And here some additional information about the RealSpace3D Panoramic Audio Camera:

http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.65.664

("Research version", 2007)

Article link:

http://www.umiacs.umd.edu/~odonovan/Waspaa2007.pdf

Also:

[2] R. Duraiswami, D.N. Zotkin, Z. Li, E. Grassi, N.A. Gumerov,
L.S. Davis, System for capturing of high-order spatial audio

using spherical microphone array and binaural head-tracked
playback over headphones with head related transfer function
cues, Proc. 119th convention AES, 2005.


Best,

Stefan


Stefan Schreiber wrote:

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/

...

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