the important parameters of the turning paper through the self-made flow resistance measurement system, and substituted the parameters into two models for simulation, also obtained good prediction results. Finally, parametrically modeled the insert headphone, and the finite element software is used to analyze the geometrical parameters. The effects of the structure of the earphones on the acoustic characteristics are mastered, and a reference basis for future earphone development is provided.
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CHEN, JIUN-YAN, and 陳俊諺. "Analysis and Simulation of Acoustics Characteristics and Nonlinearities with Finite Element Method for Microspeaker Applied in Headphones." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2p2g9u.

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碩士<br>逢甲大學<br>電聲碩士學位學程<br>107<br>In recent years, with the functions of mobile electronic products have become more intelligent, the development of portable devices has going vigorous, especially headphones, which generally applied in the market of eSports, virtual reality, and Hi-Fi, etc. In order to meet the increasing market demand, the cost and duration of research and development of those precise electroacoustic devices should be controlled. Therefore, ac-cumulating an accurate and comprehensive simulation process for micro-speaker driver with finite element method (FEM) is necessary. Thanks to the cooperation between industry and academy, the objec-tive of this article is to accumulate a systematical simulation model with commercial FEM software – COMSOL Multiphysics for modeling spon-sored microspeaker sample applied in headphones. Base on the theory of equivalent circuit method, this study will constitute a 2D hybrid simula-tion process, which is able to predicts acoustics characteristics of micro-speaker driver and simple enclosure design rapidly and accurately. Fur-thermore, 3D FEM model had been created to obtain required parameters of material in the further object. In the second object, FFM simulation has been used to investigate nonlinearity characteristics of microspeaker, including force factor BL(x), coil inductance Le(x), suspension stiffness Kms(x). This procedure will be verified with a 3 inches woofer to improve the reproducibility. Further-more, a shorting ring used in moving coil speaker optimization also inves-tigate with this simulation system. Results shown that the systematical FEM models are successfully developed, and applicable in moving coil transducer case.
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Tzeng, Hau-Chiun, and 曾皓群. "A Development of an Automatic Frequency Response Measuring and Classification System on the In-Ear Headphones." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/6jc5p7.

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碩士<br>大同大學<br>機械工程學系(所)<br>102<br>The purpose of this study was to design an automatic classification system by using electroacoustic device analyzer to measuring the frequency response of the in-ear headphones. The design of this system was designed by Pro/E. In addition, it was improved via testing process. The system controller used in the study is the Microchip PIC18F4520 microcontroller. The controller is connected with electroacoustic device analyzer and various parts of motor driver to control the process. The classification system is divided into two parts : The first part is the placement of in-ear headphones in a matrix tray. Using two electric slides and a linear rail to build a two-axis X-Y table. Then, establishing a device onto the X-Y table to move the in-ear headphone to the correct point and to drop down the headphones to a 10×10 matrix tray. The second part is the classification mechanism. According to the measuring results of the frequency response, the in-ear headphones can be divided into eight classes. The controller will plan a shortest path to move the in-ear headphones when receiving the classification results from the frequency response measuring device. In addition, the number of each class for the in-ear headphones will be recovered and set as the coordinates for the X-Y table to move. This study aims to establish an automatic classification system used in the in-ear headphones. The in-ear headphones will be correctly moved to the related position of the matrix tray when the frequency response’s classification is done and the message is forwarded to the controller will be forwarded to the discharge place if the number of the inspected in-ear headphones inside the matrix tray reaches one hundred.
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36

Wu, Wei-Cheng, and 吳韋澂. "Product and Communication Design Study of Reinforcing Image Identification─Head pads for Headphones as an example." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/28625240770926608801.

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碩士<br>實踐大學<br>產品與建築設計研究所<br>100<br>When original equipment manufacturers are transforming themselves to their own branding, their products tend to lack the design which enhances their product image identification, hence difficult for the product to visually stand out on its own from the rest of the pack. The reason is that most companies lack the placement of their corporate image, and not fully utilize the precious experience and knowledge that they have accumulated through years of manufacturing and design, therefore leading their product to lack creativity and defining characteristics. In this study, we will take an in-depth look at companies’ production technique advantage, and analyze some unique headphone head pads designs in the market and categorize them according to large, medium and small headphones. We will identify how they convey their design through enhanced image identification. The study will conclude with product design, through analysis of industry’s superior technique and fabrication experience, the utilization of steel wire forming technique for adjustability, created the unique patented design. In conveying the design message through new product’s peripherals, which includes catalogues, packaging, display, expos, and website multimedia, we can systemize it to duplicate the message to future products, which will enhance the brand’s image identification in the market.
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37

Li, Ti-Lin, and 李帝霖. "The Development of an In-ear Headphones Acoustic Auto-inspection and a Coil Contact Point Recognition System." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/3k387g.

