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Grant: Discovery Grants Program - Individual

University of Ontario Institute of Technology

$15,900.00

Computational acoustics for virtual environments

EF 2009-10

Résumé
Incorporating spatial sound in realistic simulations such as immersive virtual environments seems obvious. In fact, doing so can be beneficial for a variety of reasons. Spatial sound cues can add a better sense of "presence" or "immersion", can compensate for poor visual cues (graphics), and lead to improved object localization. That being said, accurately recreating the potentially large number of interactions between a sound and the objects/surfaces it may encounter as the sound propagates through the environment while accounting for the human listener is extremely difficult and beyond our current analytical and computational reach, except perhaps for simple environments. There is also a lack of established methodology for the detailed evaluation of the effectiveness and accuracy (e.g., how faithful the model is to the actual phenomena being modeled) of spatial sound systems in general. Many evaluations involve making comparisons between various properties/statistics computed by the system and the corresponding theoretical/predicted values. However, the human listener is the ultimate user of any spatial sound application and therefore, to determine the effectiveness of such systems, any method of evaluation must also include human listeners in order to account for human auditory perception. This research program seeks to develop methods and techniques that will lead to more efficient, realistic simulations of dynamic, interactive, multi-modal virtual environments through the investigation of: i) the trade-off between accuracy vs. computational time; ii) whether human perception may be exploited to limit computational resources, and iii) the potential merger of human-based effects with acoustical modeling to facilitate efficient listener sound fields through the use of different algorithms and techniques. The training of highly qualified personnel is an essential component of the proposed research program and will include the training of students. While under my supervision, students will have the opportunity to work on unique, cutting edge research using state of the art facilities, while interacting and building ties with experts in acoustics.
Programme
Discovery Grants Program - Individual
Emplacement
Ontario, Canada
Type de bénéficiaire
Academia
Type
Grant
Source
NSERC's Awards Data

Tel que publié

Application id
341424-2008
Name nom
Kapralos, Bill
Department département
Business and Information Technology, Faculty of
Organization id
19222
Institution établissement
University of Ontario Institute of Technology
Province en
Ontario
Province fr
Ontario
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2009
Competition year année de concours
2008
Award amount
15900
Program id
RGPIN
Program nane en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
Discovery grants programs
Group fr
Programmes de subventions à la découverte
Committee code
330
Committee name en
Computing and Information Sciences - A
Committee name fr
Informatique - A
Area of application code
800
Area of application group en
Information and communication services
Area of application group fr
Services d'information et de télécommunications
Area of application en
Information and communication services
Area of application fr
Services d'information et de télécommunications
Research subject code
2716
Research subject group en
Information technology
Research subject group fr
Technologie de l'information
Research subject en
Virtual reality and related simulations
Research subject fr
Réalité virtuelle et simulations connexes
Partie
2
Nb partie
5
Application title
Computational acoustics for virtual environments
Keyword
NA
Application summary
Incorporating spatial sound in realistic simulations such as immersive virtual environments seems obvious. In fact, doing so can be beneficial for a variety of reasons. Spatial sound cues can add a better sense of "presence" or "immersion", can compensate for poor visual cues (graphics), and lead to improved object localization. That being said, accurately recreating the potentially large number of interactions between a sound and the objects/surfaces it may encounter as the sound propagates through the environment while accounting for the human listener is extremely difficult and beyond our current analytical and computational reach, except perhaps for simple environments. There is also a lack of established methodology for the detailed evaluation of the effectiveness and accuracy (e.g., how faithful the model is to the actual phenomena being modeled) of spatial sound systems in general. Many evaluations involve making comparisons between various properties/statistics computed by the system and the corresponding theoretical/predicted values. However, the human listener is the ultimate user of any spatial sound application and therefore, to determine the effectiveness of such systems, any method of evaluation must also include human listeners in order to account for human auditory perception. This research program seeks to develop methods and techniques that will lead to more efficient, realistic simulations of dynamic, interactive, multi-modal virtual environments through the investigation of: i) the trade-off between accuracy vs. computational time; ii) whether human perception may be exploited to limit computational resources, and iii) the potential merger of human-based effects with acoustical modeling to facilitate efficient listener sound fields through the use of different algorithms and techniques. The training of highly qualified personnel is an essential component of the proposed research program and will include the training of students. While under my supervision, students will have the opportunity to work on unique, cutting edge research using state of the art facilities, while interacting and building ties with experts in acoustics.