When: Friday, May 4th @10am-12pm
Where: 6th floor Conference Room (609), 35 West 4th Street
Dr. Hyunkook Lee
Title: Introduction to 3D Audio Research at the APL
Abstract: This talk will overview recent 3D audio research conducted at the Applied Psychoacoustics Lab (APL) at the University of Huddersfield. The APL, established by Dr Hyunkook Lee in 2013, aims to bridge gap between fundamental psychoacoustics and audio engineering. The talk will first describe some of the fundamental research conducted on various perceptual aspects of 3D audio, followed by the introduction of practical engineeringmethods developed based on the research. The topics to be covered include: vertical stereophonic perception, 3D and VR microphone techniques, vertical interchannel decorrelation, phantom image elevation effect, new time-level trade-off function, perceptually motivated amplitude panning (PMAP), virtual hemispherical amplitude panning (VHAP), Perceptual Band Allocation (PBA), etc. Additionally, the APL’s software packages for audio research will be introduced.
Bio: Dr Hyunkook Lee is the Leader of the Applied Psychoacoustics Lab (APL) and Senior Lecturer (i.e. Associate Professor) in Music Technology at the University of Huddersfield, UK. His current research focuses on spatial audio psychoacoustics, recording and reproduction techniques for 3D and VR audio, and interactive virtual acoustics. He is also an experienced sound engineer specialising in surround and 3D acoustic recording. Before joining Huddersfield in 2010, Dr. Lee was Senior Research Engineer in audio R&D at LG Electronics for five years. He has been an active member of the Audio Engineering Society since 2001.
Title: Localisation accuracy and consistency of real sound sources in a practical environment
Abstract: Human ability to localise sound sources in a three-dimensional (3D) space has been thoroughly studied in the past decades, however, only few studies tested its full capabilities across a wide range of vertical and horizontal positions. Yet, these studies do not reflect the real-life situations where room effect is present. Additionally, there is not enough data for the assessment of modern multichannel loudspeaker setups, such as Dolby Atmos or Auro 3D. This talk will provide an overview of a practical localisation study performed at Applied Psychoacoustics Lab, as well as an insight into human localisation mechanism in the 3D space. Furthermore, a new response method for localisation studies will be presented and analysed.
Bio: Maksims Mironovs is a PhD student at the University of Huddersfield’s Applied Psychoacoustics Lab. In 2016 he obtained a First class BSc degree with Honours in Music Technology and Audio Systems at University of Huddersfield. During his placement, he spent one year at Fraunhofer IIS, where he was involved in multichannel audio research and development of the VST plugins. The primary focus of his research is the human auditory localisation mechanism in the context of 3D audio reproduction. Additionally, he is an experienced audio software developer and is currently working as part time lecturer and research assistant.
Title: An overview of capture techniques for Virtual Reality soundscape
Abstract: This presentation will cover the history of soundscape capture techniques and then introduce current recording practices for soundscape in VR. The results from an investigation into low-level spatial attributes that highlight differences between VR capture techniques will be discussed. The presentation will conclude with a discussion of future work on the influence of audio- visual interaction and acoustics on the perception of audio quality in the context of soundscape.
Bio: Connor Millns is a PhD student at the APL investigating capture techniques for Virtual Reality soundscapes and the influence of audio-visual interaction on Quality of Experience. He was also a student at the University of Huddersfield that completed the BSc (Hons) Music Technology and Audio Systems course with an industry year at Fraunhofer IIS. In his final year bachelor’s project. Connor undertook an investigation into the spatial attributes of various microphones techniques for virtual reality.