WO2018218689A1 - 一种模拟装置及录音设备 - Google Patents

一种模拟装置及录音设备 Download PDF

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Publication number
WO2018218689A1
WO2018218689A1 PCT/CN2017/087088 CN2017087088W WO2018218689A1 WO 2018218689 A1 WO2018218689 A1 WO 2018218689A1 CN 2017087088 W CN2017087088 W CN 2017087088W WO 2018218689 A1 WO2018218689 A1 WO 2018218689A1
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WO
WIPO (PCT)
Prior art keywords
ear
simulation
face
facial
human
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PCT/CN2017/087088
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English (en)
French (fr)
Inventor
张瑞博
林辉
张刚
肖丹
Original Assignee
森声数字科技(深圳)有限公司
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Priority to PCT/CN2017/087088 priority Critical patent/WO2018218689A1/zh
Publication of WO2018218689A1 publication Critical patent/WO2018218689A1/zh

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    • GPHYSICS
    • G11INFORMATION STORAGE
    • G11BINFORMATION STORAGE BASED ON RELATIVE MOVEMENT BETWEEN RECORD CARRIER AND TRANSDUCER
    • G11B20/00Signal processing not specific to the method of recording or reproducing; Circuits therefor
    • G11B20/10Digital recording or reproducing
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R5/00Stereophonic arrangements
    • H04R5/027Spatial or constructional arrangements of microphones, e.g. in dummy heads

