Distance in audio for VR: constraints and opportunities

A. McArthur, M. Sandler, R. Stewart
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引用次数: 3

Abstract

Spatial audio is enjoying a surge in attention in both scene and object based paradigms, due to the trend for, and accessibility of, immersive experience. This has been enabled through convergence in computing enhancements, component size reduction, and associated price reductions. For the first time, applications such as virtual reality (VR) are technologies for the consumer. Audio for VR is captured to provide a counterpart to the video or animated image, and can be rendered to combine elements of physical and psychoacoustic modelling, as well as artistic design. Given that distance is an inherent property of spatial audio, that it can augment sound's efficacy in cueing user attention (a problem which practitioners are seeking to solve), and that conventional film sound practices have intentionally exploited its use, the absence of research on its implementation and effects in immersive environments is notable. This paper sets out the case for its importance, from a perspective of research and practice. It focuses on cinematic VR, whose challenges for spatialized audio are clear, and at times stretches beyond the restrictions specific to distance in audio for VR, into more general audio constraints.
VR音频中的距离:限制和机遇
由于沉浸式体验的趋势和易用性,空间音频在基于场景和对象的范例中都受到了极大的关注。这是通过计算增强、组件尺寸减小和相关价格降低的融合实现的。虚拟现实(VR)等应用首次成为面向消费者的技术。VR的音频被捕获以提供与视频或动画图像相对应的内容,并且可以渲染为结合物理和心理声学建模元素以及艺术设计。考虑到距离是空间音频的固有属性,它可以增强声音在提示用户注意力方面的功效(从业者正在寻求解决的问题),并且传统的电影声音实践有意利用它的使用,值得注意的是,缺乏对其在沉浸式环境中的实施和效果的研究。本文从研究和实践的角度阐述了其重要性。它专注于电影VR,其对空间化音频的挑战是明确的,有时超出了VR音频中特定距离的限制,进入更一般的音频限制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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