Auflistung nach Schlagwort "spatial audio"
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- ZeitschriftenartikelAuralization of Concert Halls for Touristic Purposes(i-com: Vol. 21, No. 1, 2022) Schauer, Sophie; Bertocci, Stefano; Cioli, Federico; Sieck, Jürgen; Shakhovska, Natalya; Vovk, OlenaThis paper presents the progress implemented during the AURA project, funded by the Creative-Europe program with project partners from Germany, Italy, and Ukraine. The project aims to create auralized applications for three music venues in each of the project countries, namely the Konzerthaus Berlin, the Teatro del Maggio in Florence, and the Opera House Lviv. Each will be digitally recreated and auralized before they are then used to conduct case studies. This paper gives insights into current digitalization and auralization techniques. The results of a digital survey will be laid out and the conception and implementation of a first auralized prototype using a hand-modeled 3D object from the Great Hall of the Konzerthaus Berlin will be demonstrated. Furthermore, the usage of auralization for touristic purposes will be investigated using artificial intelligence for an audience preference analysis. A conclusion will be drawn and a short outlook into the ongoing course of the AURA project will be given.
- KonferenzbeitragTowards extended reality soundwalks as community noise communication tool(EnviroInfo 2022, 2022) Petersen, IwerNoise is getting increasing attention as environmental factor. Communication of potential impact to affected citizens is part of a participatory approach to many projects like e.g., in windenergy projects. Sound, however, is hard to grasp by non-specialists looking at commonly used metrics. Noise maps from sound simulations are often used to communicate expected noise levels from certain sources but only provide abstract insights that still can be hard to transfer for nonexperts. Extended reality (XR) in combination with real-time spatial audio allows to explore the impact of future projects in the built environment as a direct experience. While the generation of a visual environment poses no greater challenge by using geospatial data, realistic modelling of a spatial soundscape from multiple point-sound-sources is not trivial. This paper reflects on the challenges to present an audio-visual windfarm in XR, outlines established techniques that have proven useful as well as challenges and opportunities in creating, delivering, and evaluating virtual soundscapes.