An emerging trend is seen towards high definition AV systems, virtual reality gears as well as gaming applications with multidimensional audio. Next generation media technology is concentrating around Virtual reality experience and devices. It has applications not only in gaming but all other fields including medical, entertainment, engineering, and education. All such systems also require realistic audio corresponding with the visuals.
In the project presented in this thesis, a new portable audio hardware system is designed and developed along with a dedicated mobile android application to render immersive surround sound experiences with real-time audio effects. The tablet and mobile phone allow the user to control or “play” with sound directionality and implement various audio effects including sound rotation, spatialization, and other immersive experiences. The thesis describes the hardware and software design, provides the theory of the sound effects, and presents demonstrations of the sound application that was created.
for Unmanned Aerial Vehicles.
Towards enabling a UAV to autonomously sense and avoid moving obstacles, this thesis makes the following contributions. Initially, an image-based reactive motion planner is developed for a quadrotor to avoid a fast approaching obstacle. Furthermore, A Dubin’s curve based geometry method is developed as a global path planner for a fixed-wing UAV to avoid collisions with aircraft. The image-based method is unable to produce an optimal path and the geometry method uses a simplified UAV model. To compensate
these two disadvantages, a series of algorithms built upon the Closed-Loop Rapid Exploratory Random Tree are developed as global path planners to generate collision avoidance paths in real time. The algorithms are validated in Software-In-the-Loop (SITL) and Hardware-In-the-Loop (HIL) simulations using a fixed-wing UAV model and in real flight experiments using quadrotors. It is observed that the algorithm enables a UAV to avoid moving obstacles approaching to it with different directions and speeds.
Spatial audio can be especially useful for directing human attention. However, delivering spatial audio through speakers, rather than headphones that deliver audio directly to the ears, produces the issue of crosstalk, where sounds from each of the two speakers reach the opposite ear, inhibiting the spatialized effect. A research team at Meteor Studio has developed an algorithm called Xblock that solves this issue using a crosstalk cancellation technique. This thesis project expands upon the existing Xblock IoT system by providing a way to test the accuracy of the directionality of sounds generated with spatial audio. More specifically, the objective is to determine whether the usage of Xblock with smart speakers can provide generalized audio localization, which refers to the ability to detect a general direction of where a sound might be coming from. This project also expands upon the existing Xblock technique to integrate voice commands, where users can verbalize the name of a lost item using the phrase, “Find [item]”, and the IoT system will use spatial audio to guide them to it.
Spatial audio can be especially useful for directing human attention. However, delivering spatial audio through speakers, rather than headphones that deliver audio directly to the ears, produces the issue of crosstalk, where sounds from each of the two speakers reach the opposite ear, inhibiting the spatialized effect. A research team at Meteor Studio has developed an algorithm called Xblock that solves this issue using a crosstalk cancellation technique. This thesis project expands upon the existing Xblock IoT system by providing a way to test the accuracy of the directionality of sounds generated with spatial audio. More specifically, the objective is to determine whether the usage of Xblock with smart speakers can provide generalized audio localization, which refers to the ability to detect a general direction of where a sound might be coming from. This project also expands upon the existing Xblock technique to integrate voice commands, where users can verbalize the name of a lost item using the phrase, “Find [item]”, and the IoT system will use spatial audio to guide them to it.
Computer-based auditory training programs (CBATPs) are used as an at-home aural rehabilitation solution in individuals with hearing impairment, most commonly in recipients of cochlear implants or hearing aids. However, recent advancements in spatial audio and immersive gameplay have not seen inclusion in these programs. Isle Aliquo, a virtual-reality CBATP, is designed to reformat traditional rehabilitation exercises into virtual 3D space. The program explores how the aural exercise outcomes of detection, discrimination, direction, and identification can be improved with the incorporation of directional spatial audio, as well as how the experience can be made more engaging to improve adherence to training routines. Fundamentals of professional aural rehabilitation and current CBATP design inform the structure of the exercise modules found in Isle Aliquo.