As I in the last year have had an interest in listening to tetramic FOA recordings over head phones with head tracking, and in that context been thinking of listening to other recordings with head tracking I want to comment.
> To me this demo is really cool since the auditory objects are nicely > externalized, even in the field of vision. I think the formulation should be: The auditory objects are in vision and therefore nicely externalized, in addition the sound scape is fixed when the head direction is changed. Any chance of you sharing the Demo3 files and a way of viewing / listening to the demo3 to us not having the opportunity to participate in the AES conferences or travelling to Helsingfors/Helsinki? Have you considered releasing at demo version of your DirAC software for head tracking? I do not have an oculus rift but I and a few of us on this list can listen to head tracked ambisonics, and the video part can possibly be viewed in web based vr viewers. Just for my curiosity, have you joined the video and sound in to a mkv or ogg format? Bo-Erik -----Original Message----- From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Pulkki Ville Sent: den 17 november 2014 08:33 To: sursound@music.vt.edu Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available? Hello, Sampo mentioned that he heard our demo at Aalto. Here is the title and the abstract of the demo, which we first showed in AES 55th conference on spatial audio. Demo 3: Head-mounted head-tracked audiovisual reproduction. Olli Santala, Mikko-Ville Laitinen, Ville Pulkki and Olli Rummukainen. Aalto University, Department of Signal Processing and Acoustics Audiovisual scenes are reproduced with headphones and a head-mounted display in this demonstration. The sound has been recorded with a real A-format microphone, and it is reproduced using binaural DirAC, which utilizes DirAC processing, virtual loudspeakers and head tracking. The video has been recorded with the Ladybug3 camera, and it is displayed using the Oculus Rift. The listeners are allowed to turn their head in all directions. The auditory and the visual objects should match and be stable in the world coordinate system. Moreover, the reverberation should be perceived to be natural. The reproduced scenes include music, traffic, and sports recorded both indoors and outdoors. See description of the audio rendering technique here: Laitinen, M-V., and Ville Pulkki. "Binaural reproduction for directional audio coding." Applications of Signal Processing to Audio and Acoustics, 2009. WASPAA'09. IEEE Workshop on. IEEE, 2009. To me this demo is really cool since the auditory objects are nicely externalized, even in the field of vision. The trick could to be that when the subject perceives the space visually, he adapts to the HRTFs used in the system fast. We also update the head position with rate of about 100 Hz, and then correspondingly update the video and audio. This prevents nausea, and also helps in externalization of headphone audio. -Ville _______________________________________________ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. _______________________________________________ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.