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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
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dc.contributor.advisor | 洪一平(Yi-Ping Hung) | |
dc.contributor.author | Chieh-Wen Meng | en |
dc.contributor.author | 蒙捷文 | zh_TW |
dc.date.accessioned | 2021-06-17T02:47:51Z | - |
dc.date.available | 2017-08-24 | |
dc.date.copyright | 2017-08-24 | |
dc.date.issued | 2017 | |
dc.date.submitted | 2017-08-15 | |
dc.identifier.citation | [1] Cooper, Granville, 'Tetrahedral ambiophony,' Studio Sound 12 (1970): 233.
[2] Dolby Inc., 'Dolby Atmos Next-Generation Audio for Cinema,' https://www.dolby.com/us/en/technologies/dolby-atmos/dolby-atmos-next-generation-audio-for-cinema-white-paper.pdf, 2015. [3] Rob Rinderman, 'The X Factor: DTS:X provides a scalable solution for immersive cinema audio', http://www.filmjournal.com/features/x-factor-dtsx-provides-scalable-solution-immersive-cinema-audio, 2016. [4] Auro Technologies. 'Auromax Next Generation Immersive Sound System', 2015. [5] Gerzon, Michael A. 'Periphony: With-height sound reproduction,' Journal of the Audio Engineering Society 21.1 (1973): 2-10. [6] Begault, Durand R., and Leonard J. Trejo. '3-D sound for virtual reality and multimedia.' (2000). [7] Google Inc., 'Google VR Documentation,' https://developers.google.com/vr/concepts/spatial-audio, 2016. [8] Facebook Inc., “Facebook 360 Spatial Workstation,” https://facebook360.fb.com/spatial-workstation/, 2017. [9] Lopez-Lezcano, Fernando, and Jason Sadural. 'Openmixer: a routing mixer for multichannel studios.' Proceedings of the Linux Audio Conference. 2010. [10] Heller, Aaron J., Eric Benjamin, and Richard Lee. 'A toolkit for the design of ambisonic decoders.' Linux Audio Conference. 2012. [11] David Monacchi, and Eugenio Giordani, “Rossini SPACE”, http://www.rossinispace.org/, 2017. [12] Gerzon, Michael A. 'Practical periphony: The reproduction of full-sphere sound.' Audio Engineering Society Convention 65. Audio Engineering Society, 1980. [13] Benjamin, Eric, 'Ambisonic loudspeaker arrays,' Audio Engineering Society Convention 125. Audio Engineering Society, 2008. [14] Brinkmann, Peter, et al., 'Embedding pure data with libpd,' Proceedings of the Pure Data Convention. Vol. 291. 2011. [15] Mark Heath, 'Audio and MIDI library for .NET,' https://github.com/naudio/NAudio, 2016 (version 1.8) [16] Benjamin, Eric. 'Ambisonic loudspeaker arrays.' Audio Engineering Society Convention 125. Audio Engineering Society, 2008. [17] Gerzon, Michael A. 'Recording techniques for multichannel stereo.' British Kinematography, Sound and Television 53 (1971): 274-279. [18] Letowski, Tomasz, and Szymon Letowski, 'Localization error: Accuracy and precision of auditory localization,' Advances in sound localization. InTech, 2011. [19] Witmer, Bob G., and Michael J. Singer, 'Measuring presence in virtual environments: A presence questionnaire,' Presence: Teleoperators and virtual environments 7.3 (1998): 225-240. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/69026 | - |
dc.description.abstract | 近年來隨著虛擬實境技術的發展,虛擬實境中的聲音系統也成為重要的研究議題。由於虛擬實境的體驗不像一般的電腦或電影體驗,使用者可能會在過程中轉動身體及頭部朝向不同的方向。也就是說,在虛擬實境的體驗中,前方並不是固定的方向。這個情形將導致原本的雙聲道喇叭或環繞音響系統不適用於虛擬實境,因此虛擬實境的聲音播放系統往往是使用耳機。在聲音技術方面,包含高度的三維立體聲技術也是近年重要的議題。本篇論文將使用6、12和19顆實體喇叭,以及球形環繞聲技術(Ambisonic)建立三套球形環繞聲喇叭系統,並透過實驗評估這三套系統之間在聲音定位準確度及在虛擬實境中臨場感的差異性,且研究視覺提示對這三種系統的聲音定位準確度的影響。 | zh_TW |
dc.description.abstract | In recent years, with the development of the virtual reality (VR) technique, the sound systems of the VR content become an important research topic. Unlike the experience in computer or movies, the user would rotate his/her body and head toward different direction during the VR experience. That is to say, a fixed front side doesn’t exist in the VR environment. This circumstance results in the fact that the stereo speaker systems and the surround sound speaker systems is no longer suit in the VR application. Therefore, most of the VR sounds use the headphone for playback. In terms of the sound technique, a sound system with height channels is also an important topic these years. In this study, we use 6, 12 and 19 loudspeakers with Ambisonic technique to build 3 different layouts of periphonic system. An experiment is performed to evaluate the sound localization accuracy and the sense of presence in VR for each layout of speakers. In addition, the influence of the visual cue on sound localization is evaluated. | en |
dc.description.provenance | Made available in DSpace on 2021-06-17T02:47:51Z (GMT). No. of bitstreams: 1 ntu-106-R04922022-1.pdf: 2079051 bytes, checksum: 0c6f64307b89860924f61323c3fba003 (MD5) Previous issue date: 2017 | en |
dc.description.tableofcontents | 口試委員會審定書 #
誌謝 i 中文摘要 ii ABSTRACT iii CONTENTS iv LIST OF FIGURES vi LIST OF TABLES viii Chapter 1 Introduction 1 Chapter 2 Related Work 3 2.1 Cinema Sound 3 2.2 VR Sound 4 2.3 Ambisonic Playback Facilities 5 Chapter 3 Implementation 6 3.1 Ambisonic 6 3.2 Hardware 8 3.3 Software 10 Chapter 4 Evaluation 11 4.1 Experiment Design 11 4.1.1 Objectives 11 4.1.2 Apparatus, stimuli and participants 11 4.1.3 Procedure 14 4.2 Discussion 15 4.2.1 Phase 1 Data Analysis 16 4.2.2 Phase 2 Data Analysis 21 4.2.3 Questionnaire 24 4.2.4 Interview 26 Chapter 5 Conclusion 28 REFERENCE 30 | |
dc.language.iso | en | |
dc.title | 使用球形環繞聲喇叭系統以增強沈浸感體驗 | zh_TW |
dc.title | Enhancing Immersive Experience with Periphonic System | en |
dc.type | Thesis | |
dc.date.schoolyear | 105-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 張智星(Jyh-Shing Jang),黃俊堯(Jiung-yao Huang),陳樹熙(Shu-Si Chen),余能豪(Neng-Hao Yu) | |
dc.subject.keyword | 球形環繞聲技術,聲音定位,虛擬實境,沉浸感,視覺提示, | zh_TW |
dc.subject.keyword | ambisonic,sound localization,virtual reality,immersion,visual cues, | en |
dc.relation.page | 31 | |
dc.identifier.doi | 10.6342/NTU201703402 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2017-08-16 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 資訊工程學研究所 | zh_TW |
顯示於系所單位: | 資訊工程學系 |
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ntu-106-1.pdf 目前未授權公開取用 | 2.03 MB | Adobe PDF |
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