Academic literature on the topic 'Virtual acoustics'

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Journal articles on the topic "Virtual acoustics"

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Vorländer, Michael. "Virtual Acoustics." Archives of Acoustics 39, no. 3 (March 1, 2015): 307–18. http://dx.doi.org/10.2478/aoa-2014-0036.

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Abstract Virtual Reality (VR) systems are used in engineering, architecture, design and in applications of biomedical research. The component of acoustics in such VR systems enables the creation of audio-visual stimuli for applications in room acoustics, building acoustics, automotive acoustics, environmental noise control, machinery noise control, and hearing research. The basis is an appropriate acoustic simulation and auralization technique together with signal processing tools. Auralization is based on time-domain modelling of the components of sound source characterization, sound propagation, and on spatial audio technology. Whether the virtual environment is considered sufficiently accurate or not, depends on many perceptual factors, and on the pre-conditioning and immersion of the user in the virtual environment. In this paper the processing steps for creation of Virtual Acoustic Environments and the achievable degree of realism are briefly reviewed. Applications are discussed in examples of room acoustics, archeological acoustics, aircraft noise, and audiology.
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Woszczyk, Wieslaw. "Active Acoustics in Concert Halls - A New Approach." Archives of Acoustics 36, no. 2 (May 1, 2011): 379–93. http://dx.doi.org/10.2478/v10168-011-0028-6.

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Abstract Active acoustics offers potential benefits in music halls having acoustical short-comings and is a relatively inexpensive alternative to physical modifications of the enclosures. One critical benefit of active architecture is the controlled variability of acoustics. Although many improvements have been made over the last 60 years in the quality and usability of active acoustics, some problems still persist and the acceptance of this technology is advancing cautiously. McGill's Virtual Acoustic Technology (VAT) offers new solutions in the key areas of performance by focusing on the electroacoustic coupling between the existing room acoustics and the simulation acoustics. All control parameters of the active acoustics are implemented in the Space Builder engine by employing multichannel parallel mixing, routing, and processing. The virtual acoustic response is created using low-latency convolution and a three-way temporal segmentation of the measured impulse responses. This method facilitates a sooner release of the virtual room response and its radiation into the surrounding space. Field tests are currently underway at McGill University involving performing musicians and the audience in order to fully assess and quantify the benefits of this new approach in active acoustics.
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Pätynen, Jukka, and Tapio Lokki. "Evaluation of Concert Hall Auralization with Virtual Symphony Orchestra." Building Acoustics 18, no. 3-4 (December 2011): 349–66. http://dx.doi.org/10.1260/1351-010x.18.3-4.349.

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Authenticity of the simulation of room acoustics is evaluated by comparing auralizations with real recordings. Impulse responses are recorded in two concert halls with 34 loudspeakers positioned on the stage in the shape of an orchestra and a 3D microphone probe for spatial reproduction. The acoustics of the same concert halls are simulated with acoustics modeling software. B-format impulse responses are calculated by using the identical source and receiver positions as in the real halls. Additionally, two processing methods are applied to the simulated responses in order to decrease the difference in acoustical impression. Objective room acoustic parameters between the real and simulated halls are compared, and a listening test utilizing convolutions with anechoic orchestral music is organized. The results suggest that the subjects can be categorized in two groups having preference of brightness or naturalness. Depending on the music style, auralizations with processed responses are assessed equal or better than the real hall in terms of instrument balance and brightness.
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Persterer, A., M. Opitz, Ch Müller, and M. Nefjodova. "Virtual acoustics at microgravity." Journal of the Acoustical Society of America 92, no. 4 (October 1992): 2397. http://dx.doi.org/10.1121/1.404758.

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Woszczyk, Wieslaw, Doyuen Ko, and Brett Leonard. "Virtual Acoustics at the Service of Music Performance and Recording." Archives of Acoustics 37, no. 1 (March 1, 2012): 109–13. http://dx.doi.org/10.2478/v10168-012-0015-6.