Definitions

  • the utility model belongs to the field of audio recording, and particularly relates to an analog device and a recording device.
  • the artificial head recording technology is to place two miniature omnidirectional microphones in the ear canal of a dummy head that is almost identical to the real head, close to the position of the human ear tympanic membrane, to simulate the sound of the human ear. the whole process.
  • This dummy has a pinna, ear canal, skull, hair and shoulders, and even skin and bone are made of the material closest to the human body. All of this is for one purpose: to simulate as realistically as possible the impact of all HRTFs on the human ear when hearing the sound.
  • the signals recorded by the two microphones should be equivalent to the sounds heard by the ears of a real person at the position of the dummy. All the effects of the HRTF during recording are recorded and can be restored. Released, the sound recorded in this way can almost perfectly restore the sound field of the recording place 360 degrees, as if the listener is in the recording place.
  • playing ⁇ playing with a horn will also have a good stereo effect, but it can't be compared with headphones, because during the horn playback, the listener is affected by an HRTF, which interferes with the original HRTF information in the record.
  • the audio recording device adopted by the existing VR panoramic video technology has many limitations, and the sound source is single, and the sound quality is flat and has no stereoscopic effect, and the true sound field cannot be restored, and the VR panoramic video technology cannot satisfy the high-quality panoramic audio. Claim.
  • the present invention provides an analog device and a recording device, which aims to solve the problem that the audio recording device used in the existing VR panoramic video technology has a single sound source, and the sound quality is flat and has no stereoscopic effect, and cannot restore the real sound field, which cannot be satisfied.
  • the problem of VR panoramic video technology requirements for high quality panoramic audio is described in detail below.
  • a simulation device including:
  • the first simulation portion includes a first facial structure simulating a human face, and a first ear structure simulating a human ear;
  • the second simulation portion includes a second facial structure simulating a human face, and a second ear structure simulating a human ear;
  • the first face structure and the face orientation of the second face structure are away from each other, and the first face structure and the second face structure are both disposed erect. ;
  • the first ear structure and the second ear structure are both disposed on both sides of the simulation device;
  • the first ear structure and the second ear structure each have a simulated ear canal ⁇ for setting an audio collector.
  • the first facial structure and the second facial structure each include only a portion between the simulated mouth and the simulated eyebrow portion.
  • the first ear structure and the second ear structure are both disposed upside down or erect.
  • the first ear structure is erected
  • the second ear structure is arranged upside down.
  • the first ear structure is disposed on two sides of the first facial structure;
  • the second ear structure is disposed on both sides of the second facial structure.
  • the first ear structure is disposed on two sides of the second facial structure
  • the second ear structure is disposed on both sides of the first facial structure.
  • the present invention also provides a recording device, the recording device comprising:
  • an audio collector provided in the simulation device
  • each of the simulation devices is arranged longitudinally, and the faces between the simulation devices are arranged at an angle of 360 degrees.
  • the simulation device is set upright or inverted
  • the present invention provides an analog device and a recording device having a first simulation portion including a first facial structure and a first ear structure, and a second portion including a second facial structure and a second ear structure a simulation portion simulating a human face by the first facial structure and the second facial structure, the first ear structure and the second ear structure simulating the human ear, and setting the orientations of the first facial structure and the second facial structure away from each other And both are erected to simulate a human head structure, so that the sound collectors of the simulated ear canal provided in the first ear structure and the second ear structure are more abundant in sound source and more stereoscopic. Sense, meeting the requirements of VR panoramic video technology for the experience of high quality audio and immersive experience.
  • FIG. 1 is a side view of a simulation device according to an embodiment of the present invention.
  • FIG. 2 is a side view of another simulation device according to an embodiment of the present invention.
  • FIG. 3 is a side view of still another simulation device provided by an embodiment of the present invention.
  • FIG. 4 is a side view of still another simulation device according to an embodiment of the present invention.
  • FIG. 5 is a side view of a recording apparatus provided by an embodiment of the present invention.
  • FIG. 6 is a perspective view of a recording apparatus according to an embodiment of the present invention. Embodiments of the invention
  • the present invention provides an analog device and a recording device having a first simulation portion including a first facial structure and a first ear structure, and a second portion including a second facial structure and a second ear structure a simulation portion simulating a human face by the first facial structure and the second facial structure, the first ear structure and the second ear structure simulating the human ear, and setting the orientations of the first facial structure and the second facial structure away from each other And both are erected to simulate a human head structure, so that the sound collectors of the simulated ear canal provided in the first ear structure and the second ear structure are more abundant in sound source and more stereoscopic. Sense, meeting the requirements of VR panoramic video technology for the experience of high quality audio and immersive experience.
  • the present invention provides a simulation device 100, comprising:
  • a first simulation portion 10 and a second simulation portion 20 wherein the first simulation portion 10 includes a first facial structure 11 and a first ear structure 12, and the second simulation portion 20 includes a first facial structure 21 and Second ear structure 22.
  • Both the first facial structure 11 and the second facial structure 21 simulate a human facial structure
  • both the first ear structure 12 and the second ear structure 22 simulate a human ear structure.
  • the first ear structure 12 and the second ear structure 22 are both disposed on both sides of the simulation device 100, that is, on the side of the first face structure 11 or the second face structure 21, the first face structure 11 and the first
  • the positional relationship of the ear structure 12 and the positional relationship between the second face structure 21 and the second ear structure 22 can be completely in accordance with the positional relationship between the human face and the human ear, or the positional relationship between the human face and the ear. Make some adjustments based on the basis to achieve better sound recording.
  • the face faces of the first face structure 11 and the second face structure 21 are disposed away from each other, and both are disposed erect. Since the head structure is elliptical, when one of the first simulation part 10 or the second simulation part 20 is used for recording a cymbal, the other facial structure functions to simulate the back of the person's head, making the recorded sound effect closer.
  • the sound heard by the human ear, and the first simulation portion 10 and the second simulation portion 20 can also simultaneously record audio having different sound effects, for example, audio that can record the front sound effect and the back sound effect, and for example, the same recording left. Side sound and audio on the right side.
  • Both the first ear structure 12 and the second ear structure 22 have a simulated ear canal for setting up an audio harvester. Since the user uses the earphone to play the audio port, the sounding position of the earphone is usually near the ear canal. Therefore, by setting the audio collector in the simulated ear canal, the human ear can directly restore the scene of the sound, so that the user can hear through the earphone. The sound is closer to the sound heard directly by the human ear.
