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IEEE SIGNAL PROCESSING MAGAZINE [97] MARCH 2015
the given sequence while the external microphone signal is fil-
tered with an FIR filter having the allpass tail impulse response.
ASSISTED LISTENING APPLICATIONS
We limit the scope of assisted listening to such applications that
help listening in a noisy environment or that employ augmented
and modified reality technologies. Nevertheless, by far the most
common application of assisted listening technology is the hear-
ing aid. In this context, a hearing aid can be interpreted as a modi-
fied reality system that enhances ambient sounds mainly by
amplifying them in a desired manner. However, the focus of this
article is on other modern assisted listening applications, which
are aimed at people with normal or nearly normal hearing.
LISTENING TO MUSIC
In a noisy environment, everyone suffers from hearing problems
caused by the auditory masking effect. A typical situation is listen-
ing to music or a movie soundtrack in a vehicle, such as in a bus
or in an airplane. ANC and NELE methods help to cope with such
situations, as discussed previously.
There are additionally other situations where music listening
can be enjoyed better by using augmented reality technology.
Examples of systems, which are easy to implement, include the
silent disco and the silent concert. Both applications require the
use of headphones. In a silent disco, music played by the DJ is
delivered to the audience via a wireless network or FM radio.
Everyone can then decide whether to listen to the music or not
and can also adjust the volume to her/his liking. The actual sonic
environment in the disco is therefore fairly quiet, with noises
mainly coming from conversations and dancing. The silent con-
cert is a similar concept but with the important difference that
singers and acoustic musical instruments will be heard also with-
out headphones. However, a proper mix of the music can only be
enjoyed through the headphones.
In music festivals, the listening position of most people is far
from optimal, and assisted listening technology can enhance the
experience. Larsen et al. have built and tested a system in which
the music from the stage is transmitted via FM radio to mobile
devices of the listeners to be played through headphones [29]. The
usability of such a system is critical with respect to the delay such
that the actual audio from the public address system is heard
simultaneously with the content transmitted via radio. Thus, a
localization method and an intelligent delay control, based on the
distance from the stage, are required. Overall, the opinions of test
users were positive.
The LiveEQ application described by Rämö et al. captures
ambient sounds around the user, provides a user-controllable
graphic equalization, and plays back the equalized ambient signal
to the user with headphones [30]. This modified reality hear-
through system can be used for example in a loud concert to limit
the noise exposure caused by the live music. If the headset attenu-
ates the ambient sound well, the user can mix her/his own version
of the music by boosting selected frequency ranges with the real-
time equalizer. Still, the sound pressure level of the mixed music
can be lower than that of the original live music.
AUDIO-AUGMENTED REALITY
In audio-augmented reality, the real soundscape and virtual audi-
tory events mix seamlessly together [31]. In such applications
sound is typically used to deliver information that assists the user
in performing certain tasks, or to enhance the perception of the
environment. A major advantage of auditory over graphical display
is that the user can perceive acoustic information from any direc-
tion without being required to turn toward the acoustic source.
Therefore, an important application area of audio-augmented real-
ity are scenarios where the user cannot or should not look at a dis-
play to obtain information, due to the user’s vision being either
impaired or occupied with a primary task, e.g, while walking or
driving. Similarly, audio-augmented reality may convey informa-
tion about the immediate surroundings that lie outside the user’s
field of view, for instance, the approaching of a quiet electric car.
Most often, the application scenarios are mobile such that the
user can freely move around and the augmented audio content is
determined based on the user’s location. One typical application is
navigation in which the user always gets accurate spatialized
instructions on how to proceed to achieve the target location. This
same concept is valid in a wide range of use scenarios covering,
e.g., walking in a city, driving a car, or taxiing an airplane at an air-
port. However, the group of people that benefits most from audio
in navigation are the visually impaired [32], especially in
0 20 40 60 80 100
–0.1
0
Sample
Amplitude
Given
Sequence
All-Pass
Tail
Impulse Response
100 1 k 10 k
–60
–40
–20
Frequency (Hz)
(a)
(b)
Magnitude (dB)
Magnitude Response
Total Allpass
Given Sequence
All-Pass Tail
–0.05
[FIG6]
An example all-pass filter design for acoustic transparency [28]: (a) The engineered impulse response contains the leaked sound
in the beginning and a designed all-pass tail, and (b) their combination has a flat magnitude response.
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