Matti Karjalainen. TKK - Helsinki University of Technology Department of Signal Processing and Acoustics (Espoo, Finland)

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Matti Karjalainen TKK - Helsinki University of Technology Department of Signal Processing and Acoustics (Espoo, Finland) 1 Located in the city of Espoo About 10 km from the center of Helsinki www.tkk.fi To become the Aalto University in 2009! 2 1

COUNCIL RECTOR VICE RECTORS Advisory Board Central Administration FACULTY OF ELECTRONICS, COMMUNICATIONS AND AUTOMATION FACULTY OF INFORMATION AND NATURAL SCIENCES FACULTY OF ENGINEERING AND ARCHITECTURE FACULTY OF CHEMISTRY AND MATERIALS SCIENCES SEPARATE UNITS DEPARTMENTS DEPARTMENTS OTHER UNITS OF THE FACULTIES DEPARTMENTS OTHER UNITS OF THE FACULTIES DEPARTMENTS OTHER UNITS OF THE FACULTIES JOINT UNITS OF TKK AND OTHER UNIVERSITIES 3 FACULTY COUNCIL FACULTY ADMINISTRATION + BACK OFFICE DEAN AND VICE DEANS DEGREE PROGRAM COMMITTEES Metsähovi Radio Observatory Department of Automation and Systems Technology Department of Electronics Department of Micro and Nanosciences Department of Radio Science and Engineering Department of Signal Processing and Acoustics Department of Electrical Engineering Department of Communications and Networking 4 2

The only university unit in Finland that offers teaching and conducts research primarily in Acoustics, audio, speech processing Also communication systems, measurement technology, and optical technology The best facilities in Finland 3 anechoic chambers Listening test room Personnel about 90 8 professors Prof. Jorma Skyttä, Head of Dept. www.acoustics.hut.fi 5 1. 2. 3. 4. Communication Acoustics (Prof. Matti Karjalainen) Including Dr. Ville Pulkki and his group Speech Analysis (Prof. Paavo Alku) Speech Technology (Prof. Unto K. Laine) Audio Signal Processing (Prof. Vesa Välimäki) Including Dr. Cumhur Erkut and his group Strong collaboration with Department of Media Technology: Lauri Savioja, Tapio Lokki, Tapio Takala & others 6 3

7 Research topics in Communication AcousticsTeam: - Spatial sound (Ville Pulkki s group) - perception, reproduction and, coding - Evaluation of sound quality - perceptual studies and auditory modeling - Augmented reality audio (ARA) - presented later in this talk - DSP for loudspeakers and headphones - response equalization by DSP - Physical modeling techniques - together with Vesa Välimäki s group Prof. Matti Karjalainen Dr. Ville Pulkki 8 4

Spatial sound (Ville Pulkki s group) VBAP (Vector Base Amplitude Panning), SIRR (Spatial Impulse Response Rendering), DiRAC (Directional Audio Coding), perception of spatial sound, auditory modeling of spatial sound perception, etc. See Ville s tutorial and demo today! 9 Physical modeling paradigms (Matti K) Hybrid modeling using: Mixed, wave-based (W-modeling) and Kirchhoff-based (K-modeling) Digital Waveguides (DWG), W-modeling Wave Digital Filters (WDF), W-modeling Finite Difference Time-Domain (FDTD), K-modeling Modal decomposition techniques (K or W-modeling) Source-filter modeling K/W-converters BlockCompiler http://www.acoustics.hut.fi/software/blockcompiler/ Software platform for multi-paradigm physics-based modeling Model builder, scheduler, code generator, compiler, realtime synthesis 10 5

