This document summarizes a presentation on audio technologies for virtual reality given by Ben Sangbae Chon, Chief Science Officer of Gaudio Lab. The presentation covered:
- An overview of Gaudio Lab, which develops spatial audio solutions for virtual reality.
- Examples of immersive audio content created by Gaudio Lab, including VR games, 360 videos, and livestreams.
- The importance of interactive and positional audio for virtual reality, as viewers can look in any direction.
- A history of binaural recording technologies dating back to the late 19th century, and how modern binaural rendering works by convolving source audio with head-related impulse responses.
Ioan Allen, a senior vice president at Dolby Laboratories, has played a key role in developing many surround sound technologies over the past 40+ years, including Dolby Stereo, Dolby SR, and Dolby Digital. He was recently awarded the SMPTE Progress Medal for his contributions. Allen discussed his career path from the music industry to Dolby and the progression of their surround technologies from noise reduction to encompass film sound formats. He views Dolby TrueHD as superior to earlier codecs due to its lossless compression.
BrainStorm Operations is a multi-media production company run by Keith Alban and Sven Klitsch that specializes in down-tempo music and soundscapes. They operate both live performances and a studio to develop, compose, produce, and market high definition audio. Their live performances include ambient, lounge, chillout, chillhouse, and deep trance styles. In the studio they offer services like music for apps, games, films, TV, and websites. They also develop products like sampler CDs, spoken audio stories, audio branding, and marketing/advertising services.
Why to buy sony series a90 j 83 inch oled 4k android tvAryanali123
This highly excellent and intelligent features enabled TV is truly bringing a wonderful experience for spectators with the latest cognitive chip. Sony A90j 83 inch oled 4k android tv price is ofcourse meeting the features budget ratio. To know more visit https://www.xcite.com/sony-series-a90j-83-inch-oled-4k-android-tv-xr-83a90j.html
Application of Computer in Televison IndustryBasil Mattamana
This document provides information about television, including its history and technology. It discusses how John Logie Baird invented the first television and demonstrated color transmission. It describes the major types of modern televisions like CRT, LCD, plasma, and LED screens. It also discusses how computers are used in broadcasting television programming and managing TV stations through hardware and software.
The italian artistical concept of “arredamento acustico” may be translated as “acoustic decorating” of public and residential spaces, and it represents the latest avantgarde in aesthetic experience and sensorial stimulation. It is the natural Complement of any kind of home automation system, and in principle it should be planned at architectural level. However it represents a valuable enhancement for any kind of pre-existing
space inhabited in which the well-being of people it is of fundamental importance.
X-spat player matches what every professional sound designer is searching for in order to reproduce his multi-channel soundscapes. Independently by his preferred technology, 3D-EST, Ambisonics, 3D Surround, spatialization or wave field synthesis, the modern sound designer needs a reliable and practical solution for his installations. An easy to use and ergonomic solution, also suitable for the end-user or the not-so-skilled operator. A solution that does not require a personal computer: X-spat player.
Creating a Remix w/ D.Satori (2/16/18)Danny Satori
Creating a Remix w/ D.Satori (2/16/18)
Presented by D. Satori | www.dannysatori.com
Hosted by Mmmmaven | http://mmmmaven.com/
Have you ever heard a track, and wanted to give it a twist with a fresh, unique sound? If so, please join us on Friday, the 16th of November, as D.Satori shares his global approach to creating the ultimate remix. From conceptualization to execution, D will deconstruct the different levels of building harmonic/melodic motifs, quick tips for Ableton Live workflow, and deconstructing select reference tracks. Open to all levels from Beginner to Advanced, with a Q&A session to follow.
Whether it be performing live electronica at the Ableton Loop Conference in Funkhaus Berlin or hybrid DJ sets for ToUch Performance Art’s AcousticaElectronica, D.Satori is no stranger to artistic expression. Having been a featured artist on imprints such as Teknofonic Recordings (NYC) & Krafted Digital (London), D loves to share his passion for musicianship and advocates for the transcendent power of musical education. For more information, please visit www.dannysatori.com.
Level: Beginner - Advanced
SUPER HI-VISION ON HORIZON (A future TV system that conveys an enhanced sense...Nidheesh Nair
Super hi-vision (SHV) is an ultra high-definition television system being developed by NHK with 33 megapixels of resolution and 22.2 channel surround sound. NHK has been researching SHV since 2000 to provide viewers an increased sense of realism and immersion. Key aspects of SHV include pixel densities 16 times that of HDTV, a wide viewing angle to match human vision, and a 3D sound system. NHK has made progress developing SHV cameras, projectors, displays, and transmission standards to advance this future television system.
Shane Myrbeck - Listening to Design - Immersive Acoustics Modeling in the ARU...swissnex San Francisco
Shane Myrbeck is a senior consultant at Arup who specializes in acoustics, audiovisual design, and immersive audio environments. Arup is a global firm of over 10,000 professionals in various engineering and design disciplines. Myrbeck discussed Arup's acoustic consulting work and the Arup SoundLab, which is used to design and evaluate 3D computer models and immersive soundscapes for new audio environments. He also covered topics such as spatial hearing, ambisonics, and challenges in communicating acoustic concepts to non-experts.
