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At least 37 records · Page 2

Psychoacoustic Test to Determine Sound Quality Metric Indicators of Rotorcraft Noise Annoyance

Noise certification metrics such as Effective Perceived Noise Level and Sound Exposure Level are used to ensure that helicopters meet regulations, but these metrics may not be good indicators of annoyance since noise complaints against helicopters persist. Sound quality (SQ) metrics, specifically fluctuation strength, tonality, impulsiveness, roughness, and sharpness, are explored to determine their relationship with annoyance. A psychoacoustic test was conducted at the NASA Langley Research Center Exterior Effects Room to assess annoyance to helicopter-like sounds over a range of SQ metric values. The amplitude, phase, and frequency of the AS350 helicopter main and tail rotor blade passage signal harmonics were manipulated to produce 105 unique helicopter-like sounds with prescribed values of SQ metrics. All sounds were set to roughly the same loudness level. These sounds were played to 40 subjects who rated each sound for annoyance. Analyses given in this paper point to which SQ metrics are important to the helicopter noise annoyance response.

Krishnamurthy, Siddhartha↗

Psychoacoustic Measures for UAM noise in the Context of Ambient Sound

The noise component of future aircraft and operations from Urban Air Mobility (UAM) vehicles is widely recognized as a challenge to community acceptance. NASA’s RVLT (Revolutionary Vertical Lift Technology) program is currently supporting research in the area of human response and psychoacoustics in an effort to augment current metrics for traditional aircraft. This talk will review current work at NASA Ames’ Human Systems Integration Division to evaluate detection, annoyance, and acceptability of UAM sound, in the context of expected ambient sound conditions.

aircraft noise disturbance↗

A Psychoacoustic Test on the Effect of Masking on Annoyance to Urban Air Mobility Vehicle Noise

Urban Air Mobility (UAM) vehicles have a large range of designs and configurations that lead to new noise characteristics and potentially different perceptual responses when compared to traditional aircraft. In addition, UAM vehicles are expected to operate around and within densely populated regions where the presence of ambient background noise is often present. Strategically, this can be leveraged to inform vehicle design and operations to partially or completely mask UAM noise, allowing for mitigation of negative responses and an increased number of allowed operations. A psychoacoustic test was conducted to investigate how masking effects can influence the annoyance response to a low frequency harmonic tone complex (80-320 Hz). To do this, five test subjects compared their annoyance response to the low frequency tonal noise with a higher frequency broadband noise (10dB down bandwidth between 300-2000 Hz), with and without a masking noise present. Detection thresholds were also measured for both sounds to help fit a model to the data. Although the effect of masking on annoyance is complex, results indicate that for some individuals, masking leads to a lower annoyance than the sound level alone would predict.

Matthew Boucher↗

Virtual Acoustics: Evaluation of Psychoacoustic Parameters

Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.

Begault, Durand R.↗

An Overview of Auralization and Psychoacoustics

This viewgraph presentation provides information on a study the goal of which was to determine the auditory threshold for speech reverberation using a specific room model. Procedures and hardware used are detailed as are the participants in the study.

Begault, Durand R.↗

PVT+AUDIO. Online Psychoacoustic Testing iOS App for Evaluating AAM/UAM Noise Resonse

PVT+AUDIO is an extension of the existing Psychomoter Vigilance Task application that NASA released over 2 years ago for evaluating pilot fatigue. PVT+AUDIO is designed to present audio stimuli using a method of limits to determine the relationship between objective acoustic parameters and psychacoustic response, for application to Urban Air Mobility (UAM) and Advanced Air Mobility (AAM). Responses include annoyance, acceptance, blend with ambient sound, and detection. The app runs within Apple's iOS ecosystem and utilizes binaural audio simulations of vehicles and ambient sound, and is designed to compensate for headphone response. A prototype experiment is described, along with issues related to calibration and subject engagement.

aircraft noise disturbance↗

Methods for Recording and Documenting Ambient Environmental Sound for use in Listening Devices

