Hdl Handle:
http://hdl.handle.net/10545/621240
Title:
Head tracked audio for all - the 3D audio VR revolution
Authors:
Wiggins, Bruce ( 0000-0002-7345-6098 )
Abstract:
Virtual Reality is this year’s buzz-word and must have technology which, through the push of maximum immersion, has given a new focus and interest in true 3D audio. To this end, YouTube has kick-started the resurgence of Ambisonics via head-tracked binaural decoding on the mobile phone powered Google Cardboard platform which has been closely followed by Facebook (Two Big Ears, now Facebook Spatial Audio Workstation) and the other major VR players. In this talk, the technologies involved in 3D audio production for VR will be discussed along with the compromises and issues with current systems that has led to some early criticism of YouTube’s implementation. Google Cardboard headsets will available for demonstrations.
Affiliation:
University of Derby
Citation:
Wiggins, B. (2016) 'Head tracked audio for all - the 3D audio VR revolution', Reproduced Sound 2016, 15-17 November, Southampton, UK
Publisher:
Institute of Acoustics
Issue Date:
16-Nov-2016
URI:
http://hdl.handle.net/10545/621240
Additional Links:
https://ioa.org.uk/civicrm/event/info%3Freset%3D1%26id%3D174; http://www.reproducedsound.co.uk/
Type:
Presentation
Language:
en
Sponsors:
N/A
Appears in Collections:
Department of Electronics, Computing & Maths

Full metadata record

DC FieldValue Language
dc.contributor.authorWiggins, Bruceen
dc.date.accessioned2017-01-12T19:01:07Z-
dc.date.available2017-01-12T19:01:07Z-
dc.date.issued2016-11-16-
dc.identifier.citationWiggins, B. (2016) 'Head tracked audio for all - the 3D audio VR revolution', Reproduced Sound 2016, 15-17 November, Southampton, UKen
dc.identifier.urihttp://hdl.handle.net/10545/621240-
dc.description.abstractVirtual Reality is this year’s buzz-word and must have technology which, through the push of maximum immersion, has given a new focus and interest in true 3D audio. To this end, YouTube has kick-started the resurgence of Ambisonics via head-tracked binaural decoding on the mobile phone powered Google Cardboard platform which has been closely followed by Facebook (Two Big Ears, now Facebook Spatial Audio Workstation) and the other major VR players. In this talk, the technologies involved in 3D audio production for VR will be discussed along with the compromises and issues with current systems that has led to some early criticism of YouTube’s implementation. Google Cardboard headsets will available for demonstrations.en
dc.description.sponsorshipN/Aen
dc.language.isoenen
dc.publisherInstitute of Acousticsen
dc.relation.urlhttps://ioa.org.uk/civicrm/event/info%3Freset%3D1%26id%3D174en
dc.relation.urlhttp://www.reproducedsound.co.uk/en
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en
dc.subjectVirtual realityen
dc.subjectSpatial audioen
dc.subjectAmbisonicsen
dc.subjectBinauralen
dc.subject360 videoen
dc.subjectImmersive audioen
dc.titleHead tracked audio for all - the 3D audio VR revolutionen
dc.typePresentationen
dc.contributor.departmentUniversity of Derbyen
All Items in UDORA are protected by copyright, with all rights reserved, unless otherwise indicated.