Related Experiment Video
Updated: Oct 9, 2025

Switchable Acoustic and Optical Resolution Photoacoustic Microscopy for In Vivo Small-animal Blood Vasculature Imaging
Published on: June 26, 2017
Spatial Resolution of Late Reverberation in Virtual Acoustic Environments
Christoph Kirsch1, Josef Poppitz2, Torben Wendt1,2
1Medizinische Physik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany.
Abstract:
Late reverberation involves the superposition of many sound reflections, approaching the properties of a diffuse sound field. Since the spatially resolved perception of individual late reflections is impossible, simplifications can potentially be made for modelling late reverberation in room acoustics simulations with reduced spatial resolution. Such simplifications are desired for interactive, real-time virtual acoustic environments with applications in hearing research and for the evaluation of hearing supportive devices. In this context, the number and spatial arrangement of loudspeakers used for playback additionally affect spatial resolution. The current study assessed the minimum number of spatially evenly distributed virtual late reverberation sources required to perceptually approximate spatially highly resolved isotropic and anisotropic late reverberation and to technically approximate a spherically isotropic sound field. The spatial resolution of the rendering was systematically reduced by using subsets of the loudspeakers of an 86-channel spherical loudspeaker array in an anechoic chamber, onto which virtual reverberation sources were mapped using vector base amplitude panning. It was tested whether listeners can distinguish lower spatial resolutions of reproduction of late reverberation from the highest achievable spatial resolution in different simulated rooms. The rendering of early reflections remained unchanged. The coherence of the sound field across a pair of microphones at ear and behind-the-ear hearing device distance was assessed to separate the effects of number of virtual sources and loudspeaker array geometry. Results show that between 12 and 24 reverberation sources are required for the rendering of late reverberation in virtual acoustic environments.
Related Concept Videos
Echo
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,...
Perceiving Loudness, Pitch, and Location
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...
Double Resonance Techniques: Overview
Spin decoupling is usually achieved by...
Perception of Sound Waves
The pitch of a sound depends on the frequency and the pressure amplitude of the source. Two sounds of the same...
Sound Waves: Resonance
Sound Waves: Interference

