[HN Gopher] A technique that enables people to hear ultrasonic s...
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       A technique that enables people to hear ultrasonic sources above
       20kHz
        
       Author : giuliomagnifico
       Score  : 58 points
       Date   : 2021-06-08 07:02 UTC (1 days ago)
        
 (HTM) web link (www.aalto.fi)
 (TXT) w3m dump (www.aalto.fi)
        
       | jakubp wrote:
       | Clickbait :( It's a device that plays back - through headphones -
       | specific normal-range sound which is crafted in such as way as to
       | help you locate a source of another (ultra)sound which you
       | normally wouldn't hear. Nothing in this thing enables people to
       | hear ultrasonic sources. They still hear sound from normal range.
        
         | gpcr1949 wrote:
         | I agree, and real time pitch shifting (as is done with the bat
         | sounds in this work) is itself a non-trivial procedure where
         | certain weigh-offs have to be made, so even pitched shifted it
         | is not an accurate (or even easily invertible) representation
         | that you can mentally pitch up. (this is not a problem for non-
         | realtime pitch shifting where you would adjust the tempo
         | accordingly).
        
       | dahart wrote:
       | I wonder if you could hear bats directly by having a headset /
       | amplifier that contacts your skull rather than putting a speaker
       | over your ear. It's been reported that humans can hear ultrasonic
       | frequencies via bone contact. (I'd speculate identifying the
       | source direction doesn't work though.)
       | https://en.wikipedia.org/wiki/Ultrasonic_hearing
        
         | Enginerrrd wrote:
         | I can hear bats normally. I have a freakishly large hearing
         | range.
        
       | exabrial wrote:
       | Up until about 26, I could hear well up to 23khz. Nowadays it's
       | limited to about 16k, and I have a deaf spot around 14khz
        
         | cameronh90 wrote:
         | I'm still hearing up to 19kHz at 31.
         | 
         | Frankly, it just allows me to hear more high pitched squeals
         | and "animal repellent" devices. My ability to interpret normal
         | sounds and speech seems average.
        
       | tantalor wrote:
       | The paper explains why basic pitch shifting in hearing aids is
       | not localisable,
       | 
       | > A less drastic version of such processing is utilised by
       | certain hearing aids, where high frequencies that are audible to
       | normal-hearing subjects, but inaudible to those who are hearing-
       | impaired, are shifted down to the audible range of the wearer.
       | However, such an approach is problematic in terms of the
       | preservation of directional cues, since the acoustic filtering
       | effects due to the diffraction caused by the head and pinna vary
       | substantially with frequency. Therefore, the directional cues
       | delivered by the pitch-shifted signals do not carry the
       | appropriate information related to the source direction that a
       | human subject would have evolved and grown accustomed to.
       | 
       | https://www.nature.com/articles/s41598-021-90829-9
        
         | jcims wrote:
         | I wonder if this would apply to mixing in a frequency that
         | would result in an audible heterodyne mix (think like active
         | noice cancelling but using a waveform that is designed to
         | downconvert vs cancel).
         | 
         | I do believe there is a method to use this to give blind folks
         | an ambient doppler tone from objects in their vicininity. I
         | just don't have the chops or time to try it out.
        
         | evo wrote:
         | I wonder if you could build some sort of deliberate reflector
         | into a microphone housing to generate comb filtering that an
         | analytic technique (or ML) could derive spatial data from. I
         | know in the limit this is possible, since there's dummies used
         | for binaural recording or testing earbuds, but could an
         | intentionally designed mechanism accomplish the same thing in a
         | smaller package?
         | 
         | It'd be neat if you could then encode the spatial information
         | and use an HRTF on the destination receiver to appropriately
         | place the sound in the listener's soundstage.
        
         | hinkley wrote:
         | I know someone missing a lot of the high end, and he has really
         | enjoyed the pandemic because all of his social interactions are
         | online, where everyone is wearing headphones, and everyone is
         | suffering from the same handicap:
         | 
         | No conferencing software that I'm aware of has solved the
         | cocktail party effect. Since nobody can triangulate sounds
         | properly, nobody can filter out side conversations or external
         | noises. Everyone has to take turns to be understood, and if
         | they don't, the guy with hearing aids doesn't get singled out
         | by having to bring it up.
        
