Screen-Based Sports Simulation Using Acoustic Source Localization
Source abstract
Abstract
In this paper, we introduce a novel acoustic source localization in a three-dimensional (3D) space, based on a direction estimation technique. Assuming an acoustic source at a distance from adjacent microphones, its waves spread in a planar form called a planar wavefront. In our system, the directions and steering angles between the acoustic source and the microphone array are estimated based on a planar wavefront model using a delay and sum beamforming (DSBF) system and an array of two-dimensional (2D) microelectromechanical system (MEMS) microphones. The proposed system is designed with parallel processing hardware for real-time performance and implemented using a cost-effective field programmable gate array (FPGA) and a micro control unit (MCU). As shown in the experimental results, the localization errors of the proposed system were less than 3 cm when an impulsive acoustic source was generated over 1 m away from the microphone array, which is comparable to a position-based system with reduced computational complexity. On the basis of the high accuracy and real-time performance of localizing an impulsive acoustic source, such as striking a ball, the proposed system can be applied to screen-based sports simulation.
Source: crossref · Quality: baseline
Research context
OpenAlex topics: Speech and Audio Processing · Music Technology and Sound Studies · Music and Audio Processing
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
Affiliations
Creative Content Research Division, Electronics and Telecommunications Research Institute, Daejeon 34129, Korea
College of Physical Education, Kookmin University, Seoul 02707, Korea
Department of Game and Mobile, Keimyung University, Daegu 42601, Korea
School of Games, Hongik University, Sejong 30016, Korea
Funding
Ministry of Culture, Sports and Tourism of Korea · National Research Foundation of Korea(NRF)
References (22)
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