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碩士<br>大同大學<br>機械工程學系(所)<br>102<br>The purpose of this research is to develop an automated acoustic inspection platform for an in-ear headphones manufacturing. An 8-pin detector was designed to search the location of the coil inside the in-ear headphones driver without the aids of human eyes. This 8-pin detector is composed of eight probes that is arranged in a form, a voltage divider circuit, and an A/D converter. The voltage data will be obtained by the A/D converter via the scanning and reading to the in-ear headphones, when the detector contacted with the in-ear headphones driver. From the voltage data, we can recognize the location of the coil. The automated acoustic inspection platform adopts the microcontroller(PIC18F4520) to control the integrated system sequence and the actuators, including the solenoid of pneumatic cylinder and the driver of stepper motor. This research finally develops an automated machine, which can move the headphones from the plate of headphones to a claw. And, the claw will bring the headphone to a position to detect the coil location. After recognizing the coil location using the 8-pin detector, the acoustic inspection process will be executed automatically. The cycle time of the inspection process is about 5 seconds.
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38

de, Godoy Peixoto Daniel. "Ultra-Low-Power IoT Solutions for Sound Source Localization: Combining Mixed-Signal Processing and Machine Learning." Thesis, 2019. https://doi.org/10.7916/d8-we43-y259.

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With the prevalence of smartphones, pedestrians and joggers today often walk or run while listening to music. Since they are deprived of auditory stimuli that could provide important cues to dangers, they are at a much greater risk of being hit by cars or other vehicles. We start this research into building a wearable system that uses multichannel audio sensors embedded in a headset to help detect and locate cars from their honks and engine and tire noises. Based on this detection, the system can warn pedestrians of the imminent danger of approaching cars. We demonstrate that using a segmented architecture and implementation consisting of headset-mounted audio sensors, front-end hardware that performs signal processing and feature extraction, and machine-learning-based classification on a smartphone, we are able to provide early danger detection in real time, from up to 80m distance, with greater than 80% precision and 90% recall, and alert the user on time (about 6s in advance for a car traveling at 30mph). The time delay between audio signals in a microphone array is the most important feature for sound-source localization. This work also presents a polarity-coincidence, adaptive time-delay estimation (PCC-ATDE) mixed-signal technique that uses 1-bit quantized signals and a negative-feedback architecture to directly determine the time delay between signals in the analog inputs and convert it to a digital number. This direct conversion, without a multibit ADC and further digital-signal processing, allows for ultra low power consumption. A prototype chip in 0:18μm CMOS with 4 analog inputs consumes 78nW with a 3-channel 8-bit digital time-delay output while sampling at 50kHz with a 20μs resolution and 6.06 ENOB. We present a theoretical analysis for the nonlinear, signal-dependent feedback loop of the PCC-ATDE. A delay-domain model of the system is developed to estimate the power bandwidth of the converter and predict its dynamic response. Results are validated with experiments using real-life stimuli, captured with a microphone array, that demonstrate the technique’s ability to localize a sound source. The chip is further integrated in an embedded platform and deployed as an audio-based vehicle-bearing IoT system. Finally, we investigate the signal’s envelope, an important feature for a host of applications enabled by machine-learning algorithms. Conventionally, the raw analog signal is digitized first, followed by feature extraction in the digital domain. This work presents an ultra-low-power envelope-to-digital converter (EDC) consisting of a passive switched-capacitor envelope detector and an inseparable successive approximation-register analog-to-digital converter (ADC). The two blocks integrate directly at different sampling rates without a buffer between them thanks to the ping-pong operation of their sampling capacitors. An EDC prototype was fabricated in 180nm CMOS. It provides 7.1 effective bits of ADC resolution and supports input signal bandwidth up to 5kHz and an envelope bandwidth up to 50Hz while consuming 9.6nW.
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39

Newton, Alex Michael. "Between the ears : acoustiographic representations of character interiority." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-05-3225.