  • the facial structure and the ear structure may be a simulated face and a simulated human ear, or an approximated face and an approximate human ear that are subjected to blurring and simplified processing, wherein the simulated face and the simulated human ear can make
  • the acquired audio signal is more accurate and more targeted; and the blurred and simplified processed approximate face and approximate human ear can improve the overall applicability by reducing the individual features and making the false head contours average.
  • the first facial structure 11 and the second facial structure 21 each include only a portion between the simulated mouth and the simulated eyebrow portion. This not only makes the simulation device 100 have a small height in the longitudinal direction, but also retains most of the false contours that mainly affect the collected sound, ensuring the overall texture, stereoscopic effect and true reduction of the collected audio signals. . Moreover, since the number of simulated parts is smaller and the materials used are less, the production cost of the simulation device 100 can be reduced.
  • both the first facial structure 11 and the second facial structure 21 are kept upright, and the first ear structure 12 and the second ear structure 22 are inverted. Settings.
  • the recorded audio is played out through the stereo headphones, so that the sound heard by the user has an inverted feeling, thereby cooperating with, for example, a VR game,
  • the picture of the VR movie makes the picture more realistic.
  • the first facial structure 11 and the second facial structure 21 are both erect, and the first ear structure 12 is erected, and the second ear structure is 22 inverted settings.
  • the same sound can be recorded to the audio with the upright sound and the audio with the inverted sound, saving
  • the cost of recording, as well as the audio of different sound effects recorded, can also be post-synthesized for richer sound effects.
  • the first facial structure 11 and the second facial structure 21 are both erected.
  • the following arrangement manner is adopted. :
  • the VR movie, the hunter, the unreal scene or the picture therefore, by the first face structure 11 and the second face structure 21 and the first ear structure 12 and the second ear structure 22 .
  • the audio with different sound effects can be obtained by synthesizing different audios, and the audio files of these different sound effects are applied to each In VR games and VR movies, the sound and the picture are more closely matched, so that the user can get an immersive feeling.
  • the "upright” or “inverted” settings of the first facial structure 11, the first ear structure 12, the second facial structure 21, and the second ear structure 22 in the embodiment are both It is based on the direction of the face and the ear where the person stands vertically, that is, the direction of the face and the ear where the person stands vertically is in the "upright” direction.
  • the simulated ear canal of the first ear structure 12 and the simulated ear canal of the second ear structure 22 may be located on different cross sections of the simulated device 100.
  • the first ear structure 12 may be disposed on both sides of the first facial structure 11, and the second ear structure 22 may be disposed on both sides of the second facial structure 21, or may be An ear structure 12 is disposed on two sides of the second face structure 21, and a second ear structure 22 is disposed on both sides of the first face structure 11. Two settings make the recorded audio more rich.
  • the first ear structure 12 is disposed on two sides of the second surface structure 21, and the second ear structure 22 is disposed on both sides of the first surface structure 11. Since the position of the human ear is on the side of the side of the face, this arrangement is closer to the positional relationship between the real human face and the human ear, so that the recorded sound is closer to the sound directly heard by the human ear.
  • the effect on the sound is higher in the auricle, and such an arrangement makes an ear structure
  • the auricle is away from the other ear structure, thereby reducing the interference of one ear structure to the other ear structure, and ensuring the overall texture, stereoscopic effect and degree of reduction of the collected audio signal.
  • the present invention further provides a recording apparatus, including: at least one of the above-described embodiments, and
  • the audio collector 200 is disposed on the simulation device 100.
  • the audio collector 200 is disposed in the analog ear canal of the simulation device 100, and collects the sound affected by the simulation device 100.
  • the sound collected by the audio collector 200 is played through the earphone
  • the user has an immersive experience.
  • audio with different sound effects can be recorded, and different audios recorded can be post-synthesized and applied to different scenes.
  • a recording apparatus provided in this embodiment has four identical simulation devices 100, a first facial structure 11, a first ear structure 12, and a second facial portion of the simulation device 100.
  • the structure 21 and the second ear structure 22 are both erected, and each of the simulation devices 100 is arranged in a longitudinal arrangement, and the faces between the four simulation devices 100 are arranged in a 360-degree equiangular arrangement, that is, the recording device.
  • the eight faces are arranged in a manner that equally divides the central angles, so that the eight sets of audio collectors 200 can collect sounds uniformly distributed in a total of 16 directions. Such an arrangement can better and uniformly cover a range of 360 degrees in the horizontal direction.
  • the device can uniformly capture corresponding audio signals in more directions. It avoids the problem that some horizontal audio signals are not collected due to uneven layout, which makes it impossible to obtain enough sound sources and cannot fully synchronize 360 degrees with the VR panoramic video.
  • the recording device may further have a plurality of different simulation devices 100, and each of the simulation devices 100 may have a certain angle, so that audio of different directions and different sound effects can be recorded simultaneously.
  • each of the simulation devices 100 is arranged in a longitudinal arrangement to reduce interference between the simulation devices 100, and the space occupied by the recording device can also be reduced.
  • Each of the simulation devices 100 is arranged such that the central axes coincide with each other, so that the distance between the respective analog devices 100 in the horizontal direction is prevented from being too large, so that the collected audio signals are as close as possible to the same vertical direction or at a point. The effect of recording on.
  • each simulation device 100 of the recording device can also reverse one or more analog devices 100 of the recording device in addition to the original orientation of the analog device 100. Come over the inverted settings to record audio with different sound effects.
  • the present invention provides a simulation device having a first simulation portion including a first facial structure and a first ear structure, and a second simulation portion including a second facial structure and a second ear structure, Simulating the human face by the first facial structure and the second facial structure, the first ear structure and the second ear structure simulating the human ear, and setting the orientations of the first facial structure and the second facial structure away from each other, and
  • the human body is erected to simulate the human head structure, so that the sound collectors of the simulated ear canal provided in the first ear structure and the second ear structure are more abundant in sound source and more stereoscopic.
  • VR panoramic video technology requires the experiencer to pursue high-quality audio and immersive experience.
  • the embodiment of the present invention further provides a recording device having one or more of the above-mentioned simulation devices, which may use multiple identical simulation devices or multiple different simulation devices, and between the simulation devices. It can have a certain angle, and the sound collected by the analog device can be collected through the audio collector installed in the analog ear canal of the simulation device, and the audio with different sound effects can be recorded through different analog devices, and can also be recorded. Different audios are post-synthesized and applied in different scenarios. When the sound collected by the audio collector is played to the user through the earphone, the effect of restoring the live sound is achieved, so that the user has an immersive feeling.

