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EARLY REFLECTION THRESHOLDS FOR VIRTUAL SOUND SOURCES
Proceedings of the 2001 International Workshop on Spatial Media, Aizu-Wakamatsu, Japan, Oct. 25-26, 2001
EARLY REFLECTION THRESHOLDS FOR VIRTUAL SOUND SOURCES
Durand R. Begaulta
Bryan U. McClainb
Mark R. Andersonc
aHuman Factors Research Technology Division
bSan José State University Foundation
c Raytheon STX Corporation
a, b,c Spatial Auditory Display Laboratory, MS 262-2, NASA Ames Research Center,
Moffett Field, California 94035-1000 USA
adbegault@
ABSTRACT
Data on auditory thresholds for acoustic reflections were
obtained from 29 subjects as a function of both spatial
position and time delay in a simulated 5.1 surround sound
listening environment. Absolute thresholds (perception of
any type of change) were measured at the 70.7% level using
a one up-two down staircase algorithm, for both anechoic
and reverberant speech stimuli conditions, from 18 subjects.
Additional data were gathered from 11 subjects for tone
burst stimuli. Reflection threshold data are useful in the
context of building acoustics, since path length attenuation
and absorption can make potential reflections inaudible.
Audibility of reflections is desirable for 3-D sound
headphone simulations that require sound source
externalization. The information is also useful for
determining engineering parameters for the real-time
simulation of virtual acoustic environments, such as head-
mounted displays that include head tracking. For all types of
stimuli, results indicate that a single early reflection should
be inaudible when less than 21 dB below the direct sound at
3 ms, and less than 30 dB at 15- 30 ms.
1. INTRODUCTION
A well-known method for characterizing the acoustical
characteristics of a room is to measure the response at a
particular microphone position to a brief source of energy,
such as a pistol shot or a balloon burst. The use of a
deterministic signal (e.g., maximum length sequence, sine
sweep) is also possible via post-processing of the sig
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