Hi all...

As I have written before, there seems to be a big push to apply available 3D audio solutions in current VR and gaming developments. The reason is simple: Any VR solution which pretends to be realistic and immersive will have to present seemingly < natural > optical and acoustical scenes, which means in 3D. And head-tracking has to be applied to both video and audio, as you should be able to move and interact in a VR world. (Next step could be to include VR gloves for interaction, BTW. Some AR glasses already allow sophisticated interactions like typing on a virtual keyboard, etc.)

Oculus VR has presented its newest VR headset prototype ("Crescent Bay"), including headphones and 3D audio support.

http://www.oculus.com/blog/oculus-connect-2014/

Citings:

Audio is essential for delivering immersive virtual reality. Along with the integrated audio in Crescent Bay, we're working to build the hardware and software that developers need to create high-fidelity VR audio experiences for the Rift.

People locate objects in the world using cues that arise from the interaction of sound with the scene, combined with the body of the listener (HRTFs) and head tracking. A great audio engine for VR has to reproduce these cues to fully convince the human perceptual system.

we've licensed RealSpace3D's audio technology,



After some basic research, I have seen that company behind RealSpace3D has also designed a new form of spherical array microphone - as part of an "Audio Panoramic Camera", so say as part of an AV camera.

http://visisonics.com/technology

VisiSonics' RealSpace^(TM) Panoramic Audio Camera captures a synchronized image of vision and sound. This product then formats that data stream to represent 360 degrees of surround sound sampled at 44kHz and a frame synchronized high-resolution panoramic image at 30 frames per second.

With this product, users can capture, store, retrieve and process real-time integrated and synchronized audio and visual information.


The auditory scene can be decomposed into its spherical harmonic components up to order 7. This allows fir increased spatial isolation of acoustic sources in the environment. Further, the scene can also be decomposed into filtered plane-waves, and can be beamformed into multiple real-time beams.


Currently VisiSonics RealSpace^(TM) offers both Panoramic 5/64 and 15/64 Panoramic Audio Camera configurations.

The VisiSonics 15/64 RealSpace^(TM) Panoramic Audio Camera combines 15video cameras with 64 microphones in a sphere that is approximately the size of a human head.


This is quite big for a spherical array microphone, so how does this actually work? (I don't believe that this can be a form of "big Eigenmike", equipped with 64 capsules.)


It seems that VisiSonics is able to measure/use personalised HRTF data sets, in (probably) two ways:

VisiSonics has a proprietary and patented (pat. Pending no. 7,720,229) technology for creating accurate personalized biometric measurements that can provide an optimal listening experience for anyone using the RealSpace^(TM) 3D sound technology with existing earphones.

VisiSonics patented system can create a personalized HRTF base in a fraction of a second. Two methodologies enable highly scalable and deployable provide HRTF measurements, either at the point of sales or at another venue. The RealSpace^(TM) measurement needs only to be done once to create a reusable and universally applicable delivery product of precise surround sound through a digital stereo playback system.



Finally, here some 2010 paper written by one of the company founders:

http://icad.org/Proceedings/2010/O%27DonovanDuraiswami2010.pdf


Interesting stuff and lots of novelties, how it seems.


Best regards,

Stefan


P.S.: Of course, you could also design a HMD without display... Call this a HT headphone or < HT headset >, and IF somebody could also record and offer < some > 3D audio recordings (say in Auro-3D, or even in some "to be agreed" Ambisonics/HOA format...), this could become quite interesting. Obviously, "quite interesting" is not how the PR department of Oculus or FB would call all this. You would "leave stereo and plain old 5.1 surround far behind" you, and proceed to "natural-sounding and immersive 3D audio recordings". Imagine how a < great performance > would sound in a real < concert hall >, so to speak... O:-)

P.S. 2: Dead White Man's Music isn't dead yet, finally... This is because there is some great stuff around, which some day will be used by Facebook and Oculus VR Inc. as background music for some really < great > and < immersive > VR game. The acoustical background will sound great, too. (In marketing, it is no damage to repeat such a word as many times as possible! -;-)

They were only able to do so because sursound members never dared to apply their significant insight in 3D audio technologies in real life, which they could have done wayyyy earlier.... (than FB...) :-X





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