aalto- equalization techniques for dd headphone listening

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Departme nt of Sig nal Processi ng a nd Aco ustics Equal iz at io n Tech nique s fo r H e adpho ne L iste ning J ussi R ämö DOCTORAL DISSERTATIONS

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ISBN 978-952-60-5878-8 ISBN 978-952-60-5879-5 (pdf) ISSN-L 1799-4934 ISSN 1799-4934 ISSN 1799-4942 (pdf) Aalto University School of Electrical Engineering Department of Signal Processing and Acoustics www.aalto.fi

BUSINESS + ECONOMY ART + DESIGN + ARCHITECTURE SCIENCE + TECHNOLOGY CROSSOVER DOCTORAL DISSERTATIONS

Aalto-D

D 147

/2014

Jussi Räm

ö E

qualization Techniques for H

eadphone Listening

Aalto

Unive

rsity

Department of Signal Processing and Acoustics

Equalization Techniques for Headphone Listening

Jussi Rämö

DOCTORAL DISSERTATIONS

Aalto University publication series DOCTORAL DISSERTATIONS 147/2014

Equalization Techniques for Headphone Listening

Jussi Rämö

A doctoral dissertation completed for the degree of Doctor of Science (Technology) to be defended, with the permission of the Aalto University School of Electrical Engineering, at a public examination held at the lecture hall S1 of the school on 31 October 2014 at 12.

Aalto University School of Electrical Engineering Department of Signal Processing and Acoustics

Supervising professor Prof. Vesa Välimäki Thesis advisor Prof. Vesa Välimäki Preliminary examiners Dr. Aki Härmä, Philips Research, The Netherlands Dr. Joshua D. Reiss, Queen Mary University of London, UK Opponent Dr. Sean Olive, Harman International, USA

Aalto University publication series DOCTORAL DISSERTATIONS 147/2014 © Jussi Rämö ISBN 978-952-60-5878-8 ISBN 978-952-60-5879-5 (pdf) ISSN-L 1799-4934 ISSN 1799-4934 (printed) ISSN 1799-4942 (pdf) http://urn.fi/URN:ISBN:978-952-60-5879-5 Unigrafia Oy Helsinki 2014 Finland

Abstract Aalto University, P.O. Box 11000, FI-00076 Aalto www.aalto.fi

Author Jussi Rämö Name of the doctoral dissertation Equalization Techniques for Headphone Listening Publisher School of Electrical Engineering Unit Department of Signal Processing and Acoustics

Series Aalto University publication series DOCTORAL DISSERTATIONS 147/2014

Field of research Acoustics and Audio Signal Processing

Manuscript submitted 13 February 2014 Date of the defence 31 October 2014

Permission to publish granted (date) 6 August 2014 Language English

Monograph Article dissertation (summary + original articles)

Abstract The popularity of headphones has increased rapidly along with digital music and mobile

phones. The environment in which headphones are used has also changed quite dramatically from silent to noisy, since people are increasingly using their headphones while commuting and traveling. Ambient noise affects the quality of the perceived music as well as compels people to listen to the music with higher volume levels.

This dissertation explores headphone listening in the presence of ambient sounds. The ambient sounds can be either noise or informative sounds, such as speech. The first portion of this work addresses the first case, where the ambient sounds are undesirable noise that deteriorates the headphone listening experience. The second portion tackles the latter case, in which the ambient sounds are actually informative sounds that the user wants to hear while wearing headphones, such as in an augmented reality system. Regardless of the nature of the ambient sounds, the listening experience can be enhanced with the help of equalization.

This work presents a virtual listening test environment for evaluating headphones in the presence of ambient noise. The simulation of headphones is implemented using digital filters, which enables arbitrary music and noise test signals in the listening test. The disturbing effect of ambient noise is examined with the help of a simulator utilizing an auditory masking model to simulate the timbre changes in music. Another study utilizes the same principles and introduces an adaptive equalizer for mitigation of the masking phenomenon. This psycho- acoustic audio processing system was shown to retain reasonably low sound pressure levels while boosting the music, which is highly important from the viewpoint of hearing protection.

Furthermore, two novel hear-through systems are proposed, the first of which is a digital augmented reality headset substituting and improving a previous analog system. The second system is intended to be worn during loud concerts as a user-controllable hearing protector and mixer. The main problem in both of the systems is the risk of a comb filtering effect, which can deteriorate the sound quality. However, it is shown that the comb filtering effect is not detrimental due to the passive isolation of an in-ear headset.

Finally, an optimization algorithm for high-order graphic equalizer is developed, which optimizes the order of adjacent band filters to reduce ripple around the filter transition bands. Furthermore, a novel high-precision graphic equalizer is introduced based on parallel second- order sections. The novel equalization techniques are intended for use not only in headphone applications, but also in wide range of other audio signal processing applications, which require highly selective equalizers.

Keywords Acoustic signal processing, audio systems, augmented reality, digital filters, psychoacoustics

ISBN (printed) 978-952-60-5878-8 ISBN (pdf) 978-952-60-5879-5

ISSN-L 1799-4934 ISSN (printed) 1799-4934 ISSN (pdf) 1799-4942

Location of publisher Helsinki Location of printing Helsinki Year 2014

Pages 151 urn http://urn.fi/URN:ISBN:978-952-60-5879-5

Tiivistelmä Aalto-yliopisto, PL 11000, 00076 Aalto www.aalto.fi

Tekijä Jussi Rämö Väitöskirjan nimi Ekvalisointitekniikoita kuulokekuunteluun Julkaisija Sähkötekniikan korkeakoulu Yksikkö Signaalinkäsittelyn ja akustiikan laitos

Sarja Aalto University publication series DOCTORAL DISSERTATIONS 147/2014

Tutkimusala Akustiikka ja äänenkäsittelytekniikka

Käsikirjoituksen pvm 13.02.2014 Väitöspäivä 31.10.2014

Julkaisuluvan myöntämispäivä 06.08.2014 Kieli Englanti

Monografia Yhdistelmäväitöskirja (yhteenveto-osa + erillisartikkelit)

Tiivistelmä Digitaalisen musiikin ja matkapuhelimien yleistyminen ovat lisänneet kuulokkeiden suosiota.

Samalla kuulokkeiden tavallinen käyttöympäristö on muuttunut hiljaisesta meluisaksi, sillä ihmiset käyttävät kuulokkeita liikkuessaan. Taustamelu vaikuttaa havaittuun äänenlaatuun ja myös pakottaa ihmiset kuuntelemaan musiikkia suuremmalla äänenvoimakkuudella.

Tässä väitöskirjatyössä tutkitaan kuulokekuuntelua tilanteissa, joissa kuullaan myös ympäristöstä lähtöisin olevia ääniä. Ympäristön äänet voivat olla melua tai informatiivisia ääniä, kuten puhetta. Tämän työn ensimmäinen osa keskittyy tapaukseen, jossa ympäristön äänet ovat kuulokekuuntelua häiritsevää melua. Toisessa osassa ympäristön äänet ovat informatiivisia hyötyääniä, jotka käyttäjä haluaa kuulla vaikka käyttäisikin kuulokkeita, kuten esim. lisätyn todellisuuden järjestelmässä. Kummassakin tapauksessa kuulokekuuntelukokemusta voidaan parantaa ekvalisaattorin avulla.

Tässä työssä esitetään virtuaalinen kuuntelukoeympäristö kuulokkeiden arviointiin melussa. Kuulokkeiden simulointi on toteutettu digitaalisilla suotimilla, jotka mahdollistavat mielivaltaisten testisignaalien käytön. Taustamelun aiheuttamaa peittoilmiötä tutkitaan simulaattorin avulla, joka hyödyntää auditiivista peittomallia simuloimaan havaittua musiikkia melussa. Samoja periaatteita hyödyntämällä on toteutettu myös psykoakustinen adaptiivinen ekvalisaattori, joka mukautuu kuunneltavaan musiikiin ja ympäristön meluun. Työssä näytettiin, että ekvalisaattori säilyttää musiikin kohtuullisen äänipainetason, koska se vahvistaa vain tarvittavia taajuusalueita. Tämä on erittäin tärkeää kuulovaurioiden ehkäisemisen kannalta.

Työssä esitetään myös kaksi digitaalista läpikuuluvuussovellusta, joista ensimmäinen on analogisen järjestelmän paranneltu versio. Toinen sovellus on kehitetty konsertteja varten, joissa tarvitaan kuulonsuojausta. Sovellus mahdollistaa käyttäjäkohtaisen kuulonsuojauksen ja läpikuultavan musiikin ekvalisoinnin. Molempien sovellusten ongelmana on mahdollinen kampasuodinilmiö, joka voi heikentää järjestelmän äänenlaatua. Työssä kuitenkin osoitettiin, että kampasuodinilmiö on hallittavissa tulppakuulokkeiden hyvän vaimennuskyvyn ansiosta.

Lisäksi tässä työssä kehitetään korkea-asteiselle graafiselle ekvalisaattorille optimointi-algoritmi, joka vähentää ekvalisaattorin vasteen värähtelyä siirtymäkaistoilla. Tässä työssä kehitettiin myös uusi tarkka graafinen ekvalisaattori, joka perustuu rinnakkaisiin toisen asteen suotimiin. Uusia ekvalisointitekniikoita voidaan käyttää kuulokesovellusten lisäksi myös monissa muissa audiosignaalinkäsittelyn sovelluksissa.

Avainsanat Akustinen signaalinkäsittely, audiojärjestelmät, digitaaliset suodattimet, lisätty todellisuus, psykoakustiikka

ISBN (painettu) 978-952-60-5878-8 ISBN (pdf) 978-952-60-5879-5

ISSN-L 1799-4934 ISSN (painettu) 1799-4934 ISSN (pdf) 1799-4942

Julkaisupaikka Helsinki Painopaikka Helsinki Vuosi 2014

Sivumäärä 151 urn http://urn.fi/URN:ISBN:978-952-60-5879-5

Preface

The work presented in this dissertation was carried out at the Depart-

ment of Signal Processing and Acoustics at Aalto University School of

Electrical Engineering in Espoo, Finland, during the period of September

2009 and October 2014. During this period, I have been lucky to have had

the chance to be involved in various projects with Nokia Gear and Nokia

Research Center. Without these great projects the writing of this thesis

would not have been possible.

I want to express my deepest gratitude to my supervisor Prof. Vesa

Välimäki for all the guidance and support during the writing of this dis-

sertation. Your guidance has been inspiring and invaluable. I am also ex-

tremely grateful to my first supervisor Prof. Matti Karjalainen who origi-

nally believed in me and gave me the chance to work in the acoustics lab

back in 2008.

I wish to thank my co-authors Dr. Miikka Tikander, Mr. Mikko Alanko,

and Prof. Balázs Bank, for all your contributions. We managed to do

pretty cool stuff together. I would also like to thank all the people from

Nokia, with whom I have had the chance to work with during the projects.

I also want to thank Luis Costa for proof-reading my work and constantly

helping me to improve my writing skills.

I would like to thank my pre-examiners Dr. Joshua D. Reiss and Dr. Aki

Härmä, whose comments were valuable in further improving this disser-

tation. Thank you also to Dr. Sean Olive for agreeing to act as my oppo-

nent.