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  • Signal Processing (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Stereophonic System (AREA)

Abstract

本实用新型适用于音频录制领域,提供了一种模拟装置及录音设备,具有包括第一面部结构和第一耳部结构的第一模拟部,以及包括第二面部结构和第二耳部结构的第二模拟部,第一面部结构和第二面部结构模拟人面部,第一耳部结构和第二耳部结构模拟人耳,并将第一面部结构与第二面部结构的朝向相互背离设置,且二者均正立设置,通过模拟人的头部结构,使得设于第一耳部结构与第二耳部结构的模拟耳道口的音频采集器所采集的声音来源更加丰富,更具有立体感,满足VR全景视频技术对体验者追求高品质音频和声临其境的体验感的要求。

Description

一种模拟装置及录音设备 技术领域
[0001] 本实用新型属于音频录制领域, 尤其涉及一种模拟装置及录音设备。
背景技术
[0002] 人耳接收声波的过程中, 耳廓、 耳道、 头盖骨、 肩部等会对声波进行折射、 绕 射和衍射, 之后再传导到耳鼓膜, 被大脑神经所感知, 这些都会对人耳所听到 的声音造成一定的影响; 在声学上, 用 HRTF (Head Related Transfer Function, 头部相关传输函数) 来描述这种影响, 正因如此, 人的大脑能根据经验判断出 声音发出的方位和距离。 基于此, 近年来一种更为先进的仿真人头录音技术越 来越受到音频录制领域的青睐,
[0003] 简单地说, 仿真人头录音技术就是把两个微型全指向性话筒安置在一个与真人 头几乎一模一样的假人头的耳道内, 接近人耳鼓膜的位置, 以模拟人耳听到声 音的整个过程。 这个假人头有耳廓、 耳道、 头盖骨、 头发和肩膀, 甚至皮肤和 骨头也是采用和人体最为接近的材料制造的。 这一切都为了一个目的: 尽可能 真实地模拟人耳在听到声音吋所受到的一切 HRTF的影响。
[0004] 这样两个话筒录制到的信号应该说就相当于一个在假人头所在位置的真人的双 耳所听到的声音, 录制过程中所有的 HRTF的影响都被录制下来, 可以被还原重 放出来, 通过这种方式录制的声音就能几乎完美地将录音场所的音场 360度还原 出来, 好像听者就处在录音场所中似的。 当然播放吋, 用喇叭播放也会有不错 的立体声效果, 但无法跟耳机相比, 因为在喇叭播放的过程中, 听者又受到了 一次 HRTF的影响, 干扰了唱片中原有的原始 HRTF信息。
[0005] 同吋, 随着 VR (Virtual Reality, 虚拟现实) 全景视频技术的发展与普及, 禾 1J 用头部跟踪来改变图像的视角, 使用户的视觉系统和运动感知系统之间建立起 了联系, 用户可以通过头部的运动去观察呈现在面前的场景。 VR全景视频设备 让用户可以以 360°任意视角观看视频, 为了使 VR全景视频技术能够为用户带来 立体感知体验, 全景视频中的音频录制技术也成为一个焦点, 而将仿真人头录 音技术 VR全景视频技术相结合则成了一个新的研究方向。
[0006] 现有的 VR全景视频技术所采用的音频录制设备具有较多局限, 不但声音来源 单一, 而且音质扁平无立体感, 不能还原真实声场, 无法满足 VR全景视频技术 对高品质全景音频的要求。
技术问题
[0007] 本实用新型提供一种模拟装置及录音设备, 旨在解决现有的 VR全景视频技术 所采用的音频录制设备的声音来源单一, 而且音质扁平无立体感, 不能还原真 实声场, 无法满足 VR全景视频技术对高品质全景音频的要求的问题。
问题的解决方案
技术解决方案
[0008] 本实用新型是这样实现的, 一种模拟装置, 包括:
[0009] 第一模拟部和第二模拟部;
[0010] 所述第一模拟部包括模拟人面部的第一面部结构, 以及模拟人双耳的第一耳部 结构;
[0011] 所述第二模拟部包括模拟人面部的第二面部结构, 以及模拟人双耳的第二耳部 结构;
[0012] 所述第一面部结构与所述第二面部结构的面部朝向相互背离, 且所述第一面部 结构与所述第二面部结构均正立设置。 ;
[0013] 所述第一耳部结构与所述第二耳部结构均设于所述模拟装置的两侧;
[0014] 所述第一耳部结构与所述第二耳部结构均具有用于设置音频采集器的模拟耳道 π。
[0015] 优选的, 所述第一面部结构与所述第二面部结构均只包括模拟嘴部到模拟眉毛 部位之间的部分。
