Wightman F L, Kistler D J
Department of Psychology, University of Wisconsin-Madison 53705.
J Acoust Soc Am. 1992 Mar;91(3):1648-61. doi: 10.1121/1.402445.
Two experiments are described in which listeners judge the apparent directions of virtual sound sources-headphone-presented sounds that are processed in order to simulate free-field sounds. Previous results suggest that when the cues to sound direction are preserved by the simulation, the apparent directions of virtual sources are nearly the same as the apparent directions of real free-field sources. In the experiments reported here, the interaural phase relations in the processing algorithms are manipulated in order to produce stimuli in which the interaural time difference cues signal one direction and interaural intensity and pinna cues signal another direction. The apparent directions of these conflicting cue stimuli almost always follow the interaural time cue, as long as the wideband stimuli include low frequencies. With low frequencies removed from the stimuli, the dominance of interaural time difference disappears, and apparent direction is determined primarily by interaural intensity difference and pinna cues.
本文描述了两项实验,在实验中,听众判断虚拟声源(通过耳机呈现并经过处理以模拟自由场声音的声音)的表观方向。先前的结果表明,当声音方向线索通过模拟得以保留时,虚拟声源的表观方向与真实自由场声源的表观方向几乎相同。在此报告的实验中,对处理算法中的双耳相位关系进行了操控,以产生这样的刺激:其中双耳时间差线索指示一个方向,而双耳强度和耳廓线索指示另一个方向。只要宽带刺激包含低频成分,这些冲突线索刺激的表观方向几乎总是遵循双耳时间线索。当从刺激中去除低频成分时,双耳时间差的主导地位消失,表观方向主要由双耳强度差和耳廓线索决定。