Sound Source Localization in a 3D Multi-Surface Environment Using Learning-Based Methods

This study presents a three-dimensional localization of a ball drop in a multi-surface environment using cost-effective data acquisition devices, and proposes two learning-based methods to improve the baseline classical localization method based on GCC-PHAT-estimated TDOA values. The first proposed method employs a ball drop surface classification executed by Random Forest and XGBoost models to enhance localization performance, whereas the second method conducts region classification by using both basic and multi-branch neural network models, achieving improved and more efficient localization performance. A dataset of real-world sparse ball drop samples was collected in a controlled multi-surface environment for experimental execution, where results demonstrate that the two proposed methods improve the localization performance across various scenarios, with the region classification method significantly outperforming the baseline method, achieving a 17% reduction in the Mean Euclidean Distance error metric. Furthermore, the surface and region classification methods reduce the localization time compared to the baseline method by 50% and 97%, respectively. The obtained results reveal the potential of combining simple learning-based models with affordable microphone sensors for achieving an accurate localization of sparse audio samples in a multi-surface environment.

Institutions

Publication Details

Published
2024-12-17
DOI
https://doi.org/10.1109/icrom64545.2024.10903645
Primary Topic
Music Technology and Sound Studies
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Sound Source Localization in a 3D Multi-Surface Environment Using Learning-Based Methods

Music Technology and Sound Studies
article

Sound Source Localization in a 3D Multi-Surface Environment Using Learning-Based Methods

article en

Abstract

This study presents a three-dimensional localization of a ball drop in a multi-surface environment using cost-effective data acquisition devices, and proposes two learning-based methods to improve the baseline classical localization method based on GCC-PHAT-estimated TDOA values. The first proposed method employs a ball drop surface classification executed by Random Forest and XGBoost models to enhance localization performance, whereas the second method conducts region classification by using both basic and multi-branch neural network models, achieving improved and more efficient localization performance. A dataset of real-world sparse ball drop samples was collected in a controlled multi-surface environment for experimental execution, where results demonstrate that the two proposed methods improve the localization performance across various scenarios, with the region classification method significantly outperforming the baseline method, achieving a 17% reduction in the Mean Euclidean Distance error metric. Furthermore, the surface and region classification methods reduce the localization time compared to the baseline method by 50% and 97%, respectively. The obtained results reveal the potential of combining simple learning-based models with affordable microphone sensors for achieving an accurate localization of sparse audio samples in a multi-surface environment.

University of Tehran (IR)
Openalex Percentile: Top 68%
Music Technology and Sound Studies
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.