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Abstract Virtual or active acoustics refers to the generation of a simulated room response by means of electroacoustics and digital signal processing. An artificial room response may include sound reflections and reverberation as well as other acoustic features mimicking the actual room. They will cause the listener to have an impression of being immersed in virtual acoustics of another simulated room that coexists with the actual physical room. Using low-latency broadband multi-channel convolution and carefully measured room data, optimized transducers for rendering of sound fields, and an intuitive touch control user interface, it is possible to achieve a very high perceived quality of active acoustics, with a straightforward adjustability. The electroacoustically coupled room resulting from such optimization does not merely produce an equivalent of a back-door reverberation chamber, but rather a fully functional complete room superimposed on the physical room, yet with highly selectable and adjustable acoustic response. The utility of such active system for music recording and performance is discussed and supported with examples.
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Thompson, Charles, Max Dennis, Jing Tsui, and Miroslava Raspopvic. "Model‐based virtual room acoustics." Journal of the Acoustical Society of America 109, no. 5 (May 2001): 2460. http://dx.doi.org/10.1121/1.4744729.

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Vorlaender, Michael. "Virtual reality meets architectural acoustics." Journal of the Acoustical Society of America 142, no. 4 (October 2017): 2629. http://dx.doi.org/10.1121/1.5014629.

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Vorländer, Michael, Dirk Schröder, Sönke Pelzer, and Frank Wefers. "Virtual reality for architectural acoustics." Journal of Building Performance Simulation 8, no. 1 (May 19, 2014): 15–25. http://dx.doi.org/10.1080/19401493.2014.888594.

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Ko, Doyuen, and Wieslaw Woszczyk. "Virtual Acoustics for Musicians: Subjective Evaluation of a Virtual Acoustic System in Performance of String Quartets." Journal of the Audio Engineering Society 66, no. 9 (September 16, 2018): 712–23. http://dx.doi.org/10.17743/jaes.2018.0038.

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Freiheit, Ron. "Virtual acoustics for music practice rooms." Journal of the Acoustical Society of America 113, no. 4 (April 2003): 2214. http://dx.doi.org/10.1121/1.4780248.

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Dissertations / Theses on the topic "Virtual acoustics"

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Kuster, Martin. "Inverse methods in room acoustics with under-determined data and applications to virtual acoustics." Thesis, Queen's University Belfast, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.486233.

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With the advent of commercial surround sound systems there is a growing demand for 11 system that can convert existing mono and stereo recor~ings into a surround sound recording. A part of this problem is to generate the reverberation for the additional audio channels from the reverberation in the mono or stereo recording. . , In thi~ thesis, it is investigated whether a room model can be constructed from one or two room impulse responses and in which a virtual surround sound recording can then be perfonned. The estimation of the room model parameters is based on the three well-mown room acoustic models; the geometrical acoustic model with specular reflections, the eigenmode model and the diffuse field model. It is shown that the scope with the geometrical acoustic and the eigenmode model is limited but it is possible to obtain useful and consistent results for the room volume and the source-to-receiver distance from the diffuse field model. Based on these findings, the problem of generating multiple room impulse responses from one or two input room impulse response(s) is approached slightly differently. The very early part of the room impulse responses (the early reflections) is generated by a geometrical model with specular and diffuse reflections. The remainder of the room impulse responses are copies of the input room impulses obtained by convolution with a set of filters that control the coherence between them. The values for the coherence are given by expressions for the coherence between microphones with first-order directivity in a diffuse field and these expressions are derived in the thesis. The results from objective and subjective tests indicate that this method works successfully.
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Carwile, Zachary Thomas. "Validation of a 3-D Virtual Acoustic Prototyping Method For Use In Structural Design." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/30988.

