S. Jelfs and E. Creusen, “A method to improve immersiveness in virtual acoustic environment by efficiently simulating the sound experienced by a person due to air moving over the ears.,” in Proc. AES 2024 International Conference on Audio for Virtual and Augmented Reality, Aug. 2024, Paper 26. [Online]. Available: https://aes.org/publications/elibrary-page/?id=22675
Jelfs S, Creusen E. A method to improve immersiveness in virtual acoustic environment by efficiently simulating the sound experienced by a person due to air moving over the ears. In: AES 2024 International Conference on Audio for Virtual and Augmented Reality. Audio Engineering Society; 2024. Paper 26. Available from: https://aes.org/publications/elibrary-page/?id=22675
@inproceedings{Jelfs2024_22675,
author = {Jelfs, Sam and Creusen, Eric},
title = {{A method to improve immersiveness in virtual acoustic environment by efficiently simulating the sound experienced by a person due to air moving over the ears.}},
booktitle = {AES 2024 International Conference on Audio for Virtual and Augmented Reality},
note = {Paper 26},
year = {2024},
month = aug,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=22675}
}
TY - CPAPER
TI - A method to improve immersiveness in virtual acoustic environment by efficiently simulating the sound experienced by a person due to air moving over the ears.
AU - Jelfs, Sam
AU - Creusen, Eric
T2 - AES 2024 International Conference on Audio for Virtual and Augmented Reality
M1 - Paper 26
PY - 2024
DA - 2024/08/05
UR - https://aes.org/publications/elibrary-page/?id=22675
PB - Audio Engineering Society
LA - en
AB - For virtual acoustic environments to be truly immersive they must accurately match the visual scene shown to the listener, which means not only matching the audio rendering of visual sound generating objects and acoustic effects such as reverb or early reflections, but also matching atmospheric sounds. One sound source that is only audible to the listener in the environment is the sound caused by air passing around their head and ears. The level and spectral makeup of this induced noise is highly dependent not only on the speed of the airflow, but also the angle relative to the listeners head, and as such it must be controlled in real time as the listener moves within the scene. This paper introduces a computationally efficient method to generate airflow related induced noise in real time, which has been shown in independent listening tests to improve the immersiveness of virtual acoustic environments.
ER -