| Audio localization technology, a new intersecting subject, touches on such research fields as psychoacoustics and physiology, artificial intelligence and high-capability computer system and so on. And it can help transfer and identify visible information, enhance the fidelity, imagination and immersion of 3D simulation environment. So it has a broad application future. The goal of research on 3D audio localization technology is to create a particular illusion in virtual environments so as to enhance its fidelity, immersion and imagination, at the same time, and it is a new field for research of acoustics simulation.The history of system of KEMAR has sixty or seventy years. The researchers have been interested with it because of the advantages of the fidelity, nature of its sound image and it only need two independent transfer channels. But it not used broadly because of some disadvantages and difficulties of technology. In the recent years, with the development of such technologies as computer and digital signal processing, transaural technology based on system of KEMAR grows; it has a broad future on the domain of electro acoustics, indoor-acoustics, yawp-acoustics, psychoacoustics, computer multimedia and manual virtual environment, which has expanded the scope of the system of KEMAR. The main study content of this paper is transaural audio localization system.Human's psychoacoustics and physiology are the theoretical foundation of research on audio localization. Firstly human's auditory system structure and auditory characteristics are introduced in this paper, and then, some concepts such as intramural time differences (ITD), intramural intensity differences (IID) and head-related transfer function (HRTF) are adopted to implement auditory localization. Later the constructions of transaural audio localization are proposed based on the HRTF.Such system has fixed shortcomings, the effect inside the head localization and the phenomenon of cone-of-confusion will affect the effect of localization especially in the... |