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Virtual acoustic prototyping (auralization) is the rendering of a virtual sound field that is created from the calculated acoustic response of a modeled structure. Auralization is useful in the design and subjective evaluation of buildings, automobiles, and aircraft. The virtual acoustic prototyping method in this thesis uses finite element modeling (FEM), the equivalent source method (ESM), and head-related transfer functions (HRTFs). A tradeoff exists between the accuracy of the auralization process and the number of equivalent sources (and thus computational power) that are required. The goal of this research is to validate (numerically and subjectively) a virtual acoustic prototyping method for use in structural design; this thesis illustrates the first attempt to apply the aforementioned methods to a structure that represents a typical building or automobile. The structureâ s acoustics were modeled using FEM, ESM, and HRTFs. A prototype of the modeled structure was built. A 36% correlation was achieved between the model and prototype. Slight variations in boundary conditions caused significant FEM error, but the data represented a typical structure. Psychoacoustic comparison testing was performed to determine the number of equivalent sources that must be used in an auralization to accurately recreate the sound field. The number was found to be dependent on the type of noise that is played to the test subject. A clear relationship between the numerical correlation of two sounds and the percentage of subjects who could hear a difference between those two sounds was established for impulsive, broadband, and engine noises.
Master of Science
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Webb, Craig Jonathan. "Parallel computation techniques for virtual acoustics and physical modelling synthesis." Thesis, University of Edinburgh, 2014. http://hdl.handle.net/1842/15779.

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The numerical simulation of large-scale virtual acoustics and physical modelling synthesis is a computationally expensive process. Time stepping methods, such as finite difference time domain, can be used to simulate wave behaviour in models of three-dimensional room acoustics and virtual instruments. In the absence of any form of simplifying assumptions, and at high audio sample rates, this can lead to simulations that require many hours of computation on a standard Central Processing Unit (CPU). In recent years the video game industry has driven the development of Graphics Processing Units (GPUs) that are now capable of multi-teraflop performance using highly parallel architectures. Whilst these devices are primarily designed for graphics calculations, they can also be used for general purpose computing. This thesis explores the use of such hardware to accelerate simulations of three-dimensional acoustic wave propagation, and embedded systems that create physical models for the synthesis of sound. Test case simulations of virtual acoustics are used to compare the performance of workstation CPUs to that of Nvidia’s Tesla GPU hardware. Using representative multicore CPU benchmarks, such simulations can be accelerated in the order of 5X for single precision and 3X for double precision floating-point arithmetic. Optimisation strategies are examined for maximising GPU performance when using single devices, as well as for multiple device codes that can compute simulations using billions of grid points. This allows the simulation of room models of several thousand cubic metres at audio rates such as 44.1kHz, all within a useable time scale. The performance of alternative finite difference schemes is explored, as well as strategies for the efficient implementation of boundary conditions. Creating physical models of acoustic instruments requires embedded systems that often rely on sparse linear algebra operations. The performance efficiency of various sparse matrix storage formats is detailed in terms of the fundamental operations that are required to compute complex models, with an optimised storage system achieving substantial performance gains over more generalised formats. An integrated instrument model of the timpani drum is used to demonstrate the performance gains that are possible using the optimisation strategies developed through this thesis.
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Takeuchi, Takashi. "Systems for virtual acoustic imaging using the binaural principle." Thesis, University of Southampton, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.249594.

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Amengual, Garí Sebastià Vicenç [Verfasser]. "Investigations on the Influence of Acoustics on Live Music Performance using Virtual Acoustic Methods / Sebastià Vicenç Amengual Garí." Detmold : Hochschule für Musik Detmold, Musikbibliothek, 2018. http://d-nb.info/1173637931/34.

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Hill, Peter A. "Front back confusion in systems for the production of virtual acoustic images." Thesis, University of Southampton, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.245307.

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McDermott, Scott. "An Analysis of Accurate, Real-Time Reproduction of 3D Acoustics in Virtual Environments." Thesis, University of Louisiana at Lafayette, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3687696.

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Many of the applications, virtual environments, and video games available to average computer users integrate stunning three-dimensional (3D) graphics and real-world visualizations. Developers spend an extraordinary amount of time and effort creating these immersive, realistic virtual environments, primarily focusing on the graphics components. Within these virtual realities, the user should easily perceive the locations of sound sources accurately, as well as the acoustic nature of the environment. However, for reasons of economy and simplicity, most developers apply readily available industry standards for generating pseudo-3D sounds in their applications. This research explores the shortcomings of these standards, proposes an effective alternative, and provides a detailed analysis of the various possible approaches.

