PhD student at CARLab. Musician. Recording Engineer.
My research is on 3D spatial audio playback using a spherical 32 loudspeaker array. Currently, I am investigating the perceptual limitations of a small "sweet spot" on a listener in the centre of a multichannel playback system using Ambisonic decoding. The "sweet spot" in 3D audio is an area where the listener experiences phase coherent information. Unfortunately in the real world, we are limited by space and the number of loudspeakers able to fit in the space therefore limiting the size of the "sweet spot" and frequency range of the phase coherence. However, will these limitations disable a normal listener from localising virtual sounds? Will the listener not feel immersed and experience a simulated concert that is similar to the real thing? Sometimes, empirical data do not reflect the results of perceptual evaluation.
- N. Epain, P. Guillon, A. Kan, R. Kosobrodov, D. Sun, C. Jin and A. van Schaik. Objective evaluation of a three-dimensional sound field reproduction system. Proceedings of 20th International Congress on Acoustics, ICA 2010.
- D. Sun, C. Jin, A. van Schaik, and D. Cabrera. The design and evaluation of an economically constructed anechoic chamber. Architectural Science Review, 52:312–319, 2009.