As many have said before, the working environment in the acoustics lab

is absolutely top-notch and I have had the pleasure to work with fan-

tastic colleagues in the lab over the years. I would like to thank my

co-workers: Sami, Julian, Heidi-Maria, Rafael, Stefano, Hannu, Jussi,

Antti, Henkka, Pasi, Ole, Rémi, Jari, Jyri, Heikki T., Fabian, Atakan,

1

Preface

Ville, Magge, Mikkis, Javier, Tapani, Olli, Marko, Ilkka, Tuomo, Teemu,

Okko, Henna, Symeon, Archontis, Julia, Sofoklis, and all the other former

and present people at the acoustics lab I have met during these years.

Of course, I also need to thank all my friends outside the university who

have helped me to maintain the balance between work and free-time.

I am deeply grateful to my parents Arto Rämö and Heli Salmi for al-

ways believing and supporting me and showing pride in the things I do.

I cannot thank you enough for that. Your support has been and still is

extremely important to me. Finally, I would like to say special thanks to

my girlfriend Minna for all the support and love you have shown me over

the years.

Espoo, September 18, 2014,

Jussi Rämö

2

Contents

Preface 1

Contents 3

List of Publications 5

Author’s Contribution 7

List of Symbols 9

List of Abbreviations 11

1. Introduction 13

2. Headset Acoustics and Measurements 17

2.1 Headphone Types . . . . . . . . . . . . . . . . . . . . . . . . . 17

2.2 Headset Acoustics . . . . . . . . . . . . . . . . . . . . . . . . . 18

2.3 Ear Canal Simulators . . . . . . . . . . . . . . . . . . . . . . . 20

2.4 Frequency Response Measurements . . . . . . . . . . . . . . 22

2.5 Headphone Equalization . . . . . . . . . . . . . . . . . . . . . 24

2.6 Ambient Noise Isolation . . . . . . . . . . . . . . . . . . . . . 25

2.7 Occlusion Effect . . . . . . . . . . . . . . . . . . . . . . . . . . 27

3. Augmented Reality Audio and Hear-Through Systems 29

3.1 Active Hearing Protection . . . . . . . . . . . . . . . . . . . . 29

3.2 Augmented Reality Audio . . . . . . . . . . . . . . . . . . . . 30

3.2.1 ARA Applications . . . . . . . . . . . . . . . . . . . . . 31

3.3 Comb-Filtering Effect . . . . . . . . . . . . . . . . . . . . . . . 32

4. Auditory Masking 35

4.1 Critical Bands . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

4.2 Estimation of Masking Threshold . . . . . . . . . . . . . . . . 36

3

Contents

4.3 Partial Masking . . . . . . . . . . . . . . . . . . . . . . . . . . 38

5. Digital Equalizers 39

5.1 Equalizers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

5.2 Parametric Equalizer Design . . . . . . . . . . . . . . . . . . 41

5.3 High-Order Graphic Equalizer Design . . . . . . . . . . . . . 42

5.4 Parallel Equalizer Design . . . . . . . . . . . . . . . . . . . . 44

5.5 Comparison of the Graphic Equalizers . . . . . . . . . . . . . 46

6. Summary of Publications and Main Results 49

7. Conclusions 53

Bibliography 57

Errata 69

Publications 71

4

List of Publications

This thesis consists of an overview and of the following publications which

are referred to in the text by their Roman numerals.

I J. Rämö and V. Välimäki. Signal Processing Framework for Virtual

Headphone Listening Tests in a Noisy Environment. In Proc. AES 132th

Convention, 6 pages, Budapest, Hungary, April 2012.

II J. Rämö, V. Välimäki, M. Alanko, and M. Tikander. Perceptual Fre-

quency Response Simulator for Music in Noisy Environments. In Proc.

AES 45th Int. Conf., 10 pages, Helsinki, Finland, March 2012.

III J. Rämö, V. Välimäki, and M. Tikander. Perceptual Headphone Equal-

ization for Mitigation of Ambient Noise. In Proc. Int. Conf. Acoustics,

Speech, and Signal Processing, pp. 724–728, Vancouver, Canada, May

2013.

IV J. Rämö and V. Välimäki. Digital Augmented Reality Audio Headset.

Journal of Electrical and Computer Engineering, Vol. 2012, Article ID

457374, 13 pages, September 2012.

V J. Rämö, V. Välimäki, and M. Tikander. Live Sound Equalization and

Attenuation with a Headset. In Proc. AES 51st Int. Conf., 8 pages,

Helsinki, Finland, August 2013.

VI J. Rämö and V. Välimäki. Optimizing a High-Order Graphic Equalizer

for Audio Processing. IEEE Signal Processing Letters, Vol. 21, No. 3,

pp. 301–305, March 2014.

5

List of Publications

VII J. Rämö, V. Välimäki, and B. Bank. High-Precision Parallel Graphic

Equalizer. IEEE/ACM Transactions on Audio, Speech and Language

Processing, Vol. 22, No. 12, pp. 1894–1904, December 2014.

6

Author’s Contribution

Publication I: “Signal Processing Framework for Virtual HeadphoneListening Tests in a Noisy Environment”

The author collaborated in the development of the filter design algorithms.

He made the measurements and implemented the whole system by him-

self. He also wrote and presented the entire work.

Publication II: “Perceptual Frequency Response Simulator for Musicin Noisy Environments”

The author conducted the measurements, listening tests, and implemen-

tation of the perceptual frequency response simulator in collaboration

with the co-authors. Furthermore, the author wrote the article and pre-

sented it at the conference.

Publication III: “Perceptual Headphone Equalization for Mitigation ofAmbient Noise”

The author collaborated in the algorithm development. He implemented

the signal processing algorithms for the perceptual headphone equalizer.

Furthermore, the author wrote and presented the entire paper.

Publication IV: “Digital Augmented Reality Audio Headset”

The author collaborated in the signal processing algorithm development.

He implemented and wrote the work in its entirety except for the writing

of abstract and conclusions.

7

Author’s Contribution

Publication V: “Live Sound Equalization and Attenuation with aHeadset”

The author designed the system in collaboration with the co-authors, based

on the original idea of the second author. The author programmed the

Matlab simulator as well as the real-time demonstrator. Furthermore,

the author wrote the article and presented it at the conference.

Publication VI: “Optimizing a High-Order Graphic Equalizer forAudio Processing”

The author discovered, designed, and implemented the optimization algo-

rithm and was the main author of the paper.

Publication VII: “High-Precision Parallel Graphic Equalizer”

The author was responsible for coordinating and editing the work based

on the idea of the co-authors. The author wrote the abstract and Sections

I, IV, and V. He also collaborated in the algorithm design and implemented

most of the new Matlab codes and examples as well as provided all the

figures and tables included in the paper.

8

List of Symbols

A(z) transfer function of an allpass filter

a frequency parameter of the Regalia-Mitra filter

ac frequency parameter of the Regalia-Mitra filter for cut cases

ak,1, ak,2 denominator coefficients of the parallel equalizer

b allpass coefficient of the Regalia-Mitra filter

bk,0, bk,1 numerator coefficients of the parallel equalizer

B two-slope spreading function

c speed of sound

f frequency in Hertz

fr,open first quarter-wavelength resonance of an open ear canal

fr,closed first quarter-wavelength resonance of a closed ear canal

gd gain of direct sound

geq gain of equalized sound

h(t) impulse response of a system

H(z) transfer function of a system

K gain of the Regalia-Mitra filter

L delay in samples

LM sound pressure level of a masker

l length of the ear canal

leff effective length of the ear canal

P number of filter sections

r average radius of the ear canal

U masking energy offset

x(t) input signal (sine sweep)

y(t) output signal (recorded sine sweep)

ν frequency in Bark units

Ω normalized filter bandwidth of the Regalia-Mitra filter

ω0 normalized center frequency of the Regalia-Mitra filter

9

List of Symbols

10

List of Abbreviations

ANC active noise control

ARA augmented reality audio

CPU central processing unit

DRP drum reference point

FIR finite impulse response

FFT fast Fourier transform

GPS Global Positioning System

GPU graphics processing unit

HRTF head-related transfer function

IEC International Electrotechnical Commission

IFFT inverse fast Fourier transform

IIR infinite impulse response

ISO International Organization for Standardization

ITU-T International Telecommunication Union,

Telecommunication Standardization Sector

LPC linear prediction coefficients

NIHL noise-induced hearing loss

PGE parallel graphic equalizer

SPL sound pressure level

11

List of Abbreviations

12

1. Introduction

Nowadays many people listen to music through headphones mostly in

noisy environments due to the widespread use of portable music players,

mobile phones, and smartphones. Gartner Inc. reported that worldwide

mobile phone sales to end users totaled 1.75 billion units in 2012, while

the fourth quarter of 2012 realized a record in smartphone sales totaling

over 207 million units, which was more than a 38 percent increase from

the same quarter of 2011 [1]. However, already in the third quarter of

2013, smartphones sales reached over 250 million units, and the forecast

of global mobile phone sales in 2013 is 1.81 billion units [2]. Almost all

mobile phones, including low-priced budged phones, are capable of play-

ing music and typically come with a stereo headset, which can also be

used as a hands-free device (see Figure 1.1). Thus, basically everybody

who owns a mobile phone is a potential headphone user.

Due to the mobile nature of today’s headphone usage, the listening en-

vironments have also changed quite dramatically from quiet homes and

offices to noisy streets and public transportation vehicles. The increased

ambient noise of the mobile listening environments introduces a problem,

since the noise masks the music by reducing its perceived loudness or by

(a) (b) (c)

Figure 1.1. Different mobile headsets, where (a) shows a smartphone and an in-ear head-set, (b) shows a button-type headset, and (c) shows an on-the-ear headset.

13

Introduction

masking parts of the music completely. This often leads to increased noise

exposure levels, since people try to compensate the masking of the music

by turning up the volume, which can increase the risk of hearing impair-

ment. First, people should use suitable headphones that isolate ambient

sounds well, and secondly, the ‘unmasking’ of the music signal should be

done in a way that the level of the music is increased as little as possible.

Additionally, now that people increasingly use their headphones, it is

necessary to have a hear-through function in the headphones so that com-

munication is easy and enjoyable even without removing the headphones.

This requires built-in microphones and an equalizer to compensate for the

changes that the headphones introduce to our outer ear acoustics. The

ideal hear-through function, which is also the basis in augmented reality

audio (ARA) [3], is to have completely transparent headphones that do

not alter the timbre of the incoming sounds at all.

This work considers how we can devise and assess improved signal pro-

cessing approaches that enhance the experience of listening over head-

phones, including how to implement a psychoacoustically reasonable equal-

izer for headphones, especially for noisy environments, and how to further

immerse headphone usage to be a part of our everyday lives. Thus, the

main objectives of this dissertation are to

1. provide means to demonstrate the sound quality of different headphones

especially in noisy environments,

2. enhance the mobile headphone listening experience using digital signal

processing,

3. improve the precision of graphic equalizers, and

4. develop novel digital methods for hear-through systems.

Objective 1 provides essential results that helps us to understand and

experience how different types of headphones behave in a noisy environ-

ment. After understanding the principles of objective 1, it possible to de-

vise novel signal processing methods, as defined in objective 2, which will

enhance the headphone listening experience, e.g., by adaptively equaliz-

ing the music according to ambient noise. In order to equalize the music

to mitigate the masking caused by ambient noise, it is necessary to satisfy

14

Introduction

objective 3 and to design an equalizer with frequency selectivity similar

to that of a human ear. Finally, to include headphones more into our ev-

eryday lives, the headphones should have a hear-through function that

allows us to wear the headphones during conversations and to use them

with augmented reality audio applications.

