Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Perceiving Loudness, Pitch, and Location01:21

Perceiving Loudness, Pitch, and Location

1.3K
The human brain perceives pitch through two primary mechanisms reflected in place theory and frequency theory. Each mechanism describes how sound waves are interpreted as specific pitches by the brain, offering insights into the intricate processes of auditory perception.
Place theory, or place coding, suggests that different pitches are heard because various sound waves activate specific locations along the cochlea's basilar membrane. The brain determines the pitch of a sound by...
1.3K
Sound as Pressure Waves01:17

Sound as Pressure Waves

4.8K
Sound waves, which are longitudinal waves, can be modeled as the displacement amplitude varying as a function of the spatial and temporal coordinates. As a column of the medium is displaced, its successive columns are also displaced. As the successive displacements differ relatively, a pressure difference with the surrounding pressure is created. The gauge pressure varies across the medium.
The pressure fluctuation depends on the difference in displacements between the successive points in the...
4.8K
The Cochlea01:13

The Cochlea

52.4K
The cochlea is a coiled structure in the inner ear that contains hair cells—the sensory receptors of the auditory system. Sound waves are transmitted to the cochlea by small bones attached to the eardrum called the ossicles, which vibrate the oval window that leads to the inner ear. This causes fluid in the chambers of the cochlea to move, vibrating the basilar membrane.
52.4K
Anatomy of the Ear01:16

Anatomy of the Ear

13.6K
Auditory sensation, commonly called hearing, involves the transformation of sonic waves into neural impulses facilitated by the structures of the auditory organ. The prominent, flesh-like structure on the side of the head, called the auricle, directs sound waves towards the auditory canal. The auricle is often mislabeled as the pinna, a term more aligned with mobile structures like a feline's external ear. The auditory canal penetrates the cranium via the external auditory meatus of the...
13.6K
Hearing01:31

Hearing

58.6K
When we hear a sound, our nervous system is detecting sound waves—pressure waves of mechanical energy traveling through a medium. The frequency of the wave is perceived as pitch, while the amplitude is perceived as loudness.
58.6K
Echo01:06

Echo

1.1K
The human ear cannot distinguish between two sources of sound if they happen to reach within a specific time interval, typically 0.1 seconds apart. More than this, and they are perceived as separate sources.
Imagine the sound is reflected back to the ears. Assuming that the source is very close to the human, the difference between hearing the two sounds—the emitted sound and the reflected sound—may be more than the minimum time for perceiving distinct sounds. If this is the case,...
1.1K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Analysis of human visual experience data.

Journal of vision·2026
Same author

Comment on the Point of View "Ecological Validity, External Validity and Mundane Realism in Hearing Science".

Ear and hearing·2022
Same author

The Quest for Ecological Validity in Hearing Science: What It Is, Why It Matters, and How to Advance It.

Ear and hearing·2020
Same author

Potential of Augmented Reality Platforms to Improve Individual Hearing Aids and to Support More Ecologically Valid Research.

Ear and hearing·2020
Same author

Numerical simulations of near-field head-related transfer functions: Magnitude verification and validation with laser spark sources.

The Journal of the Acoustical Society of America·2020
Same author

Pinna-related transfer functions and lossless wave equation using finite-difference methods: Validation with measurements.

The Journal of the Acoustical Society of America·2020
Same journal

Two-phase Impulse Fluid on Particle Flow Map.

IEEE transactions on visualization and computer graphics·2026
Same journal

FGO-SLAM++: Real-time Geometry-Aware Gaussian SLAM with Continuous Opacity Field.

IEEE transactions on visualization and computer graphics·2026
Same journal

Blue Noise Dithering for Reservoir-based Spatio-temporal Importance Resampling.

IEEE transactions on visualization and computer graphics·2026
Same journal

ROS-GS: Relightable Outdoor Scenes With Gaussian Splatting.

IEEE transactions on visualization and computer graphics·2026
Same journal

MesoSplats: Texture Synthesis with Gaussian Splatting.

IEEE transactions on visualization and computer graphics·2026
Same journal

GLLA: A Unified Force-Directed Graph Layout Framework Supporting Local Adjustments.

IEEE transactions on visualization and computer graphics·2026
See all related articles

Related Experiment Video

Updated: Mar 27, 2026

Sound Source Localization Testing in Single-sided Deafness Following Bone Conduction Intervention
04:32

Sound Source Localization Testing in Single-sided Deafness Following Bone Conduction Intervention

Published on: December 20, 2024

978

Efficient HRTF-based Spatial Audio for Area and Volumetric Sources.

Carl Schissler, Aaron Nicholls, Ravish Mehra

    IEEE Transactions on Visualization and Computer Graphics
    |January 19, 2016
    PubMed
    Summary
    This summary is machine-generated.

    This study introduces a new spatial audio method for virtual reality (VR), efficiently rendering area-volumetric sound sources using spherical harmonics. This technique improves computational efficiency and user experience in complex VR environments.

    More Related Videos

    A Method to Study Adaptation to Left-Right Reversed Audition
    07:14

    A Method to Study Adaptation to Left-Right Reversed Audition

    Published on: October 29, 2018

    7.0K
    Photorealistic Learned Landscapes for Augmented Reality
    06:54

    Photorealistic Learned Landscapes for Augmented Reality

    Published on: June 27, 2025

    855

    Related Experiment Videos

    Last Updated: Mar 27, 2026

    Sound Source Localization Testing in Single-sided Deafness Following Bone Conduction Intervention
    04:32

    Sound Source Localization Testing in Single-sided Deafness Following Bone Conduction Intervention

    Published on: December 20, 2024

    978
    A Method to Study Adaptation to Left-Right Reversed Audition
    07:14

    A Method to Study Adaptation to Left-Right Reversed Audition

    Published on: October 29, 2018

    7.0K
    Photorealistic Learned Landscapes for Augmented Reality
    06:54

    Photorealistic Learned Landscapes for Augmented Reality

    Published on: June 27, 2025

    855

    Area of Science:

    • Virtual Reality Audio
    • Spatial Audio Rendering
    • Acoustics

    Background:

    • Traditional spatial audio often uses point-sampling for sound sources, which can be inefficient for complex sources in VR.
    • Representing sound sources as areas or volumes offers a more realistic approach but poses computational challenges.

    Purpose of the Study:

    • To develop an efficient spatial audio rendering technique for area-volumetric sound sources in virtual reality (VR).
    • To improve computational performance and memory efficiency compared to point-sampling methods.
    • To enhance the subjective user experience in complex VR environments.

    Main Methods:

    • Projecting area-volumetric sound sources onto the spherical domain centered at the listener.
    • Representing the projected source using spherical harmonic (SH) basis functions.
    • Computing spatial audio via a dot product of SH coefficients of the source and the head-related transfer function (HRTF) represented in the same basis.

    Main Results:

    • Achieved computational complexity and memory requirements independent of sound source complexity.
    • Enabled dynamic area-volumetric sound sources at interactive rates.
    • Demonstrated significant performance improvements over naive point-sampling in large, complex VR environments.

    Conclusions:

    • The proposed SH-based technique offers an efficient and effective solution for rendering area-volumetric sound in VR.
    • User evaluations indicate a subjective preference for the new approach over traditional point-sampling.
    • This method enhances realism and immersion in VR audio experiences.