Example: Guitar modeling Accurate modeling of guitar bridge admittance: Measurement of guitar bridge and string behavior DWG and WDF modeling for realtime synthesis Parallel (mode-based) admittance modeling by DWG or consolidated WDF block Six DWG string models For details, see: Balazs Bank and Matti Karjalainen: Passive admittance synthesis for sound synthesis applications, Acoustics 08, Paris, 2008 Matti Karjalainen: Efficient Realization of Wave Digital Components for Physical Modeling and Sound Synthesis, IEEE Trans. ASLP, 2008 vol. 16 (5) pp. 947 956 SOUND SYNTHESIS DEMO IN BLOCKCOMPILER 11 Research topics in Speech Analysis Team: - Speech enhancement - HMM-based speech synthesis - Robust spectral modelling of speech - Brain functions of speech and 3D sounds - Voice production modelling - analysis of vocal emotions - occupational voice care Prof. Paavo Alku 12 6

Artificial Bandwidth Extension (ABE) of speech signals Improve the quality of narrowband speech in speech transmission Research is conducted together with Nokia: the ABE method developed at TKK was implemented in spring 2007 in Nokia s 3G phones (e.g., model 7390) 13 Hidden Markov Model (HMM) based speech synthesis utilizing glottal inverse filtering Glottal inverse filtering based on IAIF (Alku et. al, 1999). Input Natural speech Output Synthetic speech 14 7

Speech Technology Team: - Speech analysis and recognition - EU project: Acquisition of Communication and Recognition Skills (ACORNS) Prof. Unto K. Laine Development, implementation and testing of computational models capable of acquiring human-like verbal communication behavior, i.e., simulation of infant language acquisition Learning of emergent dynamic patterns of speech and non-speech stimuli from multimodal input through interaction between the learning agent and a caregiver. 15 Research topics in Audio Signal Processing Team: - Model-based sound synthesis and acoustics of musical instruments - Piano, guitar, clavichord, harpsichord, guqin, kantele, tanbur, ud, - Virtual analog synthesis and audio effects electronic instruments, amplifiers - Signal processing - Digital filters e.g. for sound synthesis - User interaction and sound design Prof. Vesa Välimäki Dr. Cumhur Erkut 16 8

Physical and mathematical modeling of musical instruments Simplification of models and signal models Real-time simulation Computationally efficient synthesis algorithms User interfaces 17 Synthesis, Control, and Hierarchical Modeling Algorithms for Sonic Interaction Design (SID) Tools for interaction-centered sound design Scenes with a multitude of sounding objects Physical sound synthesis blocks Block and user interaction managed similarly Parametric control models in different time scales Don t miss the SID presentation on Wednesday! 18 9

Augmented Reality for Audio Applications Goals / Background Real vs. virtual vs. pseudo-acoustic vs. augmented reality audio Headsets, terminals, and systems User positioning and environment scene analysis Applications: Case examples Future of your personal audio communications? 19 Concepts / goals / background Mobile Augmented Reality Audio = MARA Wearable Augmented Reality Audio = WARA Wearable systems with wireless communication Maximal flexibility, to be used any time, anywhere Highly personalized, tiny earplugs for user interface Support for all audio and voice communication plus support for hearing protection and aiding User positioning and tracking is often needed Environment aware techniques (scene analysis) Application scenarios are rich 20 10

Concepts 1: Real acoustic environment Listener in a real acoustic world: Maximally natural perception Limited distant communication No virtual effects 21 Concepts 2: Virtual acoustic environment Listener in a virtual audio world: Virtual auditory objects perceived Real acoustic environment may be attenuated or absent Only virtual effects 22 11

Concepts 3: Pseudo-acoustic environment Pseudo-acoustic representation of the real acoustic environment Binaural microphone-earphone Like binaural hearing aids The real acoustic environment around the user is heard and even amplified/enhanced 23 Concepts 4: Augmented acoustic environment Augmented reality audio (ARA) system Binaural microphone-earphone User can hear the pseudo-acoustic environment Virtual sounds superimposed onto the pseudo-acoustic environment 24 12

Example: Binaural telepresence Telepresence audio system Two-way binaural communication between two (ore more) persons Binaural telephony: merging of speech transmission and binaural technology 25 Headset design for ARA systems Use of fixed position loudspeakers Not mobile or wearable Shoulder-top loudspeakers Discomfort? Privacy? Feedback problem Open headphone models: Feedback problem, Privacy? Bone conduction etc. special headphones Ok for special applications Earplug type of headphones (closed ear canal): Discomfort (by some users)? 26 13