The contents of this dissertation consist of this overview part accom-

panied by seven peer-reviewed publications, from which three have been

published in international journals and four in international conferences.

These publications tackle the research questions aiming to satisfy the ob-

jectives. Publications I, II, and III tackle the first objective by explor-

ing headphone listening in noisy environments. Publication I introduces

a test environment for virtual headphone listening tests, which also en-

ables the evaluation of headphones in the presence of virtual ambient

noise, whereas Publication II presents a perceptual frequency response

simulator, which simulates the effect of the auditory masking caused by

the ambient noise.

Objective 2 is addressed especially in Publication III, which introduces

an intelligent adaptive equalizer that is based on psychoacoustic models.

However, the groundwork for Publication III is done in Publications I, II,

and VI. Objective 3 is covered in Publications VI and VII, which present

an optimizing algorithm for a high-order graphic equalizer and a novel

high-precision graphic equalizer implemented with a parallel filter struc-

ture, respectively. The final objective is addressed in Publications IV and

V, where digital hear-through systems are developed and evaluated.

This overview part of this dissertation is organized as follows. Section 2

discusses headset acoustics and their measurement techniques, including

ear canal simulators as well as magnitude frequency response and am-

bient noise isolation measurements. Section 3 introduces hear-through

systems along with the concept and applications of augmented reality au-

dio. Section 4 examines the auditory masking phenomenon, including the

concepts of masking threshold and partial masking. Section 5 introduces

digital equalizers, giving also three examples of digital equalizer filters

used during this work. Section 6 summarizes the publications and their

main results, and Section 7 concludes this overview part.

15

Introduction

16

2. Headset Acoustics andMeasurements

This section introduces basic headset acoustics and their measurement

techniques. The focus is on in-ear headphones, since they are increas-

ingly used in mobile music listening and in hands-free devices. Further-

more, in-ear headphones provide the tightest fit of all headphones, which

leads to excellent ambient noise isolation, but at the same time introduces

problems, such as unnatural ear canal resonances and the occlusion effect,

due to the tightly blocked ear canal. The emphasis on the measurement

techniques is on the frequency response and ambient noise isolation mea-

surements, since they greatly affect the perceived sound quality in noisy

environments.

Section 2.1 provides a brief introduction to different headphone types

and Section 2.2 introduces the basics of headphone acoustics, providing

background information for Publications I through V. Section 2.3 de-

scribes the history and current status of ear canal simulators that are

used in headphone measurements, related to Publications I–V. Sections

2.4 and 2.6 recapitulate frequency response and ambient noise isolation

measurement procedures. Section 2.7 discusses the occlusion effect, which

can easily degrade the user experience of an in-ear headset (Publications

IV and V).

2.1 Headphone Types

There are many different types of headphones, which all have their pros

and cons in divergent listening environments. Furthermore, different ap-

plications set distinct requirements for headphones, such as size, ambient

noise isolation, sound quality, and even cosmetic properties. ITU Telecom-

munication Standardization Sector (ITU-T) categorizes headphones into

four groups: circum-aural, supra-aural, intra-concha, and in-ear/insert

17

Headset Acoustics and Measurements

(b) (a) (c) (d)

Figure 2.1. Categorization of headphones according to ITU-T Recommendation P.57,where (a) shows a circum-aural, (b) a supra-aural, (c) an intra-concha, and(d) an in-ear/insert headphone. Adapted from [4].

headphones [4]. Figure 2.1 shows the ITU-T categorization of the head-

phones, where (a) shows the circum-aural headphones, which are placed

completely around the ear against the head; (b) shows the supra-aural

headphones, which are placed on top of the pinna (also called on-the-ear

headphones); (c) shows the intra-concha headphones (button-type), which

are put loosely in the concha cavity; and (d) shows the in-ear headphones,

which are inserted tightly into the ear canal (similarly to earplugs).

When one or more microphones are wired to the headphones, they be-

come a headset. Commonly, a mono microphone is installed in the wire

of stereo headphones. Often, the casing of the in-wire microphone is also

used as a remote control for the music player. When two microphones are

mounted into headphones in a way that they are placed near the ear canal

entrances of the user, the binaural cues of the user can be preserved well

[5].

2.2 Headset Acoustics

Normally, when a person is listening to surrounding sounds with open

ears, the incident sound waves are modified by the environment as well

as by the listener’s torso, head, and outer ear. However, when the same

surrounding sounds are captured with a conventional microphone and

later reproduced using headphones, all these natural modifications are

lost. Thus, headphone listening is quite different from the natural open-

ear hearing that we are used to. Headphones also produce almost perfect

channel separation between the left and right channels, which results in

a situation where sound is perceived to come from inside the head.

18

Headset Acoustics and Measurements

Headphones can alter the acoustics of the open ear canal by blocking

it. This happens especially when using in-ear headphones, which tightly

block the entrance of the ear canal. An open ear canal is basically a tube,

which is open at one end and closed at the other by the ear drum. Thus,

the open ear canal acts as a quarter-wavelength resonator, which has it

first resonance at the frequency

fr,open =c

4leff, (2.1)

where c is the speed of sound and leff is the effective length of the ear

canal. The effective length of the ear canal is slightly longer than the

physical length due to the attached-mass effect [6]. The effective length

of the ear canal (as an open-ended tube) can be estimated as

leff = l + 8r/3π, (2.2)

where r is the average radius and l is the physical length of the ear canal

[6, 7].

An average ear canal has a length of approximately 27 mm and a diame-

ter of about 7 mm [8]. When these measures are used in (2.1) and (2.2), the

effective length leff is 30 mm and the first quarter-wavelength resonance

occurs at the frequency of 2890 Hz, when the speed of sound is 346 m/s

(corresponding to 25◦C). Typically, the first resonance of the human ear

is located around 3 kHz with the maximum boost of approximately 20 dB

[9].

Figure 2.2 shows the effect of an open ear canal, where the contribu-

tions of the pinna, head, and upper torso are also included. The curve

represents the difference between the magnitude response of a Genelec

8030A active monitor measured first 2 meters away in free-field, and then

measured again from inside a human ear canal located 2 meters away.

The microphone was placed 1 cm deep into the ear canal for the second

measurement. As can be seen in Figure 2.2, the first quarter-wavelength

resonance of this individual appears at 3.0 kHz.

When the ear canal is blocked by an in-ear headphone, the ear canal

acts as a half-wavelength resonator. The first half-wavelength resonance

occurs at

fr,closed =c

2l. (2.3)

The insertion of the in-ear headphone also shortens the length of the ear

canal (by approximately 5 mm) and increases the temperature of the air in

the ear to be about 35◦C [10]. The speed of sound at 35◦C is approximately

19

Headset Acoustics and Measurements

100 1k 10k−10

0

10

20

Mag

nitu

de (

dB)

Frequency (Hz)

Figure 2.2. Effect of the torso, outer ear, and ear canal on the magnitude of the frequencyresponse measured approximately 1 cm deep from the ear canal of a humansubject. The quarter-wavelength resonance, created by the open ear canal,appears at 3.0 kHz.

352 m/s. Using these measures in Equation (2.3), the first half-wavelength

resonance of a closed ear canal occurs at 7180 Hz. Thus, the insertion of

the headphone creates a new unnatural resonance as well as cancels the

natural resonance people are used to hearing.

2.3 Ear Canal Simulators

Headphones are typically measured using an ear canal simulator or a

dummy head. The idea of both of the measurement devices is to mimic

the actual average anatomy of the human ear canal, i.e., the measure-

ment result should contain the ear canal resonances and the attenuation

at low frequencies due to the eardrum impedance [11, 10]. The measure-

ment device should also provide a natural fitting of the headphone to the

measurement device.

The sound pressure level (SPL), and thus also the magnitude response,

created by a headphone in a cavity depends directly on the impedance

of the cavity. The impedance of the cavity depends on the volume of the

cavity and on the characteristics of anything connected to it [11].

In the case of an in-ear headphone inserted into an ear canal, there

is a volume between the headphone tip and the eardrum (about 0.5 cm3

[11], and it depends on the in-ear headphone and the insertion depth

of the headphone) as well as an acoustic compliance due to the middle

ear cavity and the eardrum, which corresponds to a second volume (ap-

proximately 0.8 cm3 [11]). For low frequencies, the combined volume of

1.3 cm3 determines the impedance, and thus the SPL as well. When the

20

Headset Acoustics and Measurements

frequency increases, the impedance changes from stiffness-controlled to

mass-controlled as the mass of the eardrum becomes more significant

(around 1.3 kHz) [10]. After that, the impedance corresponds only to that

of the volume between the headphone tip and the eardrum (in this exam-

ple 0.5 cm3), since the mass of the eardrum blocks the impedance of the

middle ear [11, 10]. At higher frequencies, above around 7 kHz, the ear

canal resonances affect the impedance the most [10].

One of the earliest endeavours to build a dummy head, which included a

detailed structure of the pinnae as well as a correct representation of the

ear canal up to the eardrum location, was conducted by Alvar Wilska in

1938 [12]. Wilska was actually a physician, and he had access to a morgue,

where he was able to make a mold of the head of a male corpse. He then

made a gypsum replica of the head with the ear regions formed from gela-

tine. He also built his own microphones (with a membrane diameter of

13 mm) and even installed the microphones at the eardrum location at an

angle, which corresponds to the human anatomy [12].

The first headphone measurement devices were couplers that had a

cylindrical volume and a calibrated microphone [11, 10], which simulated

the acoustical load of an average adult ear. The couplers were mainly

used to measure hearing aids and audiometry headphones. However, the

simple cylindrical volume did not produce satisfactory results, which led

to the development of more ear-like couplers [11, 13].

The pioneer of the modern ear simulator is Joseph Zwislocki, who de-

signed an occluded ear canal simulator, which has a cylindrical cavity

corresponding to the volume of the ear canal, a microphone positioned

at the ear drum location called the drum reference point (DRP) [4], and

a mechanical acoustic network simulating the acoustic impedance of the

ear drum [14].

The acoustic network consists of several small cavities (typically from

two to five), which are all connected to the main cylindrical cavity via a

thin tube [11, 10]. The purpose of these thin tubes and cavities is to simu-

late the effective total volume of the ear, which changes with frequency, as

explained above. As the frequency rises, the impedance of the thin tubes

that connect the small cavities to the main cavity increases, which causes

them to close off, and thus the effective volume of the simulator gradually

falls from 1.3 cm3 to 0.6 cm3, similarly as in the real ear [11].

Sachs and Burkhard [15, 16], Brüel [10], Voss and Allen [17], and Salty-

kov and Gebert [18] have evaluated the performance of the Zwislocki ear

21

Headset Acoustics and Measurements

canal simulator and the previous 2 cm3 headphone couplers (often called

2cc couplers). Their results showed that even though there is a signifi-

cant variability in the magnitude of the impedance for different human

ear canals, the Zwislocki ear simulators produce reasonably accurate re-

sults when compared to real ear measurements, whereas the 2 cm3 cal-

ibration couplers give worse results. Futhermore, Sachs and Burkhard

[15] suggested that better results could be achieved for the 2cc couplers,

if an electronic correction filtering is applied.

