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IEEE SIGNAL PROCESSING MAGAZINE [111] MARCH 2015
are rendered in a manner so as to
recreate a natural sound environ-
ment. Modeling the acoustics of the
natural sound environment by add-
ing the correct amount of early
reflections and reverberation also
helps in enhancing the perception
of the sound environment as well as
veridical distance, which is critical
for natural listening. Moreover, a suitable individualization
technique has to be applied to the directional sources such that
the rendered sound scenes played over headphones are maxi-
mally tailored for the individual listener. Meanwhile, the use of a
robust equalization technique can significantly reduce the
adverse coloration of the source. Finally, the influence of the
head movements on the rendered sound can be taken into
account by incorporating head tracking in virtualization.
In general, natural sound rendering requires both the spatial
and timbral quality of the reproduced sound to be realistic. For
digital media content that contains plenty of spatial cues (e.g.,
movies, games), all five techniques reviewed are important in
creating a sense of immersiveness. For other content, where the
timbral quality is of utmost importance (e.g., music record-
ings), a subset of the techniques (e.g., individualization, equal-
ization) are sufficient.
SUBJECTIVE EXPERIMENTS
Subjective experiments were carried out to validate the
reviewed natural sound rendering system by comparing it with
the conventional stereo playback system. A total of 18 subjects
(15 males and three females), who were all between 20 and 30
years old, participated in this listening experiment. None of the
subjects reported any hearing loss. The test was conducted in a
semianechoic listening room at Nanyang Technological Univer-
sity (NTU) in Singapore. The two systems of headphone listen-
ing tested in this experiment were:
■ Conventional stereo system: The materials are directly
played back over headphones without any processing.
■ Natural sound rendering system: The signal processing
techniques introduced in the article were applied to the
audio content.
In this study, we chose PAE as the sound scene decomposition
method since our primary interest lies in movie and gaming
audio content that contains the individual sound sources and the
sound environment [21]. Individualization is carried out by fron-
tal projection headphones since it inherently embeds the personal
pinna cues during playback and does not require any individual
acoustical experiments, anthropometric data, or training [33]. To
fully exploit the frontal projection in the natural sound rendering,
we have developed a new four-emitter headphone [39] that
houses a frontal emitter and a conventional side emitter in each
ear cup of the headphone [33]. In the virtualization process, the
frontal emitters are used to render the directional sources, while
all the emitters (both frontal and side) are used to render the
sound environment. Type-2 equalization is applied to the frontal
emitters for source rendering [33],
and DF equalization is used to ren-
der environment signals over all the
emitters. Head tracking has not
been incorporated in this system.
The stimuli used in this experi-
ment were binaural (a motorcycle
in a storm and a bee at a waterfall),
movies (Brave, Prometheus), and
gaming tracks (Battlefield 3), which contain numerous spatial
cues. Each track was played back using the two headphone
playback systems tested in this article. The tracks correspond-
ing to the two systems were named “A” and “B” and played
back in a random order. The listening tests were conducted in a
double-blind manner, where both the experimenter and the
subjects were unaware of the order of the stimuli. In this
experiment, four audio quality measures were considered to
evaluate the performance of the two systems. Their descrip-
tions are:
1) Sense of direction: How clear or distinct are the per-
ceived directions of the sound objects?
2) Externalization: How clear is the stimulus perceived out-
side the head?
3) Ambience: How clear and natural is the perceived ambi-
ence of the sound environment?
4) Timbral quality: How realistic is the timbral quality of
the sound?
Subjects were asked to give scores for the four measures for
each of the two tracks “A” and “B.” The scores were based on a
0–100 scale where subjects rated 0–20 (Bad), 21–40 (Poor),
41–60 (Fair), 61–80 (Good), and 81–100 (Excellent). Finally,
the subjects were also required to indicate their overall prefer-
ence for the two tracks by selecting one of the following three
choices: “Prefer A,” “Not sure,” or “Prefer B.” To carry out this
experiment, a graphical user interface was created, which ran-
domized the order of the stimuli and automatically stored the
responses of the subjects in a file.
The responses of the subjects were analyzed for both sound
rendering systems. Figure 6 shows the overall comparison
between the two systems in terms of the mean opinion score
(MOS), scatter plot, and the overall preference of the subjects.
In (a), the MOS of the four measures for the two systems were
computed across all 18 subjects and five stimuli. While the
MOS for the conventional stereo system for all the measures
were around 60, the natural sound rendering system per-
formed much better with an MOS of over 70. An analysis of
variance (ANOVA) was conducted to generalize these results to
the whole population of listeners. The p-values were found to
be very small (<< 0.01) for all measures, indicating that the
improved performance of the natural sound rendering system
over the conventional stereo system is statistically significant.
The scatter plot in Figure 6(b) implies that most of the sub-
jects gave a higher score for the natural sound rendering sys-
tem for all the four measures. The overall preference of the
subjects across all the five tracks is shown in Figure 6(c). The
IN GENERAL, NATURAL
SOUND RENDERING REQUIRES
BOTH THE SPATIAL AND
TIMBRAL QUALITY OF
THE REPRODUCED SOUND
TO BE REALISTIC.
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