Experimental hear-through headset system Microphone + earphone Mixer + equalizer Problems: 1) Leakage, 2) Equalization 27 Headset properties and problems Discomfort of wearing (ventilation, wire hiss) Occluded ear canal problems (own voice) Microphone noise & directivity Wiring / wireless connection to terminal device Earplug leakage (problem in equalization) Pseudoacoustics equalization (latency << 1 ms) Hearing aid functions possible Hearing protection functions possible Acoustic positioning can be integrated 28 14

Augmented Reality Audio (ARA) mixer: The MARA key component Mix between virtual and pseudo-acoustic environments MARA system diagram (+ positioning and tracking & environment scene analysis) 29 Need of position-aware applications and services User tracking is so far a bottleneck in MARA applications Tracking and positioning of a user GPS doesn t work inside buildings; head position and orientation needed Inexpensive positioning techniques to be developed Acoustic tracking? 1) What is my position in a room or outside? 2) Which is the direction I am looking to? 30 15

Acoustic tracking and positioning We have studied acoustic positioning techniques: - User position and orientation is tracked by anchor sounds (e.g. non-audible 20 khz pulses) - Position estimated based on delays of anchor sounds to headset microphones - Estimation of orientation (face direction) by interaural time differences (difficult) 31 About MARA applications Hands-free, eyes-free, anytime, anywhere! Human-to-human vs. human-to-machine speech communications or information services Recorded vs. synthesized vs. real-time messages and real-time conversation Localized or freely-floating virtual sources sources rendered to objects in the environment sources rendered relative to user s head Context- and location-aware services 32 16

Acoustic Post-It Localized audio message service User can leave or listen to audio messages like post-it stickers Two approaches: Message rendered to a physical object (localized) Message activates when user within a range of a message (freely-floating) Personalized or public messages Warnings / general info / acoustic graffities Selection profiles for receiving subjects 33 Audio memo & binaural recording Recording of memo messages instead of making written notes & diaries Contact management, e.g. memorizing names and events: Recalling persons name after being introduced briefly (Many people have difficulties in this!) Storing important spoken messages or sound events Recording interesting sound environments Like photographing but by storing sound scenes (audiography?) 34 17

Augmentation of a pseudo-acoustic environment with another pseudo-acoustic environment Normally the remote speaker(s) need to be rendered (externalized) around the listener Binaural telephony Speech recognition and synthesis for man-machine communication 35 Audio meetings Easy creation of discussion groups consisting of remote and local participants Attending remote meetings Other speakers should be positioned around (different directions) and fused to similar acoustics (reverberation) 36 18

MARA Virtual band playing Possibly over Internet Problem: network latency Hand position sensors an MARA headsets needed 37 MARA concerts, disco, theater & games Telepresence concerts & events Legal issues involved (e.g., bootlegging) Virtual crowds Individual sound reproduction in a concert Sound level, timbre and acoustics control Increased interactivity possible What about audio-only games? Orientation and control games (car driving by sounds) Fight in the dark, Audio-Tetris, Audio-Puzzles 38 19

Virtual audio tourist guide Automatic spoken / audio information of touristic objects, monuments, inside museums, etc. Looking at an object and command/gesture to start a story Destination and path finding guidance (e.g., public transport) X-City today info (cultural events of the city) GPS orientation by auditory display 39 Audio-guided shopping Getting product information and pricing when approaching an interesting product or looking at it (in windows, stores) Advertisements from nearby shops, if enabled Audio instructions of use for products 40 20

Audio scenery and environments Nature sound experiences Forrest & birds, seeshore & water sounds, wind & rain Virtual audio crowds & urban sounds Creative artificial (synthetic) sound scenes Noise canceling of real environment helps in experiencing virtual environments 41 Thank you for your attention! Thanks are due to TKK Acoustics and Multimedia people 42 21