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A new three-dimensional (3D) audio coding approach is presented to improve the spatial perceptual quality of 3D audio. Different from other audio coding approaches, the distance side information is also quantified, and the non-uniform perceptual quantization is proposed based on the spatial perception features of the human auditory system, which is named as concentric spheres spatial quantization...
NHK has proposed a famous 3D audio system: 22.2 multi-channel system, but its loudspeakers are too many and are troublesome to put in home. Ando and Wang has proposed two simplification methods to reduce its channel number, but only 3D sound field at the central listening point can be recovered well by NHK 22.2 system and its simplified systems, the listening experience at a non central listening...
People hope to use a small number of loudspeakers to get the experience of the film 3D sound at home. Considering that people use two ears to listen, this paper provides a method which reproduce the sound field within the region of two ears. We develop the fundamental performance limits for the truncated spherical harmonic function expansions of the sound field within the region of ears. Based on...
Applied electric field stimulation (EFS) can reduce extracellular Ca2+ influx and consequently enhance functional recovery after spinal cord injury (SCI). However, the influx of Ca2+ continued through disrupted membranes when EFS completed. As polyethylene glycol (PEG) can reseal the damaged membranes, we proposed a hypothesis that combination therapy of EFS and PEG may effectively prevent Ca2+ influx...
This paper presents a coding scheme to improve the performance of three-dimensional (3D) audio. The scheme is designed by the idea of joint source channel coding (JSCC) and is implemented by Expanding Window Fountain (EWF) codes for the 3D audio bitstreams after source coding of spatial squeeze surround audio coding (S3AC). EWF is one of unequal error protection (UEP) LT codes and the proposed scheme...
This paper proposes a general multichannel system reproduction method. Firstly, relative to original multichannel system, a general global model is build up by guaranteeing sound pressure and the direction of particle velocity at the receiving point constant, and making the square error of particle velocity magnitude at the receiving point as little as possible. Then the model is equivalent to a least...
This paper proposes a 3D panning method based on particle velocity and sound pressure by four loudspeakers for synthesizing a virtual sound source. Firstly, according to the requirements of maintaining sound physical properties strictly, the distribution coefficients of four loudspeakers are calculated by the coordinates of four loudspeakers and a virtual sound source. If the distribution coefficients...
This paper presents a compression technique to improve the quality of three-dimensional (3D) audio produced by multiple loudspeaker channels or by headphone. The approach is based on extracting the side information of spatial sound sources within the three-dimensional space when capturing the sound sources. Different from other compression technique, the distances of sound sources are included in...
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