Spatial-Sound Student Projects
What is this all about?
The CIPIC Interface Laboratory has identified a number of interesting
projects involving spatial or 3-D sound, and is looking for
undergraduates and MS students who would like
to work on them.
Why is spatial sound important?
The electronic reproduction of sound for entertainment has
evolved from the familiar stereo systems to multichannel surround-sound
systems. Major advances in quality and realism for entertainment
systems and for applications such as human-computer interaction
or wearable personal communications are still to come. These
applications will need sounds that not only seem to come from
left or right, but also from above or below, and from near or
far. Future systems will rely on an improved knowledge of the
human spatial hearing system and on the digital signal processing that
exploits it.
Where is this research being done?
This work is happening at the CIPIC Interface
Laboratory, which is engaged in program of basic and applied research
and development in spatial sound under the sponsorship of the National
Science Foundation and of California industry. This research program
offers opportunities to good students to get involved in important and
exciting projects.
What do I need to know to do one of these projects?
The general background needed is personal interest in audio and good
software and analytical skills. Also of importance for some projects are a
solid knowledge of signals and systems and digital signal processing,
with skill at using MATLAB being desirable. There is a comprehensive tutorial on spatial
sound on our web site, if you really want to dig into the
details. Our website also includes some demos. To understand and
get started in the projects, it is enough to know the following basic
facts. A sound that originates at a location near a person is modified on
its way to the ears by the room, walls, ceiling and furnishings, and also
by the listener's own body. Thus, the sound pressure at each person's ear
drums depends on the body of the listener and on the acoustic
environment. In free space, or in an anechoic room, the Fourier
transforms of the sound pressures at the two ear drums,
Y1 and Y2, are related to the Fourier
transforms of the sound pressure of the sound source X by the
transfer functions H1(f) and
H2(f) of two linear systems. These are called
the head-related transfer functions or HRTFs, for short. The HRTFs
are functions of frequency, and change depending on the location of the
sound source relative to the head. In other words, there is not a single
transfer function, but a large set of transfer functions, one for each
direction that sound comes from. Finally, it is important to know that
there is no universal HRTF. Just as each person has his or her own facial
features or size, each person has his or her own HRTF. We have developed
sophisticated methods for measuring HRTFs experimentally, and we have
several ways to approximate them by signal-processing models such a
combination of time delays and pole/zero filters. A very good rendition
of spatial sound can be achieved over headphones with signals that
replicate what the individual listener would perceive for live sounds in
a real room.
Project descriptions
The projects described below provide some examples of possible
student projects. Most of these projects can be done by one student
or by a team of two students. They range from basic research to
applications and demonstrations. The brief descriptions are merely
intended to give an idea of the kinds of topics of interest; you
should see us if you would like to know more about exactly what is
involved.
A. Basic research in spatial sound
Although much is known about HRTFs, there are still some important
unsolved basic problems that need serious attention. For example, it
is experimentally difficult to measure HRTFs at low frequencies (say,
below 500 Hz). We have reason to believe that people are sensitive to
low-frequency cues, but this topic is still far from being well
understood and needs to be thoughtfully investigated. For another
example, we know that HRTFs change with body posture -- they change
when you turn your head, or when you shift position from being seated
to standing. However, we don't know when these changes have a strong
effect on perception, or what to do about adapting to posture changes
in a spatial sound system. There are other unsolved basic problems
that arise when we attempt to provide useful computer output through
spatial sound instead of through text and graphics. Tackling these
basic research questions requires a desire to investigate and a
willingness to persist when no clear solution exists. The problems
are challenging, but their solution can lead to major advances in
spatial sound systems.
B. Laboratory based applications and demonstrations
The CIPIC Interface Laboratory has established advanced capabilities for
rendering high quality spatial sound either on headphones, in stereo, or
on a Dolby 5.1 sound system, and for tracking head motions in real time.
These capabilities provide the technical environment and the opportunity
for interesting applications, such as:
- Using spatialized synthesized speech to provide computer output
- Using head gestures for interacting with spatial audio output
- Using head tracking to greatly improve spatial illusions created by loudspeakers
- Developing a theater-sound-quality headphone-based home theater system
- Implementing an immersive concert -- a musical performance where instruments
can be located flexibly about the listener
- Developing spatial audio games
C. Wearable computers and mobile demos
We are also interested in the research and development of advanced spatial
sound capabilities for mobile computers and portable devices. This
requires the processing of sound signals with the personal HRTF of each
user and the measurement and use of the important cues provided by the
motion of the head. All these capabilities are to be implemented on a
small portable system that may combine locally processed information and
the downloading of data over a wireless network. An interesting
hardware/software project that has already been started is the design and
implementation of an inexpensive untethered head motion tracker. Although
the development of fully functional complete systems may not be feasible,
there are numerous opportunities to develop interesting and important
components of such a system.
I am definitely interested. What do I do next?
To pursue this further, send an e-mail message to
Prof. V. R. Algazi
identifying the project(s) of interest and some information
on your background and preparation.
Last revised:11/8/2001
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