An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Authors

  • Daniil Sinev
  • Martin Fontbonne
  • Kurt Mick
  • Hatem Foudhaili
  • Jurgen Peissig

External Research Organisations

  • Sennheiser electronic GmbH and Co. KG
  • Universite du Maine
View graph of relations

Details

Original languageEnglish
Title of host publication2021 Immersive and 3D Audio
Subtitle of host publicationFrom Architecture to Automotive, I3DA 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
Number of pages9
ISBN (Electronic)9781665409988
ISBN (Print)978-1-6654-0999-5
Publication statusPublished - 2021
Event2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021 - Bologna, Italy
Duration: 8 Sept 202110 Sept 2021

Publication series

Name2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021

Abstract

Virtual reality audio primarily relies on binaural rendering, which in turn is based on providing specifically processed audio signals to the listener. However, most of the time, these precisely calculated signals are played over headphones under the assumption that the transmission through the ear canal would not significantly modify them. While this is true for low frequencies, it most certainly is not for higher ones, especially when using closed in-ear earphones. Although it is impractical to include the ear canal transmission in a binaural model or measured HRTFs, as it depends on the model and fit of the headphones among other things, modelling it at the time of rendering is possible. The model would have to be specific to the individual as well as the headphones/earphones used, and its parameters would have to be determined using data that can be realistically obtained just before or during a listening session, without invasive and/or complicated procedures. A method to build such a model is proposed, using measurements from sensors that could be built into an earphone. The method is tested on an ear simulator in laboratory conditions using a custom setup. Model results are validated by acoustic measurements and compared to finite element method simulations in COMSOL.

Keywords

    Binaural rendering, Ear canal, Electroacoustics, Finite element methods, Virtual reality

ASJC Scopus subject areas

Cite this

An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling. / Sinev, Daniil; Fontbonne, Martin; Mick, Kurt et al.
2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021. Institute of Electrical and Electronics Engineers Inc., 2021. (2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021).

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Sinev, D, Fontbonne, M, Mick, K, Foudhaili, H & Peissig, J 2021, An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling. in 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021. 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021, Institute of Electrical and Electronics Engineers Inc., 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021, Bologna, Italy, 8 Sept 2021. https://doi.org/10.1109/I3DA48870.2021.9610930
Sinev, D., Fontbonne, M., Mick, K., Foudhaili, H., & Peissig, J. (2021). An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling. In 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021 (2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021). Institute of Electrical and Electronics Engineers Inc.. https://doi.org/10.1109/I3DA48870.2021.9610930
Sinev D, Fontbonne M, Mick K, Foudhaili H, Peissig J. An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling. In 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021. Institute of Electrical and Electronics Engineers Inc. 2021. (2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021). doi: 10.1109/I3DA48870.2021.9610930
Sinev, Daniil ; Fontbonne, Martin ; Mick, Kurt et al. / An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling. 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021. Institute of Electrical and Electronics Engineers Inc., 2021. (2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021).
Download
@inproceedings{7508cfe1dbd247c997828f229bc6fa2a,
title = "An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling",
abstract = "Virtual reality audio primarily relies on binaural rendering, which in turn is based on providing specifically processed audio signals to the listener. However, most of the time, these precisely calculated signals are played over headphones under the assumption that the transmission through the ear canal would not significantly modify them. While this is true for low frequencies, it most certainly is not for higher ones, especially when using closed in-ear earphones. Although it is impractical to include the ear canal transmission in a binaural model or measured HRTFs, as it depends on the model and fit of the headphones among other things, modelling it at the time of rendering is possible. The model would have to be specific to the individual as well as the headphones/earphones used, and its parameters would have to be determined using data that can be realistically obtained just before or during a listening session, without invasive and/or complicated procedures. A method to build such a model is proposed, using measurements from sensors that could be built into an earphone. The method is tested on an ear simulator in laboratory conditions using a custom setup. Model results are validated by acoustic measurements and compared to finite element method simulations in COMSOL.",
keywords = "Binaural rendering, Ear canal, Electroacoustics, Finite element methods, Virtual reality",
author = "Daniil Sinev and Martin Fontbonne and Kurt Mick and Hatem Foudhaili and Jurgen Peissig",
note = "Funding Information: This project has received funding from the European Union{\textquoteright}s Horizon 2020 research and innovation programme under the Marie Sk{\l}odowska-Curie grant agreement No 812719. Acknowledgments: We would like to thank Meike Faulhaber (meike.faulhaber@sennheiser.com) for her invaluable advice on Comsol simulations. ; 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021 ; Conference date: 08-09-2021 Through 10-09-2021",
year = "2021",
doi = "10.1109/I3DA48870.2021.9610930",
language = "English",
isbn = "978-1-6654-0999-5",
series = "2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
booktitle = "2021 Immersive and 3D Audio",
address = "United States",

