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IEEE SIGNAL PROCESSING MAGAZINE [93] MARCH 2015
Figure 2 shows measured isolation
curves of different types of headphones,
where the black solid line is the isolation
curve of an open-back circum-aural (CA)
hi-fi headphone, the green dashed-dotted
line is the isolation of a closed-back
supra-aural (SA) headphone, the red
dashed line shows the passive isolation
curve of an in-ear (IE) headphone, and
the purple dashed line shows the active
isolation of the same IE headphone, i.e.,
when the ANC is turned on.
ANC actively reduces the ambient noise
leaked into the ear canal by introducing an
antinoise signal. Ideally, the antinoise sig-
nal has the same magnitude and opposite
phase as the noise signal inside the ear
canal. The two basic operation principles
of ANC are feedforward and feedback con-
trol [2]. The main difference between these two types is the posi-
tion where the ambient noise is captured. Feedforward ANC
typically uses two microphones: an external microphone captur-
ing ambient noise, and an error microphone inside the headset,
which is used to adaptively tune the ANC filtering. A feedback
ANC uses only the internal error
microphone both for capturing
ambient sounds and for adapting the
ANC system. Moreover, the feedback
and feedforward structures can also
be used simultaneously.
At its most basic, the frequency
response equalization can be a bass
boost to compensate for the auditory
masking occurring at low frequen-
cies. However, more intelligent systems also exist, e.g., for speech
in mobile communication applications in noise [3], for car audio
[5], and for headphone listening in noisy environments [4]. The
goal in [3] is to maximize the speech intelligibility index by
enhancing the clean far-end speech signal for the near-end listener
who is situated in a noisy environment, hence the abbreviation
NELE, which stands for “near-end listening enhancement.” NELE
techniques typically exploit psychoacoustically justifiable spectral
resolution, such as Bark or equivalent rectangular bandwidth
(ERB) scale, and an auditory masking model.
A similar idea is suggested in [4], where a clean wideband
music signal is enhanced based on the content of the music, the
characteristics of the headphones, and the ambient noise around
the user. This system uses a microphone outside the headset to
register the ambient noise, as shown in Figure 3. The characteris-
tics of the headphones, which are measured beforehand, are used
to estimate the level of the music and noise at the eardrum. These
levels depend on the frequency and isolation responses of the
headphones, respectively. The music and ambient noise are ana-
lyzed in Bark bands. The goal is to estimate the masking thresh-
old from the captured ambient noise signal, and then to enhance
only those frequency bands of the music signal which are below
the masking threshold (completely masked) or just above it (par-
tially masked), as shown in Figure 4. Using the unmasking pro-
cess, the timbral balance of the music is enhanced in the
presence of ambient noise and at the same time the volume
increase is minimized, since only
those bands that actually need
amplification are boosted [4].
VIRTUAL REALITY LISTENING
Virtual auditory content can be dis-
played spatially, e.g., for guidance or
navigation, by processing the sound
so that it mimics the experience of
listening to a real, physical sound
source. Rendering a virtual sound source in such a way is referred
to as binaural synthesis [6].
Binaural synthesis works by providing localization cues to the
listener’s ears [7], [8]. The delay and attenuation due to sound
propagation, resulting in time and level differences between the
ear signals, are the two main cues. They are termed the interau-
ral time difference (ITD) and interaural level difference (ILD),
respectively, and depend on the relative direction and, for nearby
+Head Tracking
+Binaural Synthesis
Headphone
Listening
+Mic
+ANC
+NELE
+Mic
+Mixing
Augmented
Reality
Audio
+Acoustic Signal
Processing
Modified
Reality
Audio
Virtual
Reality
Audio
Listening
in Noisy
Environments
[FIG1]
The main use cases of a headset are natural listening, listening in noise, virtual
reality, augmented reality, and modified reality.
100 1 k 10 k
40
20
0
Frequency (Hz)
Attenuation (dB)
Open-Back CA
Closed-Back SA
IE
IE with ANC
[FIG2] Measured isolation curves of different headphones.
IN THE NEAR FUTURE,
A HEADSET WILL BE A “HEARING
AID FOR THOSE WITH NORMAL
HEARING,” WHICH CAN IMPROVE
LISTENING CONDITIONS
FOR EXAMPLE IN A
NOISY ENVIRONMENT.
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