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True, 0.9 degrees difference can be detected
T/F : Humans are very good at sound localization.
Auditory Space
Surrounds an observer and exists wherever there is sound.
Azimuth Coordinates, Elevation Coordinates, Distance Coordinates
What do researchers use to study how sounds are localized in space?
Azimuth Coordinates
Position left to right
Elevation Coordinates
Position up and down
Distance Coordinates
Position from observer
Time, Intensity, Phase Difference, Pinna, Visual Object
What are the direction cues?
Time
Sound must travel different distances to reach the two ears.
At 90 degrees Azimuth : 0.6 msec earlier than the hidden ear
Discriminate up to 10 micro sec.
Binaural Cues
Location cues based on the comparison of the signals received by the left and right ears.
Interaural Time Difference (ITD)
Difference between the times sounds reach the two ears.
False, when distance is the same
T/F : When distance to each ear is different, there are no differences in time.
Intensity
One ear receives the sound directly from the source, and the other ear is in the “sound shadow” or “acoustic shadow” → Intensity Difference
Low Frequency
Bend around the head readily.
Less than 3000 Hz
High Frequency
Tend to rush right past the hidden ear.
Exaggerates the intensity difference
Phase Difference
Sound is arriving at two ears in a different portion of its cycle of compression and rarefaction.
Works better with low frequency sounds
1000 Hz : 1 msec → 1 cycle
0.5 msec earlier (62 degrees) → ½ cycle ahead
For this, 2000 Hz → Same Phase
Dual Theory of Sound Localization
Low Frequency : Cued by phase difference
High Frequency : Cued by intensity difference
Most Errors Occurred : 2000 - 4000 Hz
Pinna
For vertical, horizontal, front, & back location
Monaural Cue
True
T/F : Pinna with asymmetrical shape and folds delay or amplify different frequencies by different amounts.
Directional Transfer Function (DTF)
Sounds with different elevation of location gives different levels of intensity with different frequencies.
Visual Object
Interaction between hearing & vision.
Ventriloquist Effect
Ventriloquist Effect
An observer perceives the sound as coming from the visual location rather than the source for the sound.
Sekuler et al. Experiment
Balls moving without sound appeared to move past each other.
Balls with an added “click” appeared to collide.
Jeffress ITD Neuron Model
These neurons receive signals from both ears.
Coincidence detectors fire only when signals arrive from both ears simultaneously.
Other neurons in the circuit fire to locations corresponding to other ITDs.
Broadly-Tuned ITD Neurons
Research on gerbils indicates that neurons in the left hemisphere respond best to sound from the right, and vice versa.
Location of sound is indicated by the ration of responding for two types of neurons.
This is a distributed coding system.
Hearing Inside Rooms
When a listener is outside, most sound is direct.
However inside building, there is direct & indirect sound.
Direct Sound
Sound that reaches the listener’s ears straight from the source.
Indirect Sound
Sound that is reflected off of environmental surfaces and then to the listener.
Precedence Effect
Sound may bounce around the room, reflecting from various places, but we don’t experience overwhelming confusion.
We respond only to the first of the many sounds.
Litovsky et al. Experiment
Listeners sat between two speakers : Lead & Lag Speaker
When sound comes from lead speaker followed by lag speaker with long delay → Listeners hear two sounds.
When delay is decreased to 5-20 msec, listeners hear the sound as only coming from the lead speaker → Precedence Effect.
Relative Intensity, Reverberation, Frequency, Loudness Constancy
What are the Distance Cues?
Relative Intensity
Nearer sounds being more intense.
Familiar sound
Reverberation
Sound reached our ears both directly and after being reflected or reverberated.
False, as the source gets further away
T/F : As the source gets closer, the ratios of direct & indirect sounds are different.
Frequency
Sounds with mostly high frequencies : seem to come from quite nearby.
High : Easily blocked by obstacles
Low : Farther away
Loudness Constancy
As speaker moves further, perceived loudness of a sound source remains constant.
Architectural Acoustics
Study of how sounds are reflected in rooms.
Reverberation Time, Intimacy Time, Bass Ratio, Spaciousness Factor
Factors that affects perception in concert halls?
Reverberation Time
Time it takes sound to decrease by 1/1000th of its original pressure.
“Muddled”
If reverberation time is too long, sounds are ______.
“Dead”
If reverberation time is too short, sounds are ______.
2
Ideal times are around _____ seconds.
Intimacy Time
Time between when sound leaves its source and when the first reflection arrives.
20 ms
Best time is around _____.
Bass Ratio
Ratio of low to middle frequencies reflected from surfaces.
True
T/F : High bass ratios are best.
Spaciousness Factor
Fraction of all the sound received by listener that is indirect.
False, high spaciousness factors
T/F : Low spaciousness factors are best.
0.4 to 0.6 seconds
Ideal reverberation time in small classroom is ____ to ____.
1.0 to 1.5 seconds
Ideal reverberation time in auditoriums is ____ to ____.
Voices
Ideal reverberation time in classroom helps maximize ability to hear _____.
True
T/F : Most classrooms have times of one second or more.
Octave
Sounds separated by octave seem more similar than sounds separated by less than an octave.
262.2 Hz
Middle C
523.2 Hz
One octave high
True
T/F : Letters in the musical scale repeat.
True
T/F : Notes with the same letter name (separated by octaves) have fundamental frequencies that are multiples of each other.
Chroma
Notes with the same letter name have the same tone _____.
Gestalt Principles
Heuristics that help to perceptually organize stimuli.
Location
Single sound source tends to come from one location and to move continuously.
Timbre & Pitch Similarity
Similar sounds are grouped together.
Bregman & Campbell Experiment
Stimuli were alternating between high & low tones.
When stimuli are played quickly, the listener hears two streams ; one high and one low.
Deutsch Experiment
Scale illusion or melodic channeling.
Perceptual heuristic that sounds with the same frequency come from the same source, which is usually true in the environment.
Warren et al. Experiment
Tones were presented interrupted by gaps of silence or by noise.
Silence Condition : Sound stopped during the gaps.
Noise Condition : Perception was that the sound continued behind the noise.
Auditory Stream Segregation
Bregman & Campbell Experiment, Deutsch Experiment
Good Continuation
Warren et al. Experiment