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Augmented Reality in Room Acoustics:...
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Wang, Zhihe.
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Augmented Reality in Room Acoustics: A Simulation Tool for Mobile Devices with Auditory Feedback.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Augmented Reality in Room Acoustics: A Simulation Tool for Mobile Devices with Auditory Feedback./
Author:
Wang, Zhihe.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
Description:
208 p.
Notes:
Source: Masters Abstracts International, Volume: 81-12.
Contained By:
Masters Abstracts International81-12.
Subject:
Acoustics. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27960560
ISBN:
9798643197010
Augmented Reality in Room Acoustics: A Simulation Tool for Mobile Devices with Auditory Feedback.
Wang, Zhihe.
Augmented Reality in Room Acoustics: A Simulation Tool for Mobile Devices with Auditory Feedback.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 208 p.
Source: Masters Abstracts International, Volume: 81-12.
Thesis (M.B.S.)--University of Southern California, 2020.
This item must not be sold to any third party vendors.
Augmented reality (AR), as a combination of real and virtual worlds, is getting more widely used in the architecture and construction domain, especially for visualization. However, virtual information can be presented not only visually but also audibly, which is valuable for room acoustic simulation. An application running on a mobile device, Soundar, was developed for simple acoustic simulations for small size rooms and ordinary users. It simulates the reverberation time and sound pressure level based on an existing room, virtual sound source, and the location of the user. Users can change the material of the room surfaces and then test the difference in sound. The application provides both visual and auditory feedback that will let the users not only read the data but also hear the result of the simulation. It was developed on Unity and used Steam Audio for sound rendering. Tests were run to compare the results returned by Soundar, existing sound simulation software, and microphone recordings in real testing rooms. By comparing the results and the frequency response graphs of the sound file, Soundar had good performances in the numeric results and the auditory results of the realtime SPL. The reverb rendering of the auditory result did not match the simulation. More development and tests need to be implemented to get a more realistic reverb rendering to the simulation result. Soundar is acceptable for small-size spaces and for ordinary people to do simple tasks like room decoration and schematic design, but not for acoustic experts and engineers to do scientifically precise analysis such as professional acoustic design. More development on the user interface could be added to the application to provide better interaction and to make Soundar a more user-friendly application that can go from the academic realm to the profession.
ISBN: 9798643197010Subjects--Topical Terms:
879105
Acoustics.
Subjects--Index Terms:
Acoustics simulation
Augmented Reality in Room Acoustics: A Simulation Tool for Mobile Devices with Auditory Feedback.
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Augmented reality (AR), as a combination of real and virtual worlds, is getting more widely used in the architecture and construction domain, especially for visualization. However, virtual information can be presented not only visually but also audibly, which is valuable for room acoustic simulation. An application running on a mobile device, Soundar, was developed for simple acoustic simulations for small size rooms and ordinary users. It simulates the reverberation time and sound pressure level based on an existing room, virtual sound source, and the location of the user. Users can change the material of the room surfaces and then test the difference in sound. The application provides both visual and auditory feedback that will let the users not only read the data but also hear the result of the simulation. It was developed on Unity and used Steam Audio for sound rendering. Tests were run to compare the results returned by Soundar, existing sound simulation software, and microphone recordings in real testing rooms. By comparing the results and the frequency response graphs of the sound file, Soundar had good performances in the numeric results and the auditory results of the realtime SPL. The reverb rendering of the auditory result did not match the simulation. More development and tests need to be implemented to get a more realistic reverb rendering to the simulation result. Soundar is acceptable for small-size spaces and for ordinary people to do simple tasks like room decoration and schematic design, but not for acoustic experts and engineers to do scientifically precise analysis such as professional acoustic design. More development on the user interface could be added to the application to provide better interaction and to make Soundar a more user-friendly application that can go from the academic realm to the profession.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27960560
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