[0016]
[0017] 优选的, 所述第一耳部结构与所述第二耳部结构均倒立设置或均正立设置。
[0018] 优选的, 所述第一耳部结构正立设置;
[0019] 所述第二耳部结构倒立设置。
[0020] 优选的, 所述第一耳部结构设于所述第一面部结构两侧; [0021] 所述第二耳部结构设于所述第二面部结构两侧。
[0022] 优选的, 所述第一耳部结构设于所述第二面部结构两侧;
[0023] 所述第二耳部结构设于所述第一面部结构两侧。
[0024] 本实用新型还提供了一种录音设备, 所述录音设备包括:
[0025] 至少 1个如权利要求 1至 7中任意一项所述的模拟装置;
[0026] 设于所述模拟装置的音频采集器;
[0027] 若所述模拟装置的数量大于 1, 则各所述模拟装置纵向排布, 且各所述模拟装 置之间的面部朝向成 360度等分角排列分布。
[0028] 优选的, 所述模拟装置正立设置或倒立设置
发明的有益效果
有益效果
[0029] 本实用新型提供了一种模拟装置及录音设备, 具有包括第一面部结构和第一耳 部结构的第一模拟部, 以及包括第二面部结构和第二耳部结构的第二模拟部, 通过第一面部结构和第二面部结构模拟人面部, 第一耳部结构和第二耳部结构 模拟人耳, 并将第一面部结构与第二面部结构的朝向相互背离设置, 且二者均 正立设置, 从而模拟人的头部结构, 使得设于第一耳部结构与第二耳部结构的 模拟耳道口的音频采集器所采集的声音来源更加丰富, 更具有立体感, 满足 VR 全景视频技术对体验者追求高品质音频和声临其境的体验感的要求。
对附图的简要说明
附图说明
[0030] 图 1是本实用新型实施例提供的一种模拟装置的侧面视图;
[0031] 图 2是本实用新型实施例提供的另一种模拟装置的侧面视图;
[0032] 图 3是本实用新型实施例提供的再一种模拟装置的侧面视图;
[0033] 图 4是本实用新型实施例提供的又一种模拟装置的侧面视图;
[0034] 图 5是本实用新型实施例提供的一种录音设备的侧面视图;
[0035] 图 6是本实用新型实施例提供的一种录音设备的立体视图。 本发明的实施方式
[0036] 为了使本实用新型的目的、 技术方案及优点更加清楚明白, 以下结合附图及实 施例, 对本实用新型进行进一步详细说明。 应当理解, 此处所描述的具体实施 例仅仅用以解释本实用新型, 并不用于限定本实用新型。
[0037] 本实用新型提供了一种模拟装置及录音设备, 具有包括第一面部结构和第一耳 部结构的第一模拟部, 以及包括第二面部结构和第二耳部结构的第二模拟部, 通过第一面部结构和第二面部结构模拟人面部, 第一耳部结构和第二耳部结构 模拟人耳, 并将第一面部结构与第二面部结构的朝向相互背离设置, 且二者均 正立设置, 从而模拟人的头部结构, 使得设于第一耳部结构与第二耳部结构的 模拟耳道口的音频采集器所采集的声音来源更加丰富, 更具有立体感, 满足 VR 全景视频技术对体验者追求高品质音频和声临其境的体验感的要求。
[0038] 如图 1所示, 在本实用新型的一个实施例中, 本实用新型提供了一种模拟装置 1 00, 包括:
[0039] 第一模拟部 10和第二模拟部 20, 其中, 第一模拟部 10包括第一面部结构 11和第 一耳部结构 12, 第二模拟部 20包括第一面部结构 21和第二耳部结构 22。
[0040] 第一面部结构 11和第二面部结构 21均模拟人的面部结构, 第一耳部结构 12和第 二耳部结构 22均模拟人的耳部结构。 第一耳部结构 12和第二耳部结构 22均设置 在模拟装置 100的两侧, 即, 设置在第一面部结构 11或第二面部结构 21的侧面, 第一面部结构 11与第一耳部结构 12的位置关系, 以及第二面部结构 21与第二耳 部结构 22的位置关系, 既可完全按照人面部与人耳的位置关系, 也可以人的面 部与耳部的位置关系为基础做一定的调整, 以达到更佳的声音录制效果。
[0041] 第一面部结构 11与第二面部结构 21的面部朝向相互背离设置, 且二者均正立设 置。 因为人头结构是椭圆形的, 当第一模拟部 10或第二模拟部 20中的一个用于 录音吋, 另一个的面部结构起到模拟人的后脑勺的作用, 使录制到的声音效果 更接近人耳听到的声音, 并且, 第一模拟部 10和第二模拟部 20还可以同吋录制 具有不同音效的音频, 例如可同吋录制正面音效和背后音效的音频, 又例如同 吋录制左侧音效和右侧音效的音频。 同吋录制不同音效的音频后, 在后期处理 中通过对不同的声道的合成处理, 从而可以生成多个具有不同音效的音频。 [0042] 第一耳部结构 12与第二耳部结构 22均具有用于设置音频采集器的模拟耳道口。 由于用户使用耳机播放音频吋, 耳机的发声位置通常都在耳道口附近, 因此通 过在模拟耳道口设置音频采集器, 可以进一步的还原人耳直接听到声音吋的场 景, 使得用户通过耳机听到的声音更加接近人耳直接听到的声音。
