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Erik Schuijers

dblp:79/6689 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Audio and music processing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing › spatial audio
binaural reproduction
0.112008
Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on Headphones · IEEE Trans. Speech Audio Process. 2008
Audio and music processing
spatial audio
0.112008
Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on Headphones · IEEE Trans. Speech Audio Process. 2008
Audio and music processing
audio reproduction
0.012008
Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on Headphones · IEEE Trans. Speech Audio Process. 2008

Methods — techniques the papers use, named apart from their topics

phantom source extraction · 0.1binaural rendering · 0.1
YearPublicationVenuePosition
2008 Phantom materialization for headphone reproduction
abstract
Conventional stereo audio material is often produced using amplitude panning techniques to achieve flexible positioning of sound sources with a limited number of loudspeakers. Consequently, for faithful playback the orientation and position of the listener are very restricted. If stereo audio is reproduced over virtual loudspeakers on headphones incorporating head-tracking, these position and orientation restrictions limit the realism and spatial accuracy of the reproduction. In this paper, it will be outlined that amplitude panning and the corresponding phantom sound sources cause spatial quality limitations for headphone rendering. A novel method to circumvent phantom imaging on headphones is presented and evaluated in a listening test.
Jeroen Breebaart, Erik Schuijers
ICME2
2008 Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on Headphones
abstract
Loudspeaker reproduction systems are subject to a compromise between spatial realism and cost. By simulating loudspeaker reproduction on headphones, the resulting spatial realism is limited accordingly, despite the virtually unlimited spatial imaging capabilities of binaural audio rendering technology. More particularly, phantom imaging as often used for stereo audio material intended for loudspeaker reproduction is subject to various restrictions in terms of loudspeaker positioning in simulated space. As a consequence, phantom imaging should preferably be avoided when simulating virtual loudspeakers over headphones, especially if head tracking is incorporated or if a wide sound stage is desired. A novel method is described to extract phantom sound sources from stereo audio content and convert these to sound sources in a virtual listening environment.
Jeroen Breebaart, Erik Schuijers
IEEE Trans. Speech Audio Process.2