Today, the IEC 60318-4 Ed 1.0b:2010 [19] and ANSI S3.25–2009 [20]

standards define the occluded ear simulators that are used to measure

headphones. The occluded ear simulator can be used to measure in-ear

headphones and hearing aids as such, and it can be extended to simulate

the complete ear canal and the outer ear [19, 21, 22]. IEC 60318-4 (2010)

defines the frequency range of the occluded ear canal simulator to be from

100 Hz to 10 kHz, whereas the previous standard IEC 60711, published in

1981, defined an upper frequency limit of 8 kHz. Furthermore, below 100

Hz and above 10 kHz, the simulator can be used as an acoustic coupler

at frequencies down to 20 Hz and up to 16 kHz. However, the occluded

ear simulator does not simulate the human ear accurately in the extended

frequency range.

2.4 Frequency Response Measurements

The frequency response measurement is a good way to study the per-

formance of headphones. The magnitude frequency response shows the

headphones’ ability to reproduce different audible frequencies, which de-

termines the perceived timbral quality of the headphones. A widely used

technique to measure frequency responses is a swept-sine technique. It

has been proposed by Berkhout et al. [23], Griesinger [24, 25], Farina

[26, 27], as well as Müller and Massarani [28]. The swept-sine technique

as well as other measurement techniques are compared by Stan et al. [29].

The basic idea in sweep measurements is to apply a known signal x(t),

which has a sinusoidal shape with exponentially increasing frequency,

through the headphones, which are fitted in an ear canal simulator or

a dummy head, and record the response of the system y(t) at the DRP.

The impulse response of the system h(t) is calculated from the x(t) and

22

Headset Acoustics and Measurements

100 1k 10k−80

−70

−60

−50

−40

−30

−20

Frequency (Hz)

Mag

nitu

de (d

B)

Circum−auralSupra−auralIntra−conchaIn−ear

Figure 2.3. Magnitude frequency responses of different headphones.

y(t) with the fast Fourier transform (FFT) deconvolution

h(t) = IFFT

(FFT(y(t))

FFT(x(t))

), (2.4)

where IFFT is the inverse fast Fourier transform.

Figure 2.3 shows four magnitude frequency responses of different head-

phones measured using a dummy head and the sine-sweep technique. The

responses are normalized to have the same magnitude value at 1 kHz. As

can be seen in the figure, the in-ear headphone has the strongest low fre-

quency response.

This is caused by the pressure chamber principle [30, 31], which affects

low and middle frequencies, when sound is produced in small, airtight

enclosures. The force of the headphone driver pumps the air inside the

ear canal cavity producing a sound pressure proportional to the driver

excursion. Moreover, when the wavelength is large compared to the di-

mensions of the ear canal (up to about 2 kHz [30]), the sound pressure is

distributed uniformly in the volume, which enables the production of high

SPLs at low frequencies. Thus, the pressure inside the closed ear canal is

in phase with the volume displacement of the transducer membrane and

the amplitude is proportional to that volume displacement [30].

The sine-sweep measurement technique was an essential tool in Publi-

cation I, but it was also utilized in Publications II–V and VII. Publication

I introduced a signal processing framework for virtual headphone listen-

ing tests in simulated noisy environments. Briolle and Voinier proposed

the idea of simulating headphones by using digital filters in 1992 [32].

Hirvonen et al. [33] presented a virtual headphone listening test method-

ology, which was implemented using dummy-head recordings. Hiekkanen

23

Headset Acoustics and Measurements

et al. [34] have proposed a method to virtually evaluate and compare loud-

speakers using calibrated headphones. Furthermore, a recent publication

by Olive et al. [35] tackles the virtual headphone listening task by us-

ing infinite impulse response (IIR) filters constructed based on headphone

measurements to simulate the headphones.

Similarly as in [35], the main idea in Publication I is to simulate differ-

ent headphones with digital filters, which allows the use of arbitrary mu-

sic, speech, or noise as the source material. Thus, a wide range of impulse

responses of different headphones were measured using the sine-sweep

technique and a standardized head-and-torso simulator. The measured

impulse responses were used as finite impulse response (FIR) filters to

simulate the measured headphones. Furthermore, the ambient noise iso-

lation capabilities of the headphones were also measured and simulated

using FIR filters (see Section 2.6).

2.5 Headphone Equalization

In the simulator of Publication I, all the modeled headphones are listened

to through one pair of calibrated headphones. The pair of headphones

used with the simulator must be compensated so that they introduce as

little timbre coloration to the system as possible. This is done by flattening

or whitening the headphone response.

A typical method to implement the compensation of the headphones

is to use an inverse IIR filter constructed from the magnitude response

measurement of the headphone [33, 35]. Olive et al. [35] used a slightly

smoothed minimum-phase IIR correction filter, which did not apply filter-

ing above 10 kHz. Lorho [36] fitted a smooth curve to the headphone’s

magnitude response to approximate the mean response of his measure-

ments. The fitted curve had a flat low-frequency shape, the most ac-

curate match in the range of 2–4 kHz (around where the first quarter-

wavelength resonance occurs), and a looser fit at high frequencies. Fi-

nally, he designed a linear-phase inverse filter from the smoothed approx-

imation curve.

There can be problems with the inverse filter when the measured mag-

nitude response has deep notches, because they will convert into high

peaks in the inversion. This was the case in [34] and in Publication I of

this work. Hiekkanen et al. [34] first smoothed the measured magnitude

response (with a moving 1/48-octave Hann window) and then inverted

24

Headset Acoustics and Measurements

the smoothed response. They then calculated a reference level based on

the average level of the inverted response (between 40–4000 Hz). After

that, they compressed all the peaks (above 4 kHz) exceeding the reference

level. Finally, they created a minimum-phase impulse response from the

inverted and peak deducted magnitude response.

In Publication I the measured magnitude response of the headphones

was first modeled with linear prediction coefficients (LPC). The LPC tech-

nique results in a minimum-phase all-pole filter, which can easily be in-

verted without any stability issues. A peak reduction (or actually a notch

reduction) technique was also used, and it was implemented by ’filling’

the notch in the measured magnitude response in the frequency domain,

after which the LPC technique was applied to the corrected magnitude

response where the notch was compensated.

2.6 Ambient Noise Isolation

The isolation capabilities of headphones are determined by the physical

structure of the headphones as well as by the coupling of the headphones

to the user’s ears. Circum-aural and supra-aural headphones are typically

coupled tightly against the head and the pinna, respectively. Further-

more, these headphones can have open or closed backs, where the open

back refers to earphone shells with leakage routes intentionally built into

them. Intra-concha headphones usually sit loosely in the concha cavity,

thus providing poor ambient noise isolation for the user. However, in-ear

headphones are used similarly as earplugs, and they are designed to have

good isolation properties.

Figure 2.4 shows the measured isolation curves of four different types of

headphones. In Figure 2.4, zero dB means that there is no attenuation at

all and negative values indicate increasing attenuation. The black curve

illustrates the isolation of open-back circum-aural headphones, the green

curve represents the isolation of closed-back supra-aural headphones, the

red curve shows the isolation of intra-concha headphones, and finally the

purple curve shows the isolation of in-ear headphones. As can be seen,

the in-ear headphones have clearly the best ambient noise isolation ca-

pability of these headphones, while the open-back circum-aural and the

intra-concha headphones have the worst sound isolation, as can be ex-

pected.

The isolation properties of headphones are further explored in Publica-

25

Headset Acoustics and Measurements

100 1k 10k−50

−40

−30

−20

−10

0

10

Frequency (Hz)

Atte

nuat

ion

(dB

)

Circum−auralSupra−auralIntra−conchaIn−ear

Figure 2.4. Measured isolation curves of different headphone types.

tions I–V, where the first three publications estimate and simulate the

amount of ambient noise in the ear canal in a typical music listening and

communication applications and the latter two consider how the leakage

of ambient noise affects the hear-through applications (see Section 3).

The isolation capabilities of headphones can be improved with active

noise control (ANC) [37, 38, 39, 40, 41]. The idea in ANC is to actively

reduce the ambient noise at the ear canal by creating an anti-noise signal,

which has the same sound pressure in magnitude but is opposite in phase

to the noise signal. The utilization of the ANC in headsets dates back

to the 1950s, where Simshauser and Hawley [42] conducted pure-tone

experiments with an ANC headset.

The two basic forms of ANC are feedforward [40] and feedback sys-

tems [41]. The main difference in these systems is the position of the

microphones that are used to capture ambient noise. Adaptive feedfor-

ward ANC uses an external reference microphone outside the headphone

to capture the noise and a microphone inside the headphone to monitor

the error signal. Feedback ANC has only the internal error microphone

that is used to capture the noise and to monitor the error signal. The

feedforward and feedback structures can also be combined to create more

efficient noise attenuation [39, 43].

Figure 2.5 shows the effect of a feedback ANC, measured from a com-

mercial closed-back circum-aural ANC headset. The feedback ANC works

best at low frequencies, while it has a negligible effect at high frequencies.

Furthermore, the feedback ANC typically amplifies the noise at its tran-

sition band, around 1 kHz [39], as shown in Figure 2.5. The transition

band is the frequency band between the low frequencies, where the ANC

26

Headset Acoustics and Measurements

100 1k 10k−50

−40

−30

−20

−10

0

10

Frequency (Hz)A

ttenu

atio

n (d

B)

ANC offANC on

Figure 2.5. Effect of active noise control.

operates efficiently and the high frequencies, where the effect of the ANC

is negligible.

2.7 Occlusion Effect

The occlusion effect refers to a situation where one’s ears are blocked by a

headset or a hearing aid and their own voice sounds loud and hollow. This

effect is due to the bone conducted sounds that are conveyed to the ear

canals [44]. The occlusion effect is experienced as annoying and unnatu-

ral, since the natural perception of one’s own voice is essential to normal

communication [45]. With music listening this is rarely a problem, since

the user rarely talks while listening to music. However, with ARA appli-

cations and hearing aids, the occlusion effect can be a real nuisance.

Normally, when the ear canal is not blocked, the bone-conducted sounds

can escape through the ear canal opening into the environment outside

the ear and no extra sound pressure is generated in the ear canal [30, 46],

as illustrated in Figure 2.6(a). This is the normal situation that people

are used to hear. However, when the entrance of the ear canal is blocked,

the perceived sound of one’s own voice is changed [45]. This is because

the bone-conducted sounds that are now shut in the ear canal obey the

pressure chamber principle, as discussed in Section 2.4. This amplifies

the perception of the bone-conducted sounds when compared to the open

ear case [30, 11, 47, 48, 46], as illustrated in Figure 2.6(b). In addition

to the bone-conducted sounds, the air-conducted sounds are attenuated

when the the ear canal is occluded, which further accentuates the dis-

torted perception of one’s own voice [45].

27

Headset Acoustics and Measurements

Bone conducted sound

Bone conducted sound

p p

(b) (a)

Figure 2.6. Occlusion effect. Diagram (a) illustrates the open ear, where the bone con-ducted sound radiates through the ear canal opening and (b) illustrates theoccluded ear, where the bone conducted sound is amplified inside the earcanal. Adapted from [30].