The potential for implementing Advanced Air Mobility (AAM) vehicles as a viable new transportation system into communities will likely be significantly affected by the psychoacoustic impact of these new noise sources into the existing ambient soundscape. This document addresses a need within the research community for a consistent means of documenting recordings of the ambient soundscape via a metadata framework (Rizzi, et al. 2020). Such recordings can provide a cognitive context for AAM vehicle sounds, as well as a fixed condition or independent variable against which experimental manipulations of vehicle sounds can be evaluated in listening tests. This document also provides recommendations for recording and reproduction techniques of ambient sound. A brief review is made of the use of ambient recordings in prior aircraft noise studies, and of psychoacoustic motivations for its implementation is reviewed from the fields of soundscape, auditory scene analysis, and time-varying partial specific loudness research.

urban air mobility↗

Loudness of steady sounds - A new theory

A new mathematical theory for calculating the loudness of steady sounds from power summation and frequency interaction, based on psychoacoustic and physiological information, assuems that loudness is a subjective measure of the electrical energy transmitted along the auditory nerve to the central nervous system. The auditory system consists of the mechanical part modeled by a bandpass filter with a transfer function dependent on the sound pressure, and the electrical part where the signal is transformed into a half-wave reproduction represented by the electrical power in impulsive discharges transmitted along neurons comprising the auditory nerve. In the electrical part the neurons are distributed among artificial parallel channels with frequency bandwidths equal to 'critical bandwidths for loudness', within which loudness is constant for constant sound pressure. The total energy transmitted to the central nervous system is the sum of the energy transmitted in all channels, and the loudness is proportional to the square root of the total filtered sound energy distributed over all channels. The theory explains many psychoacoustic phenomena such as audible beats resulting from closely spaced tones, interaction of sound stimuli which affect the same neurons affecting loudness, and of individually subliminal sounds becoming audible if they lie within the same critical band.

Howes, W. L.↗

3-D Sound for Virtual Reality and Multimedia

Technology and applications for the rendering of virtual acoustic spaces are reviewed. Chapter 1 deals with acoustics and psychoacoustics. Chapters 2 and 3 cover cues to spatial hearing and review psychoacoustic literature. Chapter 4 covers signal processing and systems overviews of 3-D sound systems. Chapter 5 covers applications to computer workstations, communication systems, aeronautics and space, and sonic arts. Chapter 6 lists resources. This TM is a reprint of the 1994 book from Academic Press.

Begault, Durand R.↗

Tutorial on the Psychophysics and Technology of Virtual Acoustic Displays

Virtual acoustics, also known as 3-D sound and auralization, is the simulation of the complex acoustic field experienced by a listener within an environment. Going beyond the simple intensity panning of normal stereo techniques, the goal is to process sounds so that they appear to come from particular locations in three-dimensional space. Although loudspeaker systems are being developed, most of the recent work focuses on using headphones for playback and is the outgrowth of earlier analog techniques. For example, in binaural recording, the sound of an orchestra playing classical music is recorded through small mics in the two "ear canals" of an anthropomorphic artificial or "dummy" head placed in the audience of a concert hall. When the recorded piece is played back over headphones, the listener passively experiences the illusion of hearing the violins on the left and the cellos on the right, along with all the associated echoes, resonances, and ambience of the original environment. Current techniques use digital signal processing to synthesize the acoustical properties that people use to localize a sound source in space. Thus, they provide the flexibility of a kind of digital dummy head, allowing a more active experience in which a listener can both design and move around or interact with a simulated acoustic environment in real time. Such simulations are being developed for a variety of application areas including architectural acoustics, advanced human-computer interfaces, telepresence and virtual reality, navigation aids for the visually-impaired, and as a test bed for psychoacoustical investigations of complex spatial cues. The tutorial will review the basic psychoacoustical cues that determine human sound localization and the techniques used to measure these cues as Head-Related Transfer Functions (HRTFs) for the purpose of synthesizing virtual acoustic environments. The only conclusive test of the adequacy of such simulations is an operational one in which the localization of real and synthesized stimuli are directly compared in psychophysical studies. To this end, the results of psychophysical experiments examining the perceptual validity of the synthesis technique will be reviewed and factors that can enhance perceptual accuracy and realism will be discussed. Of particular interest is the relationship between individual differences in HRTFs and in behavior, the role of reverberant cues in reducing the perceptual errors observed with virtual sound sources, and the importance of developing perceptually valid methods of simplifying the synthesis technique. Recent attempts to implement the synthesis technique in real time systems will also be discussed and an attempt made to interpret their quoted system specifications in terms of perceptual performance. Finally, some critical research and technology development issues for the future will be outlined.

Wenzel, Elizabeth M.↗