![]() ![]() These two signals should be a complete and sufficient representation of the sound scene, since they are the only information that the auditory system requires in order to identify the 3D location of a sound source. It attempts to mimic the entirety of acoustic cues associated with the human localisation of sounds, reproducing the corresponding acoustic pressure signal at the entrance of the two ear canals of the listener (binaural literally means “related to two ears”). Finally, the potential of these two approaches are discussed, considering their combined use in a practical context, as well as introducing a few open challenges for future research.īinaural technology is the solution for sound spatialisation which is the closest to real-life listening. ![]() Similarly, the process of HRTF accommodation is detailed, with a case study employed as an example. State-of-the-art HRTF modelling and selection methods are presented, looking at various approaches and at how these have been evaluated. The chapter then moves to more complex concepts and processes, such as HRTF selection (system-to-user adaptation) and HRTF accommodation (user-to-system adaptation). We start with an overview of the basic mechanisms of human sound source localisation, introducing expressions such as localisation cues and interaural differences, and the concept of the Head-Related Transfer Function (HRTF), which is the basis of most 3D spatialisation systems in VR. headphone-based three-dimensional audio rendering and associated spatial hearing aspects), considering first the adaptation of the rendering system to the acoustic and perceptual properties of the user, and second the adaptation of the user to the rendering quality of the system. This chapter concerns concepts of adaption in a binaural audio context (i.e. ![]()
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