The occlusion effect can be passively reduced by introducing vents in

the headset casing. However, the vents decrease the ambient noise isola-

tion of the headset, which is usually undesirable. Furthermore, the vents

increase the risk of acoustic feedback when the headset microphone is

placed near the earpiece. The occlusion effect can also be reduced actively,

which typically uses the active feedback cancellation method similarly as

a feedback ANC. That is, there is an internal microphone inside the ear

canal connected to the signal chain with a feedback loop [49]. According

to Meija et al. [49], active occlusion reduction can provide 15 dB of occlu-

sion reduction around 300 Hz, which results in a more natural perception

of one’s own voice and therefore increases the comfort of using a headset.

Furthermore, active occlusion reduction does not deteriorate the ambient

noise isolation capability of a headset, since no additional vents or leakage

paths are needed.

28

3. Augmented Reality Audio andHear-Through Systems

This section presents the concept of ARA as well as touches on the subject

of active hearing protection. According to the World Health Organization

[50], more than 360 million people have disabling hearing loss. The num-

ber is so large that the current production is less than 10 % of the global

need.

It is extremely important to protect one’s hearing, and not only from loud

environmental noises, but also from loud music listening, which can cause

hearing loss as well. Furthermore, it is widely accepted that temporary

hearing impairments can lead to accumulated cellular damage, which can

cause permanent hearing loss [51]. This section provides background in-

formation for Publications III, IV and V.

3.1 Active Hearing Protection

Noise-induced hearing loss (NIHL) occurs when we are exposed to very

loud sounds (over 100 dB) or sounds that are loud (over 85 dB) for a long

period of time. NIHL can be roughly divided into two categories, namely

work-related and self-imposed NIHLs. The first one can be controlled with

regulations, which, e.g., enforce employees to wear hearing protection in

loud working environments. However, laws or regulations cannot prevent

self-imposed NIHL, such as that caused by listening to loud music or live

concerts.

People’s listening habits when using headphones have been studied, e.g.,

in [52, 53], where the highest user-set music levels reached over 100 dB

in the presence of background noise [52]. Studies conducted during live

music concerts [54, 55] indicate that the A-weighted exposure levels can

exceed 100 dB during a concert. Furthermore, Clark et al. [54] discov-

ered that five of the six subjects had significant hearing threshold shifts

29

Augmented Reality Audio and Hear-Through Systems

(< 50 dB) mainly around the 4-kHz region after a rock concert. The hear-

ing of all subjects returned to normal 16 hours after the concert.

A major problem with passive hearing protection is that it impairs speech

intelligibility as well as blocks informative sounds, such as alarms or in-

structions. With active hearing protectors, it is possible to implement

a hear-through function, which lets low-level ambient sounds, such as

speech, through the hearing protector by capturing the sounds with an

included microphone and by reproducing them with a loudspeaker that

is implemented in the hearing protector. When the level of the ambient

sounds increases, the gain of the reproduced ambient sounds is decreased,

and eventually when the gain goes to zero, the harmfully loud sounds are

passively attenuated by the hearing protector [56].

Publications III and V tackle the NIHL problem by offering signal pro-

cessing applications which reduce the noise exposure caused by music.

Publication III introduces an intelligent, perceptually motivated equal-

izer for mobile headphone listening that adapts to different noisy envi-

ronments. The idea is to boost only those frequency regions that actually

need amplification, and in this way minimize the volume increase caused

by the boosting. Publication V presents a hear-through application that

can be used during a loud concert to limit the noise exposure caused by the

live music. The hear-through function is user controllable, which allows

the user to do some mixing of their own during the concert.

Furthermore, the idea to enhance the target signal in the presence of

noise is also used in mobile communication applications [57, 58, 59] as

well as in automotive audio [60, 61]. In mobile communication applica-

tions, the target signal is typically speech, and this technique is called

near-end listening enhancement.

3.2 Augmented Reality Audio

Augmented reality is defined as a real-time combination of real and vir-

tual worlds [3]. In ARA, a person’s natural sound environment is extended

with virtual sounds by mixing the two together so that they are heard si-

multaneously.

The mobile usage of ARA requires a headset with binaural microphones

[62, 63, 64]. A prerequisite of an ARA headset is that it should be able to

relay the natural sound environment captured by the microphones to the

ear canal unaltered, and with minimal latency. This copy of the natural

30

Augmented Reality Audio and Hear-Through Systems

Virtual sounds

Binaural signals to distant user

Figure 3.1. Block diagram of the ARA system.

sound environment that has propagated through the ARA system is called

a pseudoacoustic environment [3].

However, the acoustics of the ARA headset differs from normal open ear

acoustics, and hence, the ARA headset requires equalization in order to

sound natural. The equalization is realized with an ARA mixer [63]. The

sound quality of the pseudoacoustic environment must be good so that

the users can continuously wear the ARA headset without fatigue. The

usability issues of the ARA headset have been studied by Tikander [65].

Because of the low latency requirements, earlier ARA systems were

implemented using analog components [63] in order to avoid the comb-

filtering effect (see Section 3.3) caused by the delayed pseudoacoustic sound.

Publication IV introduces a novel digital version of the ARA system, as

well as analyses how the delay caused by the digital signal processing

affects the perceived signal.

3.2.1 ARA Applications

Figure 3.1 shows the system diagram for ARA applications. Virtual sounds

can be processed, e.g., with head-related transfer functions (HRTF) to

place the virtual sounds into the three dimensional space around the user

[66, 67]. The ARA mixer and equalizer is used for the equalization of the

pseudoacoustic representation as well as for routing and mixing of all the

signals involved in the system. Furthermore, the binaural microphone

signals can be sent to distant users for communication purposes.

The ARA technology enables the implementation of different innova-

tive applications, including applications in communication and informa-

tion services, such as teleconferencing and binaural telephony with good

telepresence [68, 69], since the remote user can hear the same pseudoa-

coustic environment as the near-end user does.

31

Augmented Reality Audio and Hear-Through Systems

There are also many possible application scenarios when the position

and orientation of the user is known, including an eyes-free navigation

system [70, 71], the virtual tourist guide [65], and location-based games

[72]. The positioning of the user can be done using the Global Position-

ing System (GPS) whereas determining of the user’s orientation requires

head tracking [73].

The ARA system can also be used to increase situational awareness [56].

Furthermore, it is possible to estimate different acoustic parameters from

the surrounding environment, such as room reflections [74] and reverber-

ation time [75].

The ARA system could also be used as an assistive listening device.

In Publication V, the hear-through headset is used to attenuate ambi-

ent sounds while the pseudoacoustic representation is made adjustable

for the user. Enhancing ambient sounds would also be possible with cur-

rent technology. The digital ARA technology presented in Publication IV

would enable an adjustable platform for a user-controllable ARA system

that could be individually tuned to the user’s needs.

3.3 Comb-Filtering Effect

In ARA, the pseudoacoustic representation undergoes some amount of de-

lay due to the equalization filters. However, the largest delays are typi-

cally caused by the analog-to-digital and digital-to-analog converters op-

erating before and after the actual equalization, respectively. The delay

of a laptop and an external FireWire audio interface measured in Publica-

tion IV, including both the delays of the analog-to-digital and the digital-

to-analog converter, was 8.6 and 21 ms, respectively. Furthermore, the

delay introduced by the converters of the DSP evaluation board used in

Publication IV was approximately 0.95 ms.

In addition to the pseudoacoustic sound, the ambient sounds leak through

and around the ARA headset. The leaked sound and the delayed pseudoa-

coustic sound are summed at the ear drum of the user, and because of the

delay, it can easily result in a comb-filtering effect [76, 77]. The comb-

filtering effect occurring in a hear-through device can be simulated with

an FIR comb filter:

H(z) = gd + geqz−L, (3.1)

where gd is the gain for the direct leaked sound, geq is the gain for the

equalized pseudoacoustic sound, and L is the delay in samples.

32

Augmented Reality Audio and Hear-Through Systems

100 1k 10k−40

−30

−20

−10

0

10

Frequency (Hz)M

agni

tude

(dB

)

(a)

100 1k 10k−40

−30

−20

−10

0

10

Frequency (Hz)

Mag

nitu

de (d

B)

(b)

Figure 3.2. Magnitude frequency response of the FIR comb filter defined in Equation(3.1), when the delay is 2 ms. In (a) the values of gd and geq = 0.5 and in (b)gd = 0.1 and geq = 0.9.

The worst-case scenario occurs when both of the signals have the same

amount of energy gd = geq. Figure 3.2(a) shows the comb-filtering effect

when the gains are set to gd = geq = 0.5 and the delay is 2 ms. The value

of 0.5 for the gains was chosen because when the sum of the gains is one

the top of the peaks lie at 0 dB.

Figure 3.2(b) shows the magnitude response of an FIR comb filter de-

scribed by Equation (3.1), when the delay between the signals is 2 ms, as

for the filter used to obtain Figure 3.2(a). However, now the direct sound

is attenuated 20 dB, and thus the values of gd and geq are 0.1 and 0.9,

respectively. As can be seen, the dips are at the same frequencies as in

Figure 3.2(a), but their depth is reduced dramatically. In fact, with the

20-dB attenuation, the depth of the dips is only 2 dB.

The audibility of the comb-filtering effect has been previously studied,

e.g., in [78, 79, 76]. The amount of attenuation needed between the di-

rect and delayed sound for the comb-filtering coloration to be inaudible

33

Augmented Reality Audio and Hear-Through Systems

depends on the delay and the type of audio that is listened to. The re-

sult of Schuller and Härmä [79] showed that the level difference between

the direct and delayed sound should be around 26–30 dB in order to be

inaudible. The result was averaged over different audio test material.

Brunner et al. [76] conducted a listening test in order to determine the au-

dibility of the comb-filtering effect for speech, piano, and snare drum test

signals. Their results indicated that when the delay is 0.5–3 ms, which

corresponds to a typical latency of an ARA headset system, the average

level difference needed in order for the comb-filtering effect to be inaudi-

ble was approximately 12 dB for the speech and piano, and 17 dB for the

snare drum sample. The highest required attenuations (based on single

subjects) for the piano, speech, and snare drum samples, were 22, 23, and

27 dB, respectively.

This kind of isolation cannot be accomplished with all headphones, but

with in-ear headphones it is possible, since they can provide more than

20-dB attenuation above 1 kHz, as shown in Figure 2.4. Furthermore, the

idea in the ARA system is to wear the headset continuously and not to

compare the pseudoacoustic representation of the sound directly with the

real-world sounds by removing the headset. This allows the user of the

headset to get accustomed to minor timbral distortions.

34

4. Auditory Masking

Psychoacoustics is aiming to understand and characterize human audi-

tory perception, especially the time-frequency processing of the inner-ear

[80]. Auditory masking is a common psychoacoustic phenomenon that oc-

curs all the time in our hearing system. Auditory masking refers to a

situation where one sound (a masker) affects the perceived loudness of

another sound (a maskee). The maskee can either be completely masked

to be inaudible by the masker or just reduced in loudness. The latter

instance is referred to as partial masking.

Auditory masking has been tackled for quite a long time. Fletcher and

Munson [81] have studied the relation between the loudness of complex

sounds and masking already back in 1937. Despite the long history of

research in the area, the auditory system, including auditory masking

and hearing models, is still an active research topic [82, 83].

Knowledge of auditory masking has also been utilized in audio coding

for 35 years, since Schroeder et al. [84] studied the optimization of speech

codecs by utilizing the knowledge of human auditory masking. The idea

in audio coding is to identify irrelevant information by analyzing the au-

dio signal and then reducing this information from the signal according

to psychoacoustical principles, including the analysis of absolute thresh-

old of hearing, the masking threshold, and the spreading of the masking

across the critical bands [85, 86, 87].

