Checking date: 17/01/2025


Course: 2024/2025

Audio technologies for virtual reality
(18486)
Bachelor in Telecommunication Technologies Engineering (Plan: 445 - Estudio: 252)


Coordinating teacher: AZPICUETA RUIZ, LUIS ANTONIO

Department assigned to the subject: Signal and Communications Theory Department

Type: Electives
ECTS Credits: 3.0 ECTS

Course:
Semester:




Requirements (Subjects that are assumed to be known)
Physics, Systems and Circuits and Linear Systems
Objectives
- To understand the differences and peculiarities of virtual reality, augmented reality and mixed reality systems. - To know the sound reproduction devices employed in virtual reality at present. - To know the particularities of the human auditory system on which virtual reality systems are based. - To understand the basic fundamentals of sound propagation and acoustics. - To understand the differences among audio system based on channels, objects and scenes. - To understand the different parts of a 3D binaural rendering system for virtual reality. - To know the features of the acoustic sources that allow their simulation and representation in a 3D binaural rendering system for virtual reality. - To know acoustic propagation theories that allow modeling this propagation in a binaural 3D rendering system for virtual reality. - To know the characteristics of the receiver (human being), by modeling the HRTF responses, and to understand the differences between the different estimation methods of these responses. - To use acoustic simulation software to perform an auralization, considering the particularities of the source, the acoustic propagation and the receiver. - To know the different formats used in binaural audio for virtual reality, and the reproduction systems for 3D audio, emphasizing their particularities when they are implemented in applications focused on videogames, music production and cinema, among many others.
Skills and learning outcomes
CB1: Students have demonstrated possession and understanding of knowledge in an area of study that builds on the foundation of general secondary education, and is usually at a level that, while relying on advanced textbooks, also includes some aspects that involve knowledge from the cutting edge of their field of study CB2: Students are able to apply their knowledge to their work or vocation in a professional manner and possess the competences usually demonstrated through the development and defence of arguments and problem solving within their field of study. CG3: Knowledge of basic and technological subject areas which enable acquisition of new methods and technologies, as well as endowing the technical engineer with the versatility necessary to adapt to any new situation. ETEGITT3: Ability to analyze, codify, process and transmit multimedia information using analog and digital signal processing techniques. ETEGITT8: Ability to construct, develop and manage telecommunication systems applications, such as systems for capture, analog and digital processing, codification, transport, representation, processing, storage, reproduction, management and presentation of audiovisual services and multimedia information. RA1: Knowledge and understanding of the general fundamentals of engineering, scientific and mathematical principles, as well as those of their branch or specialty, including some knowledge at the forefront of their field. RA3: Design. Graduates will have the ability to make engineering designs according to their level of knowledge and understanding, working as a team. Design encompasses devices, processes, methods and objects, and specifications that are broader than strictly technical, including social awareness, health and safety, environmental and commercial considerations RA4: Research. Graduates will be able to use appropriate methods to carry out detailed research and studies of technical aspects, commensurate with their level of knowledge. The research involves bibliographic searches, design and execution of experiments, interpretation of data, selection of the best proposal and computer simulation. May require consultation of databases, standards and security procedures. RA5: Applications. Graduates will have the ability to apply their knowledge and understanding to solve problems, conduct research, and design engineering devices or processes. These skills include knowledge, use and limitations of materials, computer models, process engineering, equipment, practical work, technical literature and information sources. They must be aware  of all the implications of engineering practice: ethical, environmental, commercial and industrial.
Description of contents: programme
1.- Introduction. 1.1 Definition of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). 1.2 Playback devices. 1.3 Fundamentals of human auditory system. 1.4 Immersive spatial audio. 2.- Binaural 3D audio for virtual reality. 2.1 Binaural Rendering: - Introduction. Auralization concept. - Sound source modelling: I - Sound power and directivity. - Receiver modelling: I - HRTF (head-related transfer function). II - Individualized Binaural Rendering. III - Movement tracking. - Acoustic propagation modelling. I- Reverberation time and room impulse response. II - Acoustic theories for indoor acoustic propagation: a) Statistical theory. Acoustic absorption. b) Geometric theory. Echogram. c) Undulatory theory. Room modes. III -Acoustic Environment Rendering Techniques . IV - Simulation software. 2.2 3D audio reproduction formats. - Channel-based audio. - Object-based audio. - Scene-based audio. Ambisonics. 2.3. 3D Audio reproduction systems: examples of systems and their equalization.
Learning activities and methodology
Three teaching activities are proposed: theoretical classes, guided projects and lab exercises. THEORETICAL CLASSES The theoretical class will be given in the blackboard, with slides or by any other means to illustrate the concepts of the lectures. In these classes the explanation will be completed with realistic examples of virtual audio. In these sessions the student will acquire the basic concepts of the course. The students will have to work on the explained concepts, working out and solving the proposed assignments in order to consolidate the concepts of the course. GUIDED PROJECT The students will carry out a guided projects. To this end, the students will be given a detailed guide and some specific tutoring. LABORATORY EXERCISES The lab exercises will help the students familiarize themselves with important concepts in virtual audio technologies. They include the measurement of binaural room impulse responses., and the use of software for acoustic design and auralizations development.
Assessment System
  • % end-of-term-examination 30
  • % of continuous assessment (assigments, laboratory, practicals...) 70

Calendar of Continuous assessment


Extraordinary call: regulations
Basic Bibliography
  • Higini Arau. ABC de la Acústica Arquitectónica. Grupo CEAC. 1999
  • Kuttruff, H.. Room Acoustics. Elsevier Applied Science. 1991
  • Nicol, Rozenn . Binaural Technology. AES Monograph, Audio Engineering Society. 2010
  • Vorländer, M. Auralization: Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality. Springer. 2008
  • Zotter, Franz, Frank, Matthias. Ambisonics. A Practical 3D Audio Theory for Recording, Studio Production, Sound Reinforcement, and Virtual Reality. Springer. Topics in Signal Processing.. 2019
Additional Bibliography
  • Manuel Recuero López. Acústica arquitectónica aplicada. Thomson-Paraninfo. 1999
  • Blauert, J. . Spatial Hearing - Revised Edition: The Psychophysics of Human Sound Localization. The MIT Press. 1996
  • Rafaely, Boaz. Fundamentals of Spherical Array Processing. Springer. Topics in Signal Processing.. 2015
  • Zwicker, E. and Fastl, H. . Psychoacoustics - Facts and Models. Springer. 1998

The course syllabus may change due academic events or other reasons.