Chapter 12 Flashcards

1
Q

Azimuth Coordinates

A

Position Left to right(binaural cues)

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2
Q

Elevation Coordinates

A

Position up and down (monaural cues)

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3
Q

Distance Coordinates

A

Position from observer

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4
Q

Where can people localize sound from best?

A

In front of us

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5
Q

Where can people localize sound from the worst?

A

Behind us and to the sides

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6
Q

Why must location be calculated?

A

Because location cues are not contained in the receptor cells like it is in the vision

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7
Q

Binaural cues

A

location cues based on the comparison of the signals received by the left and right ears

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8
Q

Interaural time difference (ITD)

A

difference between the times sounds reach the two ears, not as effective with high frequency sounds

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9
Q

Interaural level difference (ILD)

A

Difference in sound pressure level reaching the two ear, low frequency waves aren’t as effective. Best for high frequency. Head casts an acoustic shadow

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10
Q

ITD is best for low frequency, why?

A

FINISH THIS

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11
Q

ILD is best for high frequency, why?

A

FINISH THIS

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12
Q

Monaural cues

A

uses information from one ear. Spectral cue.

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13
Q

brain learns where a sound is coming from by….

A

The way sound reflects off the pinna.

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14
Q

After the information leaves the cochlea it goes to what?

A
Superior
Olivary
Nucleus
Inferior 
Colluculus
Medial
Geniculate nucleus

then into Auditory receiving area (A1)

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15
Q

Heirarchical processing

A

neural signals travel through the core, then belt, followed by the parabelt area

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16
Q

Simple sounds cause activation where?

A

in the core area

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17
Q

Jeffress Model

A

narrowly tuned ITD neurons (one to one coding). Coincidence detectors fire only when sounds is in front (birds)

18
Q

Broadly-tuned ITD neurons

A

Found when testing mammals. distributed coding was found.

19
Q

Ventral stream

A

recognition of sound

20
Q

Dorsal stream

A

location of sound

21
Q

Direct sound

A

Sound that comes straight from the source to the listener’s ears

22
Q

Indirect sound

A

reflected sound

23
Q

when outside sound is most…..

A

direct

24
Q

Reverberation time

A

the time it takes sound to decrease by 1/1000th of its original pressure.

25
Q

Reverb time too long sounds like….

A

“muddled”

26
Q

Reverb time too short sounds like…

A

“dead”

27
Q

Ideal reverb time is

A

around two seconds

28
Q

Ideal reverb time for classrooms

A

.4 to .6 second for small classrooms

29
Q

Ideal reverb time for auditoruims

A

1 to 1.5 seconds

30
Q

Three factors that influence perception

A

Intimacy time, Bass ratio, Spaciousness factor

31
Q

Intimacy time

A

time between when sound leaves its source and when the first reflection arrives

32
Q

Bass ratio

A

ratio of low to middle frequencies reflected from surfaces

33
Q

Spaciousness factor

A

fraction of all the sound received by listener that is indirect. High spaciousness factors are best.

34
Q

Background noise signal to noise ratio

A

+10 to +15dB or more

35
Q

Auditory Scene

A

the array of all sounds sources in the environment

36
Q

Auditory scene analysis

A

process by which sound sources in the auditory scene are separated into individual perceptions

37
Q

Heuristics that help perceptually organize stimuli

A

onset time, location, similarity timbre and pitch

38
Q

Onset time

A

sounds that start at different times are likely to come from different sources

39
Q

Location

A

a single sound source tends to come from one location and to move continuously

40
Q

Similarity of timbre and pitch

A

similar sounds are grouped together