This project includes a number of computationally efficient, physics-based 3D acoustics simulations, each of which will produce realistic aural reproductions. The primary goal is to evaluate and compare these algorithms against each other, non-3D sound reproduction, and the current industry standards (e.g. Microsoft's DirectX® pseudo-3D algorithm). We will test three hypotheses. First, users will find that physics-based 3D algorithms will render improved auralization reproductions compared against industry standards like DirectX® and/or OpenAL. Second, localization and spatialization will improve with user training when using these algorithms. Finally, we should discover an unambiguous ranking system for the quality of each tested algorithm.

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Collins, Christopher Michael. "Development of a Virtual Acoustic Showroom for Simulating Listening Environments and Audio Speakers." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/9965.

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Virtual acoustic techniques can be used to create virtual listening environments for multiple purposes. Using multi-speaker reproduction, a physical environment can take on the acoustical appearance of another environment. Implementation of this environment auralization could change the way customers evaluate speakers in a retail store. The objective of this research is to develop a virtual acoustic showroom using a multi- speaker system. The two main components to the virtual acoustic showroom are simulating living environments using the image source method, and simulating speaker responses using inverse filtering. The image source method is used to simulate realistic living environments by filtering the environment impulse response by frequency-dependant absorption coefficients of typical building materials. Psychoacoustic tests show that listeners can match virtual acoustic cues with appropriate virtual visual cues. Inverse filtering is used to "replace" the frequency response function of one speaker with another, allowing a single set of speakers to represent any number of other speakers. Psychoacoustic tests show that listeners could not distinguish the difference between the original speaker and the reference speaker that was mimicking the original. The two components of this system are shown to be accurate both empirically and psychologically.
Master of Science
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Kahana, Yuvi. "Numerical modelling of the head-related transfer function." Thesis, University of Southampton, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.326799.

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Lalime, Aimee L. "Development of a Computationally Efficient Binaural Simulation for the Analysis of Structural Acoustic Data." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/34524.

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Binaural simulation is the recreation of a three-dimensional audio environment around a listener's head. The binaural simulation of structural acoustic data would open new opportunities in virtual prototyping and simulation. By modeling the structure as an array of vibrating monopoles and applying Head Related Transfer Functions (HRTFs) to each of the sources, a binaural simulation of this type can be created. Unfortunately, this simulation method requires an extensive amount of computer power and speed for real-time simulation, more so than is available with current technology. The objective of this research is to reduce the number of computations required in the binaural simulation of structural acoustic data. This thesis details two methods of reducing the number of real-time calculations required in this binaural analysis: singular value decomposition (SVD), and equivalent source reduction (ESR). The SVD method reduces the complexity of the HRTF computations by breaking the HRTFs into dominant singular values and vectors. The ESR method reduces the number of sources to be analyzed in real-time by replacing sources on the scale of a structural wavelength with sources on the scale of an acoustic wavelength. The ESR and SVD reduction methods can be combined to provide an estimated computation time reduction of 99.4%. In addition, preliminary tests show that there is a 97% correlation between the results of the combined reduction methods and the results found with current binaural simulation techniques.
Master of Science
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Books on the topic "Virtual acoustics"

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Thompson, Sean. Interactive image-source techniques for virtual acoustics. Ottawa: National Library of Canada, 2002.

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3-D sound for virtual reality and multimedia. Boston: AP Professional, 1994.

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Begault, Durand R. 3-D sound for virtual reality and multimedia. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 2000.

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Begault, Durand R. 3-D sound for virtual reality and multimedia. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 2000.

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Begault, Durand R. 3-D sound for virtual reality and multimedia. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 2000.

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Iida, Kazuhiro. Head-Related Transfer Function and Acoustic Virtual Reality. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-9745-5.

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Hoag, Kenneth J. Facilitating rich acoustical environments in virtual worlds. Monterey, Calif: Naval Postgraduate School, 1998.

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Auralization Fundamentals Of Acoustics Modelling Simulation Algorithms And Acoustic Virtual Reality. Springer, 2011.

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Vorländer, Michael. Auralization: Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality. Springer, 2020.

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Auralization: Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality (RWTHedition). Springer, 2007.

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Book chapters on the topic "Virtual acoustics"

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Lokki, Tapio, and Lauri Savioja. "Virtual Acoustics." In Handbook of Signal Processing in Acoustics, 761–71. New York, NY: Springer New York, 2008. http://dx.doi.org/10.1007/978-0-387-30441-0_39.