[0043] 本实用新型实施例中, 面部结构和耳部结构可以是仿真面部和仿真人耳, 也可 以使经过模糊、 简化处理的近似面部和近似人耳, 其中仿真面部和仿真人耳可 以使采集的音频信号更精确、 更具有针对性; 而经过模糊、 简化处理过的近似 面部和近似人耳通过降低个体特征, 使假头部轮廓趋于平均水平, 可提高整体 适用性。
[0044] 在本实用新型实施例中, 第一面部结构 11与第二面部结构 21均只包括模拟嘴部 到模拟眉毛部位之间的部分。 这样不但使模拟装置 100在纵向拥有较小的高度, 同吋又保留了对采集的声音起主要影响作用的大部分假轮廓, 保证了所采集的 音频信号的整体质感、 立体感和真实还原度。 并且, 由于模拟的部位更少, 使 用的材料也更少, 还能降低模拟装置 100的生产成本,
[0045] 如图 2所示, 在本实用新型实施例中, 第一面部结构 11和第二面部结构 21均保 持正立, 而第一耳部结构 12和第二耳部结构 22均倒立设置。
[0046] 通过将第一耳部结构 12和第二耳部结构 22倒立设置, 将录制到的音频通过立体 声耳机播放出来吋, 使用户听到的声音具有倒立感, 以此配合例如 VR游戏、 VR 电影的画面, 使画面更有真实感。
[0047] 如图 3所示, 在本实用新型实施例中, 第一面部结构 11和第二面部结构 21均保 持正立, 而第一耳部结构 12正立设置, 第二耳部结构 22倒立设置。
[0048] 通过第一耳部结构 12和第二耳部结构 22中一个正立设置, 另一个倒立设置, 可 以对同一声音同吋录制到具有正立音效的音频和具有倒立音效的音频, 节约录 制成本, 同吋对录制到的不同音效的音频还可以进行后期合成, 获得更加丰富 的音效。
[0049] 在本实用新型实施例中, 第一面部结构 11与第二面部结构 21均正立设置, 在此 基础上, 第一耳部结构 12与第二耳部结构 22有如下设置方式:
[0050] (1) 第一耳部结构 12与第二耳部结构 22中的一者倒立设置, 另一者正立设置 [0051] (2) 第一耳部结构 12与第二耳部结构 22均正立设置。
[0052] (3) 第一耳部结构 12与第二耳部结构 22均倒立设置。
[0053] 由于很多立体声的应用场景 (例如 VR游戏、 VR电影等) 中, 除了需要接近现 实生活的音效, 还常常需要现实生活中不常有的声音效果 (例如倾斜、 颠倒、 翻滚等) , 来配合 VR游戏、 VR电影中的紧张、 束獵、 非现实的场景或画面, 因 此, 通过将第一面部结构 11与第二面部结构 21以及第一耳部结构 12与第二耳部 结构 22采用上述的位置关系设置, 从而可以录制各种非现实但有趣的声音, 并 可在录制完成后通过对不同音频的合成, 获得具有不同音效的音频, 将这些不 同音效的音频文件应用于各种 VR游戏、 VR电影中, 使得声音与画面更加匹配, 使用户获得身临其境的感受。
[0054] 需要说明的是, 实施例中的第一面部结构 11、 第一耳部结构 12、 第二面部结构 21和第二耳部结构 22的"正立"或"倒立"设置, 均是以人在竖直站立吋的面部及耳 部的方向为基准, 即, 以人在竖直站立吋的面部及耳部的方向为"正立"方向。
[0055] 在本实用新型实施例中, 第一耳部结构 12的模拟耳道口与第二耳部结构 22的模 拟耳道口可以位于模拟装置 100的不同横截面上。 通过将第一耳部结构 12与第二 耳部结构的位置错幵, 以保证置于这两者的耳道口中的音频采集器所在的水平 面相互错幵, 最大化减小一个耳部结构对另一方音频采集器采集音频的效果的 影响。
[0056] 在本实用新型实施例中, 可以将第一耳部结构 12设于第一面部结构 11两侧, 第 二耳部结构 22设于第二面部结构 21两侧, 也可以将第一耳部结构 12设于第二面 部结构 21两侧, 第二耳部结构 22设于第一面部结构 11两侧。 两种设置方式使得 录制到的音频的音效更丰富。
