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・ 3d Pursuit Group
・ 3D radar
・ 3D Realms
・ 3d Reconnaissance Squadron
・ 3D reconstruction
・ 3D reconstruction from multiple images
・ 3D rendering
・ 3D rig
・ 3D Robotics
・ 3D scanner
・ 3d Search Attack Squadron
・ 3D security
・ 3D Silicon Fish
・ 3D single-object recognition
・ 3D Slash
3D sound localization
・ 3d Space Communications Squadron
・ 3d Space Experimentation Squadron
・ 3d Space Operations Squadron
・ 3d Space Wing
・ 3d Special Operations Squadron
・ 3D Stereo Caste
・ 3D stereo view
・ 3d studio
・ 3D Systems
・ 3D Tanx
・ 3D television
・ 3D Test of Antisemitism
・ 3D Tetris
・ 3D Topicscape


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3D sound localization : ウィキペディア英語版
3D sound localization

'3D sound localization' refers to the acoustical engineering technology that is being used to identify the location of a sound source in a three-dimensional space. Usually the location of the source is determined by the direction of the coming sound waves (horizontal and vertical angles) and the distance between the source and the sensors. We note that the sound source localization problem is also a source localization problem. It involves the structure arrangement design of the sensors and signal processing techniques.
Humans and most mammals use binaural hearing to process the sound localization with two ears, so it is difficult to localize using monaural hearing especially in 3D space. For example, when you hear a sound, you need to determine which direction was the sound sent from and what message it contained, based on binaural hearing, compared information received from each of the two ears. The whole procedure is extremely complex and involves a lot of synthesis.
==Motivation==
The interest in sound localization is widely increasing due to the need for improved solutions in some audio and acoustics fields, such as hearing aids, surveillance and navigation. Existing real-time passive sound localization systems are mainly based on the time-difference-of-arrival (TDOA) approach, but this limits sound localization to two-dimensional space. The most important problem is that systems cannot be used realistically with noisy conditions and 3D implementation.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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