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This essay aims to explore acoustiographies of the interior and interpret the cultural impressions that they perpetuate. While I do consider the conventional iconographies of headphones and full-body suits (e.g., spacesuits) that filmmakers employ as tools to focalize a character’s internal subjectivity, acoustiographies often supersede or occur in lieu of such visual symbols. While the acoustiography of “leakage” symbolizes the disparity between the self-perception of the self and the social perception of the self, that of “head sound” aims at placing the audience inside the head of a given character by positioning the point of audition as if it were emanating from the character’s head. Leakage is a diegetic sound that is somewhat obscured or filtered by some barrier blocking the sound’s full frequency emission, whereas sound effects or music seemingly sounding from inside a character’s head, as for example through headphones, represent head sound. These acoustiographies of leakage and head sound play a crucial role in the filmic expression of a character’s interiority, which they accomplish through their ability to physically represent interior space, but also figuratively represent a character’s subjectivity.<br>text
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40

Gutiérrez, Parera Pablo. "Optimization and improvements in spatial sound reproduction systems through perceptual considerations." Doctoral thesis, 2020. http://hdl.handle.net/10251/142696.

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[ES] La reproducción de las propiedades espaciales del sonido es una cuestión cada vez más importante en muchas aplicaciones inmersivas emergentes. Ya sea en la reproducción de contenido audiovisual en entornos domésticos o en cines, en sistemas de videoconferencia inmersiva o en sistemas de realidad virtual o aumentada, el sonido espacial es crucial para una sensación de inmersión realista. La audición, más allá de la física del sonido, es un fenómeno perceptual influenciado por procesos cognitivos. El objetivo de esta tesis es contribuir con nuevos métodos y conocimiento a la optimización y simplificación de los sistemas de sonido espacial, desde un enfoque perceptual de la experiencia auditiva. Este trabajo trata en una primera parte algunos aspectos particulares relacionados con la reproducción espacial binaural del sonido, como son la escucha con auriculares y la personalización de la Función de Transferencia Relacionada con la Cabeza (Head Related Transfer Function - HRTF). Se ha realizado un estudio sobre la influencia de los auriculares en la percepción de la impresión espacial y la calidad, con especial atención a los efectos de la ecualización y la consiguiente distorsión no lineal. Con respecto a la individualización de la HRTF se presenta una implementación completa de un sistema de medida de HRTF y se introduce un nuevo método para la medida de HRTF en salas no anecoicas. Además, se han realizado dos experimentos diferentes y complementarios que han dado como resultado dos herramientas que pueden ser utilizadas en procesos de individualización de la HRTF, un modelo paramétrico del módulo de la HRTF y un ajuste por escalado de la Diferencia de Tiempo Interaural (Interaural Time Difference - ITD). En una segunda parte sobre reproducción con altavoces, se han evaluado distintas técnicas como la Síntesis de Campo de Ondas (Wave-Field Synthesis - WFS) o la panoramización por amplitud. Con experimentos perceptuales se han estudiado la capacidad de estos sistemas para producir sensación de distancia y la agudeza espacial con la que podemos percibir las fuentes sonoras si se dividen espectralmente y se reproducen en diferentes posiciones. Las aportaciones de esta investigación pretenden hacer más accesibles estas tecnologías al público en general, dada la demanda de experiencias y dispositivos audiovisuales que proporcionen mayor inmersión.<br>[CAT] La reproducció de les propietats espacials del so és una qüestió cada vegada més important en moltes aplicacions immersives emergents. Ja siga en la reproducció de contingut audiovisual en entorns domèstics o en cines, en sistemes de videoconferència immersius o en sistemes de realitat virtual o augmentada, el so espacial és crucial per a una sensació d'immersió realista. L'audició, més enllà de la física del so, és un fenomen perceptual influenciat per processos cognitius. L'objectiu d'aquesta tesi és contribuir a l'optimització i simplificació dels sistemes de so espacial amb nous mètodes i coneixement, des d'un criteri perceptual de l'experiència auditiva. Aquest treball tracta, en una primera part, alguns aspectes particulars relacionats amb la reproducció espacial binaural del so, com són l'audició amb auriculars i la personalització de la Funció de Transferència Relacionada amb el Cap (Head Related Transfer Function - HRTF). S'ha realitzat un estudi relacionat amb la influència dels auriculars en la percepció de la impressió espacial i la qualitat, dedicant especial atenció als efectes de l'equalització i la consegüent distorsió no lineal. Respecte a la individualització de la HRTF, es presenta una implementació completa d'un sistema de mesura de HRTF i s'inclou un nou mètode per a la mesura de HRTF en sales no anecoiques. A mès, s'han realitzat dos experiments diferents i complementaris que han donat com a resultat dues eines que poden ser utilitzades en processos d'individualització de la HRTF, un model paramètric del mòdul de la HRTF i un ajustament per escala de la Diferencià del Temps Interaural (Interaural Time Difference - ITD). En una segona part relacionada amb la reproducció amb altaveus, s'han avaluat distintes tècniques com la Síntesi de Camp d'Ones (Wave-Field Synthesis - WFS) o la panoramització per amplitud. Amb experiments perceptuals, s'ha estudiat la capacitat d'aquests sistemes per a produir una sensació de distància i l'agudesa espacial amb que podem percebre les fonts sonores, si es divideixen espectralment i es reprodueixen en diferents posicions. Les aportacions d'aquesta investigació volen fer més accessibles aquestes tecnologies al públic en general, degut a la demanda d'experiències i dispositius audiovisuals que proporcionen major immersió.<br>[EN] The reproduction of the spatial properties of sound is an increasingly important concern in many emerging immersive applications. Whether it is the reproduction of audiovisual content in home environments or in cinemas, immersive video conferencing systems or virtual or augmented reality systems, spatial sound is crucial for a realistic sense of immersion. Hearing, beyond the physics of sound, is a perceptual phenomenon influenced by cognitive processes. The objective of this thesis is to contribute with new methods and knowledge to the optimization and simplification of spatial sound systems, from a perceptual approach to the hearing experience. This dissertation deals in a first part with some particular aspects related to the binaural spatial reproduction of sound, such as listening with headphones and the customization of the Head Related Transfer Function (HRTF). A study has been carried out on the influence of headphones on the perception of spatial impression and quality, with particular attention to the effects of equalization and subsequent non-linear distortion. With regard to the individualization of the HRTF a complete implementation of a HRTF measurement system is presented, and a new method for the measurement of HRTF in non-anechoic conditions is introduced. In addition, two different and complementary experiments have been carried out resulting in two tools that can be used in HRTF individualization processes, a parametric model of the HRTF magnitude and an Interaural Time Difference (ITD) scaling adjustment. In a second part concerning loudspeaker reproduction, different techniques such as Wave-Field Synthesis (WFS) or amplitude panning have been evaluated. With perceptual experiments it has been studied the capacity of these systems to produce a sensation of distance, and the spatial acuity with which we can perceive the sound sources if they are spectrally split and reproduced in different positions. The contributions of this research are intended to make these technologies more accessible to the general public, given the demand for audiovisual experiences and devices with increasing immersion.<br>Gutiérrez Parera, P. (2020). Optimization and improvements in spatial sound reproduction systems through perceptual considerations [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/142696<br>TESIS
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Dhanasekaran, Vijayakumar. "Baseband analog circuits in deep-submicron cmos technologies targeted for mobile multimedia." 2008. http://hdl.handle.net/1969.1/ETD-TAMU-2947.