This Section provides the psychoacoustic context for Publications II and

III.

4.1 Critical Bands

The critical band is an important concept when describing the time-fre-

quency resolution of the human auditory system. Basically, it describes

35

Auditory Masking

100 1k 10kFrequency (Hz)

30 300 3k

Figure 4.1. Bark band edges on a logarithmic scale.

how the basilar membrane interprets different frequencies. The mechani-

cal properties of the basilar membrane change as a function of its position.

At the beginning, the membrane is quite narrow and stiff, while at the end

it is wider and less stiff [88]. Every position on the basilar membrane re-

acts differently to different frequencies. In fact, the basilar membrane

conducts a frequency-to-position transformation of sound [89, 90, 91].

The critical bandwidth is based on the frequency-specific positions of

the basilar membrane. The hearing system analyzes wide-band sound in

a way that the sounds within one critical band are analyzed as a whole.

In terms of auditory masking, this means that the level of masking within

a critical band is constant [92].

The Bark scale was proposed by Zwicker in 1961 [93] to represent the

critical bands such that one Bark corresponds to one critical band. The

critical bands behave linearly up to 500 Hz, and after that the behavior is

mainly logarithmic. Figure 4.1 plots the band edges of the Bark scale, as

introduced in [93]. Furthermore, the conversion from frequency in Hertz

to the Bark scale can be approximately calculated from

ν = 13 arctan

(0.76f

kHz

)+ 3.5 arctan

(f

7.5kHz

)2

, (4.1)

where f is the frequency in Hertz and ν is the mapped frequency in Bark

units [94].

4.2 Estimation of Masking Threshold

In order to estimate the inaudible critical bands of the maskee in the pres-

ence of a masker, a masking threshold is calculated. According to Zwicker

and Fastl [94], the masking threshold refers to the SPL needed for a mas-

kee to be just audible in the presence of a masker. The calculation of

masking threshold used in this work (Publications II and III) is based on

an audio signal coding technique presented by Johnston [85]. There are

36

Auditory Masking

Critical band (Bark)SP

L (

dB)

SPL of masker (LM)

Sprea

ding f

uncti

on (B

)

Masking energy offset (U)

Figure 4.2. Masking threshold estimation.

more recent and advanced auditory models available as well, e.g., [95, 96].

Nevertheless, the technique by Johnston was chosen, since the applica-

tions in Publications II and III required only an estimate of the masking

threshold and not more complex auditory models or attributes. The John-

ston method provides a straightforward method to calculate the masking

threshold, and it is sufficiently low in complexity to be implemented in

real-time.

The masking threshold is calculated in steps [85], including the follow-

ing: calculating the energy of the masker signal, mapping the frequency

scale onto the Bark scale and calculating the average energy for each crit-

ical band, applying a spreading function to each Bark band, summing the

individual spread masking curves into one overall spread masking thresh-

old, estimating the tonality of the masker and calculating the offset for the

overall spread masking threshold, and finally, accounting for the absolute

threshold of hearing. All the equations needed to calculate the masking

threshold are found in Publications II and III.

Figure 4.2 illustrates the masking threshold estimation of one Bark

band, where LM is the energy of the Bark band, B is the spreading func-

tion, and U is the masking-energy offset. The masking-energy offset is

determined based on the tonality of the masker that can be estimated

using the spectral flatness measure, which is defined as the ratio of the

geometric mean to the arithmetic mean of the power spectrum [85]. A

ratio close to one indicates that the spectrum is flat and the signal has

decorrelated noisy content, whereas a ratio close to zero implies that the

spectrum has narrowband tonal components [80]. The masking energy

offset is required since it is known that a noise-like masker masks more

effectively than a tonal masker [95].

37

Auditory Masking

Critical band (Bark)

SPL

(dB

)

Masking threshold

A

Masker

B

Figure 4.3. Partial masking effect, where two tones (unfilled markers) are in the pres-ence of a masker.

4.3 Partial Masking

The maskee is not necessarily masked completely in the presence of the

masker. When the maskee is just above the masking threshold, it is au-

dible but perceived to be reduced in loudness. In such a case, the mas-

kee is partially masked. Thus, the masker does not only shift the abso-

lute threshold of hearing to the masked threshold, but it also produces a

masked loudness curve [94]. The effect of partial masking is the strongest

near the masking threshold. When the level of the maskee increases, the

effect of the partial masking decreases at a slightly faster rate. As the

level of the maskee increases to a sufficiently high level, the effect of par-

tial masking ends, and the maskee is perceived at the same level in the

presence of the masker as in quiet [97].

Figure 4.3 shows a situation where two tones with the same SPL are in

the presence of a masker, one of which is at slightly higher frequency (B)

than the masker and the other at much lower frequency (A). The thick

stem with the filled marker shows the SPL of the masker, whereas the

two stems with unfilled round markers (A and B) indicate the SPL of the

two tones. The triangle marker is the perceived SPL of the high-frequency

tone. As can be seen in Figure 4.3, the high-frequency tone (B) is above

the masking threshold but still close to it. Thus, the tone is audible but its

perceived SPL is reduced, as indicated by the triangle marker. However,

the low-frequency tone (A) is nowhere near the masking threshold, and

thus, it is not affected by the masker at all. The low-frequency tone is

perceived at the same level as it would be perceived without the masker.

38

5. Digital Equalizers

This section presents the basics of digital equalizers, which are widely

used in this work, as well as a parametric and a graphic equalizer design,

since they are used in Publications II-VII. Furthermore, the concept of

a parallel equalizer is introduced, since Publication VII is based on this

concept.

5.1 Equalizers

Equalizers are often used to correct the performance of audio systems. In

fact, equalization can be said to be one of the most common and impor-

tant audio processing methods. The expression ‘equalize’ originates from

its early application, which was to flatten out a frequency response. How-

ever, nowadays, the objective is not necessarily to flatten out the frequency

response, but to alter it to meet desired requirements.

A certain set of filters is needed in the implementation of an equalizer.

These equalizer filters can be tuned to adjust the equalizer to suit the

given application. Typical equalizer filters are shelving filters and peak

or notch filters. Shelving filters are used to weight low or high frequen-

cies. High-frequency and low-frequency shelving filters boost or attenu-

ate frequencies above or below the selected cut-off frequency, respectively.

Shelving filters are usually found on the treble and bass controls of home

and car audio systems. Shelving filters are useful when adjusting the

overall tonal properties. However, more precise filters are often required.

A peak or notch filter can be targeted to a specific frequency band at any

desired frequency.

The first time that an equalizer was used to improve the quality of repro-

duced sound was in the 1930s, when motion pictures with recorded sound

tracks emerged. Sound recording systems as well as reproduction systems

39

Digital Equalizers

Figure 5.1. Front panel of a graphic equalizer.

that were installed in theaters were poor and thus needed equalization

[98, 99]. The first stand-alone, fully digital equalizer was introduced in

1987 by Yamaha, namely the DEQ7, which included features such as 30

preset equalizer programs and a parametric equalizer [99, 100].

The two most common types of equalizers are the parametric [101, 102,

103, 104, 105] and graphic [106, 107, 108, 109, 110] equalizers. With

a parametric equalizer, the user can control the center frequency, band-

width, and gain of the equalizer filters, whereas with graphic equalizer

the only user-controllable parameter is the gain. The gains are controlled

using sliders that plot the approximate magnitude response of the equal-

izer, as shown in Figure 5.1.

Nowadays equalizers are widely used in audio signal processing, which

include a variety of applications, such as enhancing a loudspeaker re-

sponse [111, 112, 113] as well as the interaction between a loudspeaker

and a room [114, 115, 116, 117, 118], equalization of headphones in order

to provide a natural music listening experience [36, 119, 120, 121, 122] or

a natural hear-through experience [123, 124, 125, 126], and enhancement

of recorded music [127, 128].

Furthermore, an equalizer can be considered to be a filter bank, since

it has an array of bandpass filters that are used to control different sub-

bands of the input signal. However, more advanced filter banks, such as

quadrature mirror filter banks, are often implemented with the analysis-

synthesis system using multirate signal processing [129]. In the analysis

bank, the signal is split into different bands, and the sub-bands are dec-

imated by an appropriate factor. Then, the sub-band signals can be pro-

cessed independently, for example, by using different coding or compress-

ing the sub-bands differently. After that, the signal is reconstructed by

interpolating the sub-band signals [129]. Although multirate filter banks

40

Digital Equalizers

offer a wider range of signal processing possibilities, the advantage of an

equalizer is that it does not require the splitting and reconstruction of the

audio signal.

5.2 Parametric Equalizer Design

Regalia and Mitra [101] introduced a digital parametric equalizer filter,

which is based on an allpass filter structure. The Regalia–Mitra filter

enables gain adjustments at specified frequencies, while it leaves the rest

of the spectrum unaffected. Furthermore, the equalizer parameters can

be individually tuned.

The transfer function of the filter can be expressed as

H(z) =1

2[1 +A(z)] +

K

2[1−A(z)], (5.1)

where K specifies the gain of the filter and A(z) is an allpass filter [101].

When A(z) is a first-order allpass, the filter is a shelving filter. When A(z)

is a second-order allpass, the filter is a peak or notch filter. The second-

order allpass filter commonly used in (5.1) has the transfer function

A(z) =a+ b(1 + a)z−1 + z−2

1 + b(1 + a)z−1 + az−2, (5.2)

where

a =1− tan(Ω/2)

1 + tan(Ω/2), (5.3)

b = − cos(ω0), (5.4)

Ω denotes the normalized filter bandwidth, and ω0 the normalized center

frequency. When K > 1, the filter is a peak filter and when K < 1, it is

notch filter.

The peaks and notches are not symmetric in the original Regalia–Mitra

filter structure, i.e., the bandwidth of the notches is smaller than that of

the peak filters [101]. Figure 5.2(a) shows the asymmetry between the

peak and notch filters. However, Zölzer and Boltze [130] extended the

second-order Regalia-Mitra structure in order to have symmetrical peaks

and notches. The only change to the original structure concerns the fre-

quency parameter a, which becomes

ac =K − tanΩ/2

K + tanΩ/2, when K < 1. (5.5)

Figure 5.2(b) shows the magnitude response of the peak and notch filters,

when ac is used.

41

Digital Equalizers

100 1k 10k−20

−10

0

10

20

Frequency (Hz)

Gai

n (d

B)

(a)

100 1k 10k−20

−10

0

10

20

Frequency (Hz)

(b)

Figure 5.2. Effect of ac, where (a) is the response of the original Regalia-Mitra designand (b) is that of the improved design, which uses the ac parameter for notchfilters.

A slightly different approach to achieve the symmetry between the peaks

and notches is presented by Fontana and Karjalainen [131]. Their im-

plementation enables switching between peak and notch filter structures

such that both structures share a common allpass section.

5.3 High-Order Graphic Equalizer Design

Holters and Zölzer [108] presented a high-order graphic equalizer design

with minimum-phase behavior. The equalizer has almost independent

gain control at each band due to the high filter order. The design is based

on a high-order digital parametric equalizer [132], which was later ex-

tended by Holters and Zölzer [133]. The design utilizes recursive filters,

where fourth-order filter sections are cascaded in order to achieve higher

filter orders.

