SADIE: Spatial Audio for Domestic Interactive Entertainment
SADIE:家庭互动娱乐空间音频
基本信息
- 批准号:EP/M001210/1
- 负责人:
- 金额:$ 12.59万
- 依托单位:
- 依托单位国家:英国
- 项目类别:Research Grant
- 财政年份:2014
- 资助国家:英国
- 起止时间:2014 至 无数据
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
Interactive media systems such as games consoles have become commonplace in UK domestic environments offering increased connectivity and media integration. Whilst many systems support 3-D visuals and Ultra-High Definition video, most do not address the importance of 3-D sound for immersive experiences. 5.1 surround is the most common format supported by such systems, but its immersive capability is limited to a two-dimensional plane. New formats incorporating height channels have been targeted at cinema but could also naturally complement the virtual reality experience of gaming by extending the soundfield to three dimensions. The benefits not only include new audio features for enhanced gameplay, but also enable the design of immersive sound-centric games with significant social, cultural, educational and healthcare gains. However, sound immersion is difficult to achieve in the home as it is impractical to have dozens of transducers placed around the living room. SADIE pioneers new approaches for rendering interactive spatial sound in the home that includes sound source rendering with height.For gaming, there is also the complex issue of listener position. For example, in games based on kinetic motion tracking the listener moves in reaction to the game play and the formation of a stable soundfields becomes difficult as they are no longer located at the acoustic sweet-spot. Real-time soundfield compensation through tracking of the listener can be used to counteract this, but the listener movement also makes digital equalisation of the room acoustics a considerable challenge. The result is a flawed virtual environment in which visual and auditory cues are not spatially coincident. SADIE will address the improvement of spatial audio quality for immersive interactive media experiences in the home. It will undertake novel science to improve soundfield immersion and the formation of 3-D sound sources beyond the horizontal plane, lifting the constraints of loudspeaker placement and dynamic source-listener movements whilst conserving good sound reproduction quality. The research will pioneer new methods for soundfield rendering formed through characterisation of the cues required for perception of sources with height in dynamic listening. The work is poised to have significant transformative impact on sound reproduction in homes in the UK, whilst also addressing wider questions on auditory perception and acoustic signal processing that serve other research disciplines outside of interactive media.
交互式媒体系统,如游戏机,在英国家庭环境中已经变得司空见惯,提供了更多的连接和媒体集成。虽然许多系统支持3d视觉和超高清视频,但大多数系统都没有考虑到3d声音对沉浸式体验的重要性。5.1环绕声是此类系统支持的最常见格式,但其沉浸式能力仅限于二维平面。结合高度通道的新格式针对的是电影,但也可以通过将声场扩展到三维来自然地补充游戏的虚拟现实体验。其好处不仅包括增强游戏玩法的新音频功能,还使以声音为中心的沉浸式游戏设计具有重大的社会,文化,教育和医疗保健收益。然而,声音沉浸很难在家里实现,因为在客厅周围放置几十个换能器是不切实际的。SADIE开创了在家中呈现交互式空间声音的新方法,其中包括声源与高度的渲染。对于游戏来说,还有一个复杂的问题就是听众的立场。例如,在基于动态运动追踪的游戏中,听者会根据游戏玩法而移动,而稳定声场的形成变得困难,因为他们不再位于声音的最佳位置。通过跟踪听者的实时声场补偿可以用来抵消这一点,但听者的运动也使得房间声学的数字均衡成为一个相当大的挑战。结果是一个有缺陷的虚拟环境,其中视觉和听觉线索在空间上并不一致。SADIE将致力于改善家庭沉浸式互动媒体体验的空间音频质量。它将采用新颖的科学来改善声场沉浸和水平面以外的3-D声源的形成,解除扬声器放置和动态源-听者运动的限制,同时保持良好的声音再现质量。该研究将开创新的声场渲染方法,通过表征动态聆听中感知具有高度的声源所需的线索而形成。这项工作将对英国家庭的声音再现产生重大的变革性影响,同时也解决了有关听觉感知和声信号处理的更广泛问题,这些问题服务于互动媒体以外的其他研究学科。
项目成果
期刊论文数量(10)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
On Prediction of Auditory Height in Ambisonics
高保真度立体声响中听觉高度的预测
- DOI:
- 发表时间:2015
- 期刊:
- 影响因子:0
- 作者:Kearney, G.
- 通讯作者:Kearney, G.
The Perception of Auditory Height in Individualised and Non-Individualized Dynamic Cross-Talk Cancellation
个性化和非个性化动态串扰消除中听觉高度的感知
- DOI:
- 发表时间:2016
- 期刊:
- 影响因子:0
- 作者:Kearney G
- 通讯作者:Kearney G
A HRTF Database for Virtual Loudspeaker Rendering
用于虚拟扬声器渲染的 HRTF 数据库
- DOI:
- 发表时间:2015
- 期刊:
- 影响因子:0
- 作者:Kearney, G.
- 通讯作者:Kearney, G.
Design of an Interactive Virtual Reality System for Ensemble Singing
- DOI:
- 发表时间:2016
- 期刊:
- 影响因子:0
- 作者:G. Kearney;H. Daffern;Lewis Thresh;Haroom Omodudu;Cal Armstrong;J. Brereton;Audiolab
- 通讯作者:G. Kearney;H. Daffern;Lewis Thresh;Haroom Omodudu;Cal Armstrong;J. Brereton;Audiolab
Fear and Localisation: Emotional Fine-Tuning Utlising Multiple Source Directions
恐惧与定位:利用多个来源方向进行情绪微调
- DOI:
- 发表时间:2015
- 期刊:
- 影响因子:0
- 作者:Hughes, S.
- 通讯作者:Hughes, S.
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Gavin Kearney其他文献
Growth pattern to the end of the mating period influences the reproductive performance of merino ewe lambs mated at 7 to 8 months of age
- DOI:
10.1016/j.smallrumres.2019.08.007 - 发表时间:
2019-10-01 - 期刊:
- 影响因子:
- 作者:
Andrew Thompson;Chloe Bairstow;Mark Ferguson;Gavin Kearney;Claire Macleay;Hamish Thompson;Beth Paganoni - 通讯作者:
Beth Paganoni
Gavin Kearney的其他文献
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{{ truncateString('Gavin Kearney', 18)}}的其他基金
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