}

Download

TY - GEN

T1 - An Ear Canal Transmission Model Applied to an Ear Simulator and Compared to Finite Element Modelling

AU - Sinev, Daniil

AU - Fontbonne, Martin

AU - Mick, Kurt

AU - Foudhaili, Hatem

AU - Peissig, Jurgen

N1 - Funding Information: This project has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No 812719. Acknowledgments: We would like to thank Meike Faulhaber (meike.faulhaber@sennheiser.com) for her invaluable advice on Comsol simulations.

PY - 2021

Y1 - 2021

N2 - Virtual reality audio primarily relies on binaural rendering, which in turn is based on providing specifically processed audio signals to the listener. However, most of the time, these precisely calculated signals are played over headphones under the assumption that the transmission through the ear canal would not significantly modify them. While this is true for low frequencies, it most certainly is not for higher ones, especially when using closed in-ear earphones. Although it is impractical to include the ear canal transmission in a binaural model or measured HRTFs, as it depends on the model and fit of the headphones among other things, modelling it at the time of rendering is possible. The model would have to be specific to the individual as well as the headphones/earphones used, and its parameters would have to be determined using data that can be realistically obtained just before or during a listening session, without invasive and/or complicated procedures. A method to build such a model is proposed, using measurements from sensors that could be built into an earphone. The method is tested on an ear simulator in laboratory conditions using a custom setup. Model results are validated by acoustic measurements and compared to finite element method simulations in COMSOL.

AB - Virtual reality audio primarily relies on binaural rendering, which in turn is based on providing specifically processed audio signals to the listener. However, most of the time, these precisely calculated signals are played over headphones under the assumption that the transmission through the ear canal would not significantly modify them. While this is true for low frequencies, it most certainly is not for higher ones, especially when using closed in-ear earphones. Although it is impractical to include the ear canal transmission in a binaural model or measured HRTFs, as it depends on the model and fit of the headphones among other things, modelling it at the time of rendering is possible. The model would have to be specific to the individual as well as the headphones/earphones used, and its parameters would have to be determined using data that can be realistically obtained just before or during a listening session, without invasive and/or complicated procedures. A method to build such a model is proposed, using measurements from sensors that could be built into an earphone. The method is tested on an ear simulator in laboratory conditions using a custom setup. Model results are validated by acoustic measurements and compared to finite element method simulations in COMSOL.

KW - Binaural rendering

KW - Ear canal

KW - Electroacoustics

KW - Finite element methods

KW - Virtual reality

UR - http://www.scopus.com/inward/record.url?scp=85123217608&partnerID=8YFLogxK

U2 - 10.1109/I3DA48870.2021.9610930

DO - 10.1109/I3DA48870.2021.9610930

M3 - Conference contribution

AN - SCOPUS:85123217608

SN - 978-1-6654-0999-5

T3 - 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021

BT - 2021 Immersive and 3D Audio

PB - Institute of Electrical and Electronics Engineers Inc.

T2 - 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021

Y2 - 8 September 2021 through 10 September 2021

ER -