Figure 5.3 shows the recursive structure of the graphic equalizer, where

P is the number of fourth-order sections that are cascaded. The dashed

lines show the lower and upper limits of the ninth Bark band, whose cen-

ter frequency is 1 kHz and bandwidth is 160 Hz. As can be seen, the filter

becomes more and more accurate as the number of fourth-order sections

is increased. A more detailed description of the filter design is given, e.g.,

in Publication VI.

Publications II and III use a Bark-band graphic equalizer implemented

using this high-order filter design [108]. The graphic equalizer in Publica-

tion II is used to simulate the perception of music in a noisy environment,

i.e., the graphic equalizer is used to suppress those Bark bands that are

either completely or partially masked by ambient noise. The masking in-

formation is obtained from psychoacoustical models, as described in Sec-

42

Digital Equalizers

H1(z) H2(z) HP(z)

Figure 5.3. High-order graphic equalizer, where the gain is set to -20 dB. The dashed lineshows the lower and upper limit of the ninth Bark band.

tion 4. Based on the estimate of the masking threshold and the partial

masking effect, the gains of the high-order graphic equalizer are adjusted

to suppress the music, so that if the energy of the music in a certain Bark

band is below the masking threshold it is attenuated 50 dB. When the

music is just partially masked, it is attenuated according to the partial

masking model.

The lessons learned from Publication II was then exploited in Publica-

tion III, where the design goal was to implement an adaptive perceptual

equalizer for headphones which estimates the energy of the music and

ambient noise inside the user’s ear canal based on the measured charac-

teristics of the headphones.

Furthermore, Publication VI introduces a novel filter optimization algo-

rithm for the high-order graphic equalizer. Especially in the Bark-band

implementation of the graphic equalizer, the errors in the magnitude re-

sponse around the transition bands of the filters increase at high and low

frequencies (due to the bilinear transform at high frequencies [108] and

logarithmically non-uniform bandwidths at low frequencies). The errors

occur due to the non-optimal overlapping of the adjacent filter slopes.

The proposed optimization algorithm in Publication VI minimizes these

errors by iteratively optimizing the orders of adjacent filters. The opti-

mization affects the shape of the filter slope in the transition band, which

makes the search for the optimum filter order possible by comparing it to

the slope of the adjacent filter.

Figure 5.4 shows the idea behind the optimization scheme, where in (a)

the black curve is a target band filter (center frequency 350 Hz, bandwidth

100 Hz, gain −20 dB, and the number of fourth-order sections P = 2) and

the colored curves are filter candidates of different order for the adja-

cent band (center frequency 250 Hz and bandwidth 100 Hz) with different

number of fourth-order sections P = 2–5. As can be seen in Figure 5.4(a),

43

Digital Equalizers

200 300 400

−20

−15

−10

−5

0

Frequency (Hz)

Mag

nitu

de (

dB)

P = 2P = 2P = 3P = 4P = 5

(a)

240 260 280 300 320 340 3600

1

2

3

Err

or (

dB)

Frequency (Hz)

P = 2P = 3P = 4P = 5

(b)

Figure 5.4. Example of the interaction occurring around a transition band between twoadjacent band filters, where (a) shows the magnitude response of a targetband filter (black curve, P = 2) and a set of magnitude responses of filtercandidates on the adjacent lower band (colored curves, P = 2, 3, 4, 5), and(b) shows the absolute errors around the transition band for the total filterresponses (target is a flat curve in −20 dB).

the shape of the filter slope changes when the filter order is increased. Fig-

ure 5.4(b) shows the absolute errors around the transition band (300 Hz),

when the filters of different order (colored curves) are summed with the

target filter (black curve). The target curve lies at −20 dB. As can be

seen, the smallest peak error (approx. 1.5 dB, purple curve) occurs when

the lower band filter has three fourth-order sections P = 3. The algorithm

then chooses the number of fourth-order sections that results in the small-

est peak error and moves to the next band and starts optimizing the order

of that band filter by comparing it to the already optimized filter.

5.4 Parallel Equalizer Design

The fixed-pole design of parallel equalizer filters was first introduced by

Bank [134]. Since then, it has been utilized in different applications,

such as magnitude response smoothing [135, 136], equalization of a loud-

speaker-room response [135, 136], and modeling of musical instruments

[134, 137, 138].

The design is based on parallel second-order IIR filters whose poles are

set to predetermined positions according to the desired frequency resolu-

tion, which is directly affected by the pole frequency differences, i.e., the

distance between adjacent poles. This enables a straightforward design

of a logarithmic frequency resolution by placing the poles logarithmically,

which closely corresponds to that of human hearing, and hence, it is of-

44

Digital Equalizers

b1,0

b1,1

-a1,2

-a1,1

In Out

d0

H1(z)

Figure 5.5. Structure of the parallel equalizer.

ten used in audio applications [139, 140]. The accuracy of the equalizer

gets better when the number of the poles is increased. Furthermore, the

accuracy increment can be targeted to a specified frequency area by plac-

ing more poles in that area. The poles can be set manually, as is done in

Publication VII, or automatically, as shown, e.g., in [135, 118].

Other ways to achieve logarithmic frequency resolution include using

warped filters [141] and more generalized Kautz filters [142, 143], where

the frequency resolution can be set arbitrarily through the choice of the

filter poles. Furthermore, Alku and Bäckström [144] introduced a linear

prediction method which gives more accuracy at low frequencies. The

method is based on conventional linear predictors of successive orders

with parallel structures, which consist of symmetric linear predictors and

lowpass and highpass pre-filters.

Figure 5.5 shows the block diagram of the parallel filter structure, which

consists of P parallel second-order sections (H1(z), H2(z), . . . , HP (z)) and

a parallel direct path with a gain d0. Thus, the transfer function of the

parallel filter is

H(z) = d0 +P∑

k=1

bk,0 + bk,1z−1

1 + ak,1z−1 + ak,2z−2, (5.6)

where ak,1 and ak,2 are the denominator coefficients of the kth second-order

section, which are derived based on the predetermined pole positions, and

bk,0 and bk,1 are the numerator coefficients of the kth section, which are

optimized based on the target response.

45

Digital Equalizers

In Publication VII of this work, the filter design is done in the frequency

domain [140, 145], since the parallel filter structure is used to implement

a graphic equalizer, where the gain sliders define the target magnitude

response. The phase of the target magnitude response is then set to be

minimum phase. Furthermore, it is often useful to give different weights

to different frequencies depending on the desired gain, when the mag-

nitude error is minimized on a decibel scale, as discussed in Publication

VII. Once the denominator coefficients and the target response have been

determined, the numerator parameters can be solved using least-squares

error minimization, as shown in Section III-B of Publication VII.

This design is similar to the linear-in-parameter design of Kautz equal-

izers [142, 143]. In fact, the parallel filter structure produces effectively

the same results as the Kautz filter but requires 33 % fewer operations,

and has a fully parallel structure [146]. The benefit of the fully parallel

structure is the possibility to use a graphics processing unit (GPU) instead

of a central processing unit (CPU) to do the filtering [147]. GPUs have a

large number of parallel processors, which can also be used to perform

audio signal processing [148, 149].

5.5 Comparison of the Graphic Equalizers

Figure 5.6 shows the magnitude responses of both of the proposed graphic

equalizers, when they have been configured for Bark-bands (25 bands).

Figure 5.6(a) shows the magnitude response of the optimized high-order

graphic equalizer, and Figure 5.6(b) shows the magnitude response of the

parallel graphic equalizer (PGE). These two Bark-band graphic equaliz-

ers have the same command slider settings (round markers), which were

chosen to have flat regions as well as large gain differences, both of which

are known to be difficult challenges for a graphic equalizer.

The orders of the equalizers differ quite radically. Starting from the first

Bark band of the optimized high-order design shown in Figure 5.6(a), the

number of the fourth-order sections are six, four, and three; bands from 4

to 23 have two fourth-order sections; and the last two bands have three

and five sections, respectively, yielding a total order of 244. The parallel

graphic equalizer shown in Figure 5.6(b) has 50 second-order sections,

resulting in a total order of 100.

Furthermore, the PGE design avoids the problem that typically occurs

in graphic equalizers, where the interaction between the adjacent band

46

Digital Equalizers

100 1k 10k−15

−10

−5

0

5

10

15

Frequency (Hz)M

agni

tude

(dB

)

(a)

100 1k 10k−15

−10

−5

0

5

10

15

Frequency (Hz)

Mag

nitu

de (d

B)

(b)

Figure 5.6. Comparison of two Bark-band graphic equalizers (25 bands). The figuresshow the magnitude response of (a) the optimized high-order equalizer designand (b) the parallel graphic equalizer design with the same command sliderpositions. The round markers indicate the command positions.

filters cause errors in the magnitude response, as shown in the case of

the high-order graphic equalizer in Figure 5.4(b). This problem is avoided

because the parallel second-order sections are jointly optimized, as dis-

cussed in Publication VII. Comparing the PGE to the high-order graphic

equalizer, the main difference between these two equalizers is that the

joint optimization in the PGE enables smaller filter orders than the high-

order graphic equalizer requires.

One downside of the PGE is that every time a command slider position

is altered by the user, the optimization has to be recalculated, whereas in

the optimized high-order equalizer, the optimization is done only once, of-

fline, and when the user changes the command setting of a band, only the

fourth-order sections of that band must be recalculated. However, saving

preset equalizer command settings for the PGE is highly efficient, since

the filter optimization can be precomputed and easily stored in memory.

47

Digital Equalizers

Both of these graphic equalizer designs can be widely used in audio sig-

nal processing applications. The high-order graphic equalizer results in

more brick-wall-like filters than the smoother PGE due to the high filter

order, as can be seen in Figure 5.6, especially around 400–1000 Hz and 2–

3 kHz. This feature makes the high-order graphic equalizer suitable, e.g.,

for the perceptual equalization applications presented in Publications II

and III.

48

6. Summary of Publications and MainResults

This section summarizes the main results presented in the publications.

Publication I: "Signal Processing Framework for Virtual HeadphoneListening Tests in a Noisy Environment"

Publication I describes a signal processing framework that enables vir-

tual listening of different headphones both in quiet and in virtual noisy

environments. Ambient noise isolation of headphones has become an es-

sential design feature, because headphones are increasingly used in noisy

environments when commuting. Thus, it is important to evaluate the per-

formance of the headphones in an authentic listening environment, since

the headphones together with the ambient noise define the actual listen-

ing experience. The proposed framework provides just this by emulating

the characteristics of the headphones, both the frequency response of the

driver and the ambient sound isolation of the headphone, based on actual

measurements. Furthermore, the proposed framework makes otherwise

impractical blind headphone comparisons possible.

Section 3 presents the calibration method of the reference headphones

used during the listening, since the frequency response of the reference

headphones must be compensated. This is done by using linear predic-

tion filter coefficients to invert the measured frequency response of the

reference headphones with the help of a peak reduction technique, also

described in Section 2.5 of this overview part. Section 4 shows how the

proposed framework is implemented using Matlab with Playrec and how

the measured impulse responses are used as FIR filters to simulate the

characteristics of the headphones.