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Vorländer, Michael, Sönke Pelzer, and Frank Wefers. "Virtual Room Acoustics." In Current Research in Systematic Musicology, 219–42. Heidelberg: Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-00107-4_9.

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Blauert, Jens. "A Virtual Testbed for Binaural Agents." In Modern Acoustics and Signal Processing, 491–510. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-00386-9_17.

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Brooke, G. H., D. J. Thomson, and R. F. MacKinnon. "Some Characteristics of Virtual Modes in Shallow Water with High Speed Bottom." In Ocean Seismo-Acoustics, 233–42. Boston, MA: Springer US, 1986. http://dx.doi.org/10.1007/978-1-4613-2201-6_24.

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Smith, Julius O. "Digital Waveguide Architectures for Virtual Musical Instruments." In Handbook of Signal Processing in Acoustics, 399–417. New York, NY: Springer New York, 2008. http://dx.doi.org/10.1007/978-0-387-30441-0_25.

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Chemnitz, Alexander, and Thomas Sattelmayer. "Calculation of the Thermoacoustic Stability of a Main Stage Thrust Chamber Demonstrator." In Notes on Numerical Fluid Mechanics and Multidisciplinary Design, 235–47. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-53847-7_15.

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Abstract The stability behavior of a virtual thrust chamber demonstrator with low injection pressure loss is studied numerically. The approach relies on an eigenvalue analysis of the Linearized Euler Equations. An updated form of the stability prediction procedure is outlined, addressing mean flow and flame response calculations. The acoustics of the isolated oxidizer dome are discussed as well as the complete system incorporating dome and combustion chamber. The coupling between both components is realized via a scattering matrix representing the injectors. A flame transfer function is applied to determine the damping rates. Thereby it is found that the procedure for the extraction of the flame transfer function from the CFD solution has a significant impact on the stability predictions.
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Mirasol-Menacho, Sebastián, Ana Planells-Pérez, Arturo Barba-Sevillano, Jaume Segura-Garcia, Máximo Cobos-Serrano, and Alicia Giménez-Pérez. "Development of a HMD for Virtual Acoustics. Application in a World Heritage (UNESCO) Building from the Valencian Civil Gothic." In Lecture Notes in Computer Science, 241–50. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40651-0_19.

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Vorländer, Michael. "Acoustic Virtual Reality Systems." In Auralization, 323–31. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51202-6_18.

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Mihelj, Matjaž, Domen Novak, and Samo Begus. "Acoustic Modality in Virtual Reality." In Virtual Reality Technology and Applications, 131–59. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-94-007-6910-6_6.

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Biagi, E., S. Cerbai, P. Gambacciani, and L. Masotti. "Fully Fiber Optic Ultrasonic Probes for Virtual Biopsy." In Acoustical Imaging, 273–78. Dordrecht: Springer Netherlands, 2008. http://dx.doi.org/10.1007/978-1-4020-8823-0_38.

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Conference papers on the topic "Virtual acoustics"

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To, Wai Ming, Andy Chung, and Brigitte Schulte-Fortkamp. "Next generation soundscape design using virtual reality technologies." In 22nd International Congress on Acoustics: Acoustics for the 21st Century. Acoustical Society of America, 2016. http://dx.doi.org/10.1121/2.0000416.

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Schmidt, Henrik. "Virtual Source Approach to Scattering from Partially Buried Elastic Targets." In HIGH FREQUENCY OCEAN ACOUSTICS: High Frequency Ocean Acoustics Conference. AIP, 2004. http://dx.doi.org/10.1063/1.1843040.

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Zotkin, Duraiswami, and Davis. "Creation of virtual auditory spaces." In IEEE International Conference on Acoustics Speech and Signal Processing ICASSP-02. IEEE, 2002. http://dx.doi.org/10.1109/icassp.2002.1006193.

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Yao, Yongchao, Xiaodong Ju, Wenxiao Qiao, Junqiang Lu, Baiyong Men, and Haimin Wei. "Study of virtual instrument technology applied in sound field test." In 5th Pacific Rim Underwater Acoustics Conference. Acoustical Society of America, 2016. http://dx.doi.org/10.1121/2.0000350.