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Three main analog circuit building blocks that are important for a mixed-signal system are investigated in this work. New building blocks with emphasis on power efficiency and compatibility with deep-submicron technology are proposed and experimental results from prototype integrated circuits are presented. Firstly, a 1.1GHz, 5th order, active-LC, Butterworth wideband equalizer that controls inter-symbol interference and provides anti-alias filtering for the subsequent analog to digital converter is presented. The equalizer design is based on a new series LC resonator biquad whose power efficiency is analytically shown to be better than a conventional Gm-C biquad. A prototype equalizer is fabricated in a standard 0.18μm CMOS technology. It is experimentally verified to achieve an equalization gain programmable over a 0-23dB range, 47dB SNR and -48dB IM3 while consuming 72mW of power. This corresponds to more than 7 times improvement in power efficiency over conventional Gm-C equalizers. Secondly, a load capacitance aware compensation for 3-stage amplifiers is presented. A class-AB 16W headphone driver designed using this scheme in 130nm technology is experimentally shown to handle 1pF to 22nF capacitive load while consuming as low as 1.2mW of quiescent power. It can deliver a maximum RMS power of 20mW to the load with -84.8dB THD and 92dB peak SNR, and it occupies a small area of 0.1mm2. The power consumption is reduced by about 10 times compared to drivers that can support such a wide range of capacitive loads. Thirdly, a novel approach to design of ADC in deep-submicron technology is described. The presented technique enables the usage of time-to-digital converter (TDC) in a delta-sigma modulator in a manner that takes advantage of its high timing precision while noise-shaping the error due to its limited time resolution. A prototype ADC designed based on this deep-submicron technology friendly architecture was fabricated in a 65nm digital CMOS technology. The ADC is experimentally shown to achieve 68dB dynamic range in 20MHz signal bandwidth while consuming 10.5mW of power. It is projected to reduce power and improve speed with technology scaling.
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