49

Summary of Publications and Main Results

Publication II: "Perceptual Frequency Response Simulator for Musicin Noisy Environments"

Publication II further tackles mobile headphone listening and the difficul-

ties caused by ambient noise. Publication II expands on the fact that the

listening environment drastically affects the headphone listening experi-

ence, as discussed in Publication I. A real-time perceptual simulator for

music listening in noisy environments is presented. The simulator uses

an auditory masking model to simulate how the ambient noise alters the

perceived timbre of music. The auditory masking model is described in

Section 3, which includes a masking threshold calculation (Sec. 3.1) and

a partial masking model (Sec. 3.2) derived from a listening test with com-

plex test sounds resembling musical sounds. Section 4 describes the im-

plementation of the simulator, whose output is a music signal from which

all components masked by the ambient noise as well as the noise itself are

suppressed. This is done with a high-order Bark-band graphic equalizer,

which is controlled by the psychoacoustic masking estimations. Further-

more, Section 5 presents the simulator evaluation results obtained from

a listening test.

Publication III: "Perceptual Headphone Equalization for Mitigation ofAmbient Noise"

Publication III uses the ideas and techniques developed in Publication

II to enhance the listening experience in mobile headphone listening by

equalizing the music. This is achieved by using the same psychoacous-

tic models that were used in Publication II to analyze ambient noise and

music while simultaneously considering the characteristics of the head-

phones. This enables the estimation of the ambient noise and music level

inside the ear canal. The ideal goal is to estimate the level to which the

music should be raised to in order to have the same perceived tonal bal-

ance in a noisy mobile environment as in a quiet one. The same high-order

Bark-band graphic equalizer as used in Publication II was utilized.

Section 3 together with Figures 1 and 2 describe the implementation of

the proposed perceptual headphone equalization. One of the main advan-

tages of the proposed equalizer is that it retains a reasonable SPL after

equalization, since the music is boosted only at those frequencies where

needed. Thus, the system preserves the hearing of the user, when com-

50

Summary of Publications and Main Results

pared to the typical case where the user just raises the volume of the

music. The Matlab/Playrec implementation is also presented in Section 3.

Publication IV: "Digital Augmented Reality Audio Headset"

Publication IV introduces a novel digital design of an ARA headset. The

ARA system has been commonly believed to require the delay in the pro-

cessing chain to be as small as possible, since otherwise the perceived

sound can be colored by the comb-filtering effect. This is the reason why

earlier ARA systems have been implemented with analog components.

However, the in-ear headphones used in this work provide a high isola-

tion of the outside ambient sounds, which is beneficial with regard to the

comb-filtering effect. Section 2 describes the physics behind the ARA tech-

nology as well as introduces possible applications to be used on the ARA

platform. Sectiond 3 and 4 discuss the delays introduced by digital filters

and passive mechanisms. Section 5 introduces the ARA equalizer filter

design, which is implemented using a DSP evaluation board, as discussed

in Section 6. Additionally, Section 6 presents how the measurements of

the properties of the DSP board are made as well as a detailed analysis

of the comb-filtering effect. Moreover, a listening test was conducted to

subjectively evaluate the disturbance of a comb-filtering effect with music

and speech signals. The digital implementation brings several benefits

when compared to the old analog realization, such as the ease of design

and programmability of the equalizer filters.

Publication V: "Live Sound Equalization and Attenuation with aHeadset"

It was possible to implement a novel idea, where the user can control

their surrounding soundscape during a live concert, based on the success-

ful implementation of the digital augmented reality headset presented in

Publication IV. Publication V presents a system, called LiveEQ, which

captures ambient sounds around the user, provides a user-controllable

equalization, and plays back the equalized ambient sounds to the user

with headphones. An important feature of the LiveEQ system is that it

also attenuates the perceived live music, since it exploits the high atten-

uation capability of in-ear headphones to provide hearing protection.

The system was implemented using Matlab with Playrec as well as with

51

Summary of Publications and Main Results

a DSP evaluation board. The Matlab implementation serves as a simu-

lator whereas the DSP board implementation can be used in real time.

Section 4.1 further examines the comb-filtering effect occurring in a hear-

through system that uses attenuative headphones.

Publication VI: "Optimizing a High-Order Graphic Equalizer forAudio Processing"

Publication VI presents a new optimization algorithm for the high-order

graphic equalizer used in Publications II and III. The main idea is to

optimize the filter orders to improve the accuracy and efficiency of the

equalizer. Every practical filter has a transition band, and in the case

of a graphic equalizer, each transition band interacts with its neighbor-

ing filters creating errors in the magnitude response. The proposed it-

erative algorithm minimizes these errors by optimizing the filter orders,

which affects the shape of the transition band. The optimum shape of

the transition band depends on the shape of the adjacent filter. The order

optimization is executed only once offline, and after that, during the op-

eration, only the gains of the graphic equalizer are changed according to

the user’s command settings. The order optimization was shown to reduce

the peak errors around the transition bands while the equalizer still had

a lower filter order than non-optimized equalizers with larger errors.

Publication VII: "High-Precision Graphic Parallel Equalizer"

Publication VII introduces an accurate graphic equalizer whose design

differs from that of the high-order equalizer used in Publication VI. The

novel graphic equalizer is based on the parallel filter structure introduced

in Section 5.4 of this overview. A typical problem with graphic equalizers

is that the interaction between the adjacent filters, which can result in

substantial errors especially with large boost or cut command settings.

The advantage of the parallel design is that the filters are jointly opti-

mized, and thus, the typical errors due to interaction of the filters are

avoided. This enables the implementation of a highly accurate graphic

equalizer. It was discovered that when there are twice as many pole fre-

quencies compared to the number of the equalizer bands, the maximum

error of the magnitude response of the proposed ±12-dB parallel graphic

equalizer is less than 1 dB across the audible frequencies.

52

7. Conclusions

This work explores equalization techniques for mobile headphone usage,

including equalization of typical headphones as well as equalization of a

hear-through headset. The mobile use of headphones has introduced new

problems in music listening by degrading the perceived sound quality of

the music. This is due to the ambient noise that leaks through the head-

phones into the ear canal. The ambient noise masks parts of the music

and thus changes its perceived timbre. This is the reason why a good iso-

lation capability is nowadays an important feature in mobile headphones.

The degrading effect of ambient noise can be mitigated by using an in-

telligent equalization that enhances the music in those frequency regions

where the auditory masking is pronounced.

The ample isolation capability can sometimes be too much, especially

in social situations. An ARA headset is a device that aims to produce

a perfect hear-through experience with the possibility to include virtual

sounds. The ambient sounds are captured with binaural microphones and

reproduced with the headphone drivers. This requires equalization to

compensate the alterations that the headset introduces to the acoustics

of the outer ear.

This overview of the dissertation presented background information that

supports the included publications. The discussed topics include head-

phone acoustics and their measurements, an introduction to hear-through

systems, as well as augmented reality audio and its applications. We also

discussed digital equalizers and the matter of auditory masking, includ-

ing the concepts of masking threshold and partial masking.

Publication I presents a signal processing framework for virtual head-

phone listening tests, which includes the simulation of headphones’ am-

bient noise isolation characteristics. Publication II provides a simulator

tool that helps one understand the auditory masking phenomenon in mo-

53

Conclusions

bile headphone listening. Publication III is a sequel to Publication II,

where the discovered results were utilized in an implementation of a per-

ceptual equalizer for mobile headphone listening. Publications IV and

V concentrate on hear-through applications. Publication IV presents the

digital ARA headset, whereas Publication V presents a user-controllable

hear-through application for equalizing live music and limiting the sound

exposure during live concerts.

The parts related to Publications II–V that could be expanded in the

future are the usability and validation tests. Both of the systems intro-

duced in Publications II and III would probably be more accurate should

they be fine-tuned based on listening tests conducted in laboratory con-

ditions as well as in real-life everyday situations. However, both of the

proposed systems operate well as they are, and the perceptual equalizer

introduced in Publication III provides an enhanced listening experience

in noisy environments, while at the same time sustains restrained SPL.

Moreover, the main issue in hear-through applications presented in Pub-

lications IV and V is the comb-filtering effect. However, it should also be

tested how disturbing the comb-filtering effect actually is, when the user

wears the hear-through system over long, continuous periods of time in

different environments.

Publication VI presents an optimization algorithm for a high-order graph-

ic equalizer that iteratively optimizes the order of adjacent band filters.

Publication VII presents a novel high-precision graphic equalizer, which

is implemented using parallel second-order filters. The optimized high-

order graphic equalizer enables brickwall-like filter responses, as demon-

strated in Figure 5.3, which gives good accuracy for each band filter as

well as for the whole equalizer, since the overlapping of the adjacent band

filters are minimized. However, the filter orders must be quite large in

order to create the brickwall filters. The PGE in Publication VII, on the

other hand, avoids the filter overlapping issue by jointly optimizing the

second-order sections. The resulting total order of the PGE can be sig-

nificantly lower than that of the high-order equalizer; however, the PGE

cannot create as steep band filter responses as the high-order equalizer,

but results in a smoother overall magnitude response. Furthermore, the

parallel structure of the graphic equalizer enables implementations using

a GPU, which can often outperform a CPU in such a parallelizable task.

Future research could address the following aspects and tasks that were

not possible to be included in this work due to the time and space con-

54

Conclusions

straints. First, a mobile implementation of the proposed equalization

techniques and headphone applications would be important in order to al-

low real-life testing of the systems. The problem is the limited computing

power of smartphones as well as the shortage of input channels (typically

only one channel). However, the computing power of smartphones is con-

stantly increasing, and modern smartphones can even be equipped with

a GPU, which can enable utilization of parallel algorithms. Even then,

the low power consumption, and thus low complexity algorithms, is a key

requirement for smartphone applications.

Another future study could include the development of algorithms re-

ducing the comb-filtering effect in hear-through devices, which should be

possible, since the equalized sound can be independently processed from

the leaked sound. Furthermore, different hardware configurations should

also be tested, since low-delay digital signal processors are widely avail-

able and they could reduce the disturbance of the comb-filtering effect.

Of course, the ideal goal would be to implement all the proposed meth-

ods and more into a single pair of headphones. For example, it could

include a user-controllable frequency response (arbitrary or based on ex-

isting measured responses), which could then be enhanced with an intelli-

gent adaptive equalizer that keeps the perceived frequency response con-

stant no matter what kind of noisy environment the user is in. Further-

more, the hear-through function should be fully adjustable from trans-

parent hear-through to amplification and all the way to the most effective

ANC-driven isolation. The adjusting of the hear-through can be auto-

mated based on the ambient noise and the content the user is listening

to. Furthermore, it is possible to utilize other data provided by the user’s

smartphone, such as location, network connections (WIFI and Bluetooth),

time of day, and incoming phone calls, to control the properties of the

headphones.

It would also be useful in the future to measure a vast set of headphones,

build a database, as well as implement and publish a listening test frame-

work on the Internet that would be available to all who are interested in

headphones. Based on the informal feedback from the users of the head-

phone simulator presented in Publication I, this appears to be a highly

desired application for consumers.

In the future, headphones could and probably will be used in assistive

listening applications, where the idea is to improve the hearing of peo-

ple with normal hearing in different situations. I believe that assistive

55

Conclusions

listening applications will also create a need for novel signal processing

methods and increase the usage of headphones in the future.

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ISBN 978-952-60-5878-8 ISBN 978-952-60-5879-5 (pdf) ISSN-L 1799-4934 ISSN 1799-4934 ISSN 1799-4942 (pdf) Aalto University School of Electrical Engineering Department of Signal Processing and Acoustics www.aalto.fi

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