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Woszczyk, Wieslaw, Doyuen Ko, and Jonathan Hong. "Towards the state of the art in virtual acoustics technology." In ICA 2013 Montreal. ASA, 2013. http://dx.doi.org/10.1121/1.4800224.

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Ko, Doyuen, Wieslaw Woszczyk, Jonathan Hong, and Scott Levine. "Augmented stage support in ensemble performance using virtual acoustics technology." In ICA 2013 Montreal. ASA, 2013. http://dx.doi.org/10.1121/1.4800322.

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Astheimer, P. "What you see is what you hear-Acoustics applied in virtual worlds." In 1993 IEEE Research Properties in Virtual Reality Symposium. IEEE Comput. Soc. Press, 1993. http://dx.doi.org/10.1109/vrais.1993.378256.

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Essid, Slim, Dimitrios Alexiadis, Robin Tournemenne, Marc Gowing, Philip Kelly, David Monaghan, Petros Daras, Angelique Dremeau, and Noel E. O'Connor. "An advanced virtual dance performance evaluator." In ICASSP 2012 - 2012 IEEE International Conference on Acoustics, Speech and Signal Processing. IEEE, 2012. http://dx.doi.org/10.1109/icassp.2012.6288366.

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Khan and Ghanbari. "Embedded color image coding with virtual SPIHT." In IEEE International Conference on Acoustics Speech and Signal Processing ICASSP-02. IEEE, 2002. http://dx.doi.org/10.1109/icassp.2002.1004674.

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Wang, P. Y., and S. F. Hsieh. "Virtual-loudspeakers-based multichannel sound system." In Proceedings of 1997 Workshop on Applications of Signal Processing to Audio and Acoustics. IEEE, 1997. http://dx.doi.org/10.1109/aspaa.1997.625595.

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Reports on the topic "Virtual acoustics"

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Baz, Amr R. Virtual Structural Dynamics, Acoustics and Control. Fort Belvoir, VA: Defense Technical Information Center, June 2001. http://dx.doi.org/10.21236/ada395200.

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Nelson, W. T., Robert S. Bolia, Mark A. Ericson, and Richard L. McKinley. Monitoring the Simultaneous Presentation of Spatialized Speech Signals in a Virtual Acoustic Environment. Fort Belvoir, VA: Defense Technical Information Center, January 1998. http://dx.doi.org/10.21236/ada430284.

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Nelson, W. T., Robert S. Bolia, Mark A. Ericson, and Richard L. McKinley. Spatial Audio Displays for Speech Communications: A Comparison of Free Field and Virtual Acoustic Environments. Fort Belvoir, VA: Defense Technical Information Center, January 1999. http://dx.doi.org/10.21236/ada430289.

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McInerney, Michael K., and John M. Carlyle. : Demonstration of Acoustic Sensing Techniques for Fuel-Distribution System Condition Monitoring : Final Report on Project F07-AR07. Engineer Research and Developmenter Center (U.S.), January 2021. http://dx.doi.org/10.21079/11681/39560.

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Leaks in fuel storage tanks and distribution piping systems have been identified as a mission-critical problem by the Department of Defense and the U.S. Army. Fuel system leaks are often hard to locate and virtually inaccessible for efficient repair because the piping is often installed under a concrete pad or tarmac. Leak repair could cost up to $2,000, and the cost of cleanup and re-mediation for fuel spills can exceed $50,000. In this project an acoustic remote sensing system was installed to monitor an Army heliport refueling system to determine whether it could detect and accurately locate fuel leaks using computer software technolo-gies to distinguish acoustic leakage signatures from normal fuel system operational noise. Demonstration and validation efforts were disadvantaged by the fact that no fuel leaks occurred in the monitored system for the duration of the project. However, the monitoring system did identify several unusual acoustic events within the fueling system and interpret them as indications of intermittent malfunctions of a check valve and a fuel pump. The 30-year ROI is about 6.42. Further work is required before the technology can be fully implemented: its ability to detect fluid leaks must be proven, and the system specifications must be certified through an EPA third party.
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