[0057] 如图 4所示, 在本实用新型实施例中, 第一耳部结构 12设于第二面部结构 21两 侧, 第二耳部结构 22设于第一面部结构 11两侧。 由于人耳的位置是在人脸的侧 面偏后方, 这样的设置方式更加接近真实的人面部与人耳的位置关系, 使得录 制到的声音更加接近人耳直接听到的声音。 另外, 由于人耳的结构是耳廓处高 、 耳道口处低, 耳廓处对声音的影响更高, 这样的设置方式使得一个耳部结构 的耳廓处远离另一个耳部结构, 从而降低一个耳部结构对另一个耳部结构的干 扰, 保证了所采集的音频信号的整体质感、 立体感和还原度。
[0058] 如图 5及图 6所示, 在本实用新型的一个实施例中, 本实用新型还提供了一种录 音设备, 包括: 至少一个上述实施例中的任意一种模拟装置 100, 以及设于模拟 装置 100上的音频采集器 200, 音频采集器 200设于模拟装置 100的模拟耳道口中 , 采集经过模拟装置 100影响后的声音, 当将通过音频采集器 200采集的声音通 过耳机播放给用户的吋候, 达到还原现场声音的效果, 使用户具有身临其境的 感受。 通过采用上述实施例中不同的模拟装置 100, 可以录制到具有不同音效的 音频, 还可以对录制到的不同音频进行后期合成, 将其应用在不同的场景中。
[0059] 在本实用新型实施例中, 本实施例提供的一种录音设备具有 4个相同的模拟装 置 100, 模拟装置 100的第一面部结构 11、 第一耳部结构 12、 第二面部结构 21以 及第二耳部结构 22均正立设置, 各个模拟装置 100采用纵向排布的方式设置, 且 4个模拟装置 100之间的面部朝向成 360度等分角排列分布, 即该录音设备的 8个 面部朝向将圆心角均分的排布, 从而使 8组音频采集器 200可以采集共 16个方向 均匀分布的声音。 这样的排布方式能够较好地、 均匀地覆盖水平方向 360度的范 围, 随着模拟装置 100与音频采集器 200数量的增加, 本设备能够均匀地捕捉到 较多方向上对应的音频信号, 避免了由于排布不均造成有些水平方向上的音频 信号未采集到, 导致无法获得足够多的声音来源, 无法与 VR全景视频的画面进 行 360度完全同步的问题。
[0060] 在本实用新型实施例中, 录音设备还可以具有多个不同的模拟装置 100, 各个 模拟装置 100之间可以具有一定的角度, 从而可以同吋录制不同方向及不同音效 的音频。 当模拟装置 100的数量大于 1吋, 各个模拟装置 100采用纵向排布的方式 设置, 以降低各模拟装置 100之间的干扰, 还能减少录音设备占用的空间。 各模 拟装置 100以中心轴互相重合的方式排布, 这样可以避免由于各个模拟装置 100 在水平方向上的间距过大, 使所采集到音频信号尽量接近于在同一个竖直方向 上或一个点上录制的效果。 使人们在体验 VR观影吋, 在同一个位置上转动头部 便可获得相应角度下最真实的人耳模拟声音, 保证 VR全景音画同步, 现场还原 声临其境的最佳全景音效。 [0061] 需要说明的是, 在本实用新型实施例中, 录音设备的各模拟装置 100除了安装 模拟装置 100原本的方向正立设置外, 还可以将录音设备的一个或多个模拟装置 100颠倒过来倒立设置, 以录制具有不同音效的音频。
[0062] 本实用新型提供了一种模拟装置, 具有包括第一面部结构和第一耳部结构的第 一模拟部, 以及包括第二面部结构和第二耳部结构的第二模拟部, 通过第一面 部结构和第二面部结构模拟人面部, 第一耳部结构和第二耳部结构模拟人耳, 并将第一面部结构与第二面部结构的朝向相互背离设置, 且二者均正立设置, 从而模拟人的头部结构, 使得设于第一耳部结构与第二耳部结构的模拟耳道口 的音频采集器所采集的声音来源更加丰富, 更具有立体感, 满足 VR全景视频技 术对体验者追求高品质音频和声临其境的体验感的要求。
[0063] 本实用新型实施例还提供了一种录音设备, 具有一个或多个上述模拟装置, 既 可以采用多个相同的模拟装置, 也可以采用多个不同的模拟装置, 各模拟装置 之间可以具有一定的角度, 通过设于模拟装置的模拟耳道口中音频采集器, 采 集经过模拟装置影响后的声音, 而且通过不同的模拟装置可以录制到具有不同 音效的音频, 还可以对录制到的不同音频进行后期合成, 将其应用在不同的场 景中。 当将通过音频采集器采集的声音通过耳机播放给用户的吋候, 达到还原 现场声音的效果, 使用户具有身临其境的感受。
[0064] 以上所述仅为本实用新型的较佳实施例而已, 并不用以限制本实用新型, 凡在 本实用新型的精神和原则之内所作的任何修改、 等同替换和改进等, 均应包含 在本实用新型的保护范围之内。
[0065]