           | TaylorAlexander wrote:
           | It can be done with a normal PC but I loved meeting people in
           | a VR environment where you could walk around and form groups
           | and you only heard audio from nearby people. They also had a
           | movie theater with a movie everyone could watch at the same
           | time.
           | 
           | But any interface where you can move a character in a world
           | would be enough to make this work. It's lovely because you
           | can drop in and listen to a convo and walk away to another if
           | you'd like.
        
           | meatmanek wrote:
           | For a hackathon last year, I patched Jitsi to play each
           | person's audio from a different angle using the web audio
           | spatialization APIs[1], and it really does help the cocktail
           | party effect tremendously- people laughing or talking over
           | each other (extremely common in physical conversations) don't
           | make it impossible to understand the other person like when
           | everything is mixed to a mono channel as it is with most
           | video conferencing software.
           | 
           | 1. https://developer.mozilla.org/en-
           | US/docs/Web/API/Web_Audio_A...
        
             | OJFord wrote:
             | That's an awesome idea & project, but mightn't it feel
             | jarringly like being surrounded by people talking at you?
             | 
             | I think I'd at least want them all in the, say, central
             | 160deg in front of me. At which point I wonder how good the
             | 'spatialisation' is, how many people could be meaningfully
             | supported.
             | 
             | Because you can't just have alternate speakers spaced out
             | for maximal distinction - the same speaker suddenly coming
             | from somewhere else would be even more jarring.
             | 
             | Really cool though.
        
           | mackmgg wrote:
           | Apple just announced this as a feature for FaceTime at WWDC
           | (though not out until the fall, which seems poorly timed).
           | I've wondered for the past year why no major conferencing
           | software has implemented that.
        
           | hobs wrote:
           | Mumble does have positional audio but it has to have a
           | game/input source that supports reporting the position of the
           | player - always wanted to test it one day.
        
           | Groxx wrote:
           | Pretty much all the VR ones do this, as you have a spacial
           | representation to work from, from what I've seen. And there
           | have been some recent-ish things like https://gather.town/
           | that should be capable as well, though I'm not sure if they
           | do. But yeah, Zoom doesn't.
        
         | thih9 wrote:
         | I'd love to hear an audio example that demonstrates this
         | effect.
        
       | whalesalad wrote:
       | I wish I could do the opposite and turn my hearing down or
       | eliminate certain frequencies altogether.
        
         | OJFord wrote:
         | Ha, would be.. fun? interesting? something? to have an app or
         | little device that's sort of an 'equaliser for your ears'.
         | 
         | Presumably there's nothing technical stopping that for those
         | with hearing aids fitted? Just insufficient use case / desire
         | for such granular control. I'd be surprised if you can't get
         | them with something more dumbed down like a 'quieten crowds' or
         | 'loudness' switch.
        
       | yread wrote:
       | Step 1: lose sight?
       | 
       | There might be blind people who orient themselves by echolocation
       | - maybe not ultrasonic but still pretty cool
       | 
       | https://www.discovermagazine.com/mind/the-blind-individuals-...
        
         | [deleted]
        
       | ushakov wrote:
       | aalto never ceases to amaze
        
       | macawfish wrote:
       | I desperately want to wear one of those things on my head with
       | the little turquoise ball sticking out of it
        
       | anyfoo wrote:
       | "Humans can observe what and where something happens around them
       | with their hearing, as long as sound frequencies lie between 20
       | Hz and 20 000 Hz."
       | 
       | I wish. This might be true if you are very young, but
       | deteriorates rather fast.
       | 
       | In a related vein, I was curious whether this would be something
       | miraculous that made humans hear the actual frequencies over
       | 20kHz somehow, but it's of course the much more likely
       | interpretation: High frequencies are aliased down into lower
       | frequencies where you can then hear them normally.
       | 
       | Still seems to have cool applications, and if I understand
       | correctly, it's going through great length to make the sounds
       | still intuitively localizable, which must make for a neat
       | experience.
        
         | giuliomagnifico wrote:
         | Yes it's more "identify" rather then "hear", but could be
         | useful for various applications.
        
       | Jeff_Brown wrote:
       | The headline should mention the spatialization. Otherwise this is
       | just pitch-shift, which we've had for years already.
        
       | [deleted]
        
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       (page generated 2021-06-09 23:01 UTC)