Claims

权利要求书
[权利要求 1] 一种模拟装置, 其特征在于, 包括:
第一模拟部和第二模拟部;
所述第一模拟部包括模拟人面部的第一面部结构, 以及模拟人双耳的 第一耳部结构;
所述第二模拟部包括模拟人面部的第二面部结构, 以及模拟人双耳的 第二耳部结构;
所述第一面部结构与所述第二面部结构的面部朝向相互背离, 且所述 第一面部结构与所述第二面部结构均正立设置。 ; 所述第一耳部结构与所述第二耳部结构均设于所述模拟装置的两侧; 所述第一耳部结构与所述第二耳部结构均具有用于设置音频采集器的 模拟耳道口。
[权利要求 2] 如权利要求 1所述的模拟装置, 其特征在于, 所述第一面部结构与所 述第二面部结构均只包括模拟嘴部到模拟眉毛部位之间的部分。
[权利要求 3] 如权利要求 1所述的模拟装置, 其特征在于, 所述第一耳部结构与所 述第二耳部结构均倒立设置或均正立设置。
[权利要求 4] 如权利要求 1所述的模拟装置, 其特征在于, 所述第一耳部结构正立 设置;
所述第二耳部结构倒立设置。
[权利要求 5] 如权利要求 1至 4任一项所述的模拟装置, 其特征在于, 所述第一耳部 结构设于所述第一面部结构两侧;
所述第二耳部结构设于所述第二面部结构两侧。
[权利要求 6] 如权利要求 1至 4任一项所述的模拟装置, 其特征在于, 所述第一耳部 结构设于所述第二面部结构两侧;
所述第二耳部结构设于所述第一面部结构两侧。
[权利要求 7] —种录音设备, 其特征在于, 所述录音设备包括:
至少 1个如权利要求 1至 6中任意一项所述的模拟装置;
设于所述模拟装置的音频采集器; 若所述模拟装置的数量大于 1, 则各所述模拟装置纵向排布, 且各所 述模拟装置之间的面部朝向成 360度等分角排列分布。
[权利要求 8] 如权利要求 7所述的录音设备, 其特征在于, 所述模拟装置正立设置 或倒立设置。
PCT/CN2017/087088 2017-06-02 2017-06-02 一种模拟装置及录音设备 WO2018218689A1 (zh)

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20130243201A1 (en) * 2012-02-23 2013-09-19 The Regents Of The University Of California Efficient control of sound field rotation in binaural spatial sound
CN205430592U (zh) * 2015-12-15 2016-08-03 森声数字科技(深圳)有限公司 一种音频采集装置
CN205722788U (zh) * 2016-04-11 2016-11-23 森声数字科技(深圳)有限公司 一种录音设备及固定装置

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20130243201A1 (en) * 2012-02-23 2013-09-19 The Regents Of The University Of California Efficient control of sound field rotation in binaural spatial sound
CN205430592U (zh) * 2015-12-15 2016-08-03 森声数字科技(深圳)有限公司 一种音频采集装置
CN205722788U (zh) * 2016-04-11 2016-11-23 森声数字科技(深圳)有限公司 一种录音设备及固定装置

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