Ioan Allen, a senior vice president at Dolby Laboratories, has played a key role in developing many surround sound technologies over the past 40+ years, including Dolby Stereo, Dolby SR, and Dolby Digital. He was recently awarded the SMPTE Progress Medal for his contributions. Allen discussed his career path from the music industry to Dolby and the progression of their surround technologies from noise reduction to encompass film sound formats. He views Dolby TrueHD as superior to earlier codecs due to its lossless compression.
BrainStorm Operations is a multi-media production company run by Keith Alban and Sven Klitsch that specializes in down-tempo music and soundscapes. They operate both live performances and a studio to develop, compose, produce, and market high definition audio. Their live performances include ambient, lounge, chillout, chillhouse, and deep trance styles. In the studio they offer services like music for apps, games, films, TV, and websites. They also develop products like sampler CDs, spoken audio stories, audio branding, and marketing/advertising services.
Why to buy sony series a90 j 83 inch oled 4k android tvAryanali123
This highly excellent and intelligent features enabled TV is truly bringing a wonderful experience for spectators with the latest cognitive chip. Sony A90j 83 inch oled 4k android tv price is ofcourse meeting the features budget ratio. To know more visit https://www.xcite.com/sony-series-a90j-83-inch-oled-4k-android-tv-xr-83a90j.html
Application of Computer in Televison IndustryBasil Mattamana
This document provides information about television, including its history and technology. It discusses how John Logie Baird invented the first television and demonstrated color transmission. It describes the major types of modern televisions like CRT, LCD, plasma, and LED screens. It also discusses how computers are used in broadcasting television programming and managing TV stations through hardware and software.
The italian artistical concept of “arredamento acustico” may be translated as “acoustic decorating” of public and residential spaces, and it represents the latest avantgarde in aesthetic experience and sensorial stimulation. It is the natural Complement of any kind of home automation system, and in principle it should be planned at architectural level. However it represents a valuable enhancement for any kind of pre-existing
space inhabited in which the well-being of people it is of fundamental importance.
X-spat player matches what every professional sound designer is searching for in order to reproduce his multi-channel soundscapes. Independently by his preferred technology, 3D-EST, Ambisonics, 3D Surround, spatialization or wave field synthesis, the modern sound designer needs a reliable and practical solution for his installations. An easy to use and ergonomic solution, also suitable for the end-user or the not-so-skilled operator. A solution that does not require a personal computer: X-spat player.
Creating a Remix w/ D.Satori (2/16/18)Danny Satori
Creating a Remix w/ D.Satori (2/16/18)
Presented by D. Satori | www.dannysatori.com
Hosted by Mmmmaven | http://mmmmaven.com/
Have you ever heard a track, and wanted to give it a twist with a fresh, unique sound? If so, please join us on Friday, the 16th of November, as D.Satori shares his global approach to creating the ultimate remix. From conceptualization to execution, D will deconstruct the different levels of building harmonic/melodic motifs, quick tips for Ableton Live workflow, and deconstructing select reference tracks. Open to all levels from Beginner to Advanced, with a Q&A session to follow.
Whether it be performing live electronica at the Ableton Loop Conference in Funkhaus Berlin or hybrid DJ sets for ToUch Performance Art’s AcousticaElectronica, D.Satori is no stranger to artistic expression. Having been a featured artist on imprints such as Teknofonic Recordings (NYC) & Krafted Digital (London), D loves to share his passion for musicianship and advocates for the transcendent power of musical education. For more information, please visit www.dannysatori.com.
Level: Beginner - Advanced
SUPER HI-VISION ON HORIZON (A future TV system that conveys an enhanced sense...Nidheesh Nair
Super hi-vision (SHV) is an ultra high-definition television system being developed by NHK with 33 megapixels of resolution and 22.2 channel surround sound. NHK has been researching SHV since 2000 to provide viewers an increased sense of realism and immersion. Key aspects of SHV include pixel densities 16 times that of HDTV, a wide viewing angle to match human vision, and a 3D sound system. NHK has made progress developing SHV cameras, projectors, displays, and transmission standards to advance this future television system.
Shane Myrbeck - Listening to Design - Immersive Acoustics Modeling in the ARU...swissnex San Francisco
Shane Myrbeck is a senior consultant at Arup who specializes in acoustics, audiovisual design, and immersive audio environments. Arup is a global firm of over 10,000 professionals in various engineering and design disciplines. Myrbeck discussed Arup's acoustic consulting work and the Arup SoundLab, which is used to design and evaluate 3D computer models and immersive soundscapes for new audio environments. He also covered topics such as spatial hearing, ambisonics, and challenges in communicating acoustic concepts to non-experts.
This document outlines the final digipak process. It contains copyright information for Sony Music Unlimited and Warner Bros., noting that unauthorized copying and reproduction are prohibited. It also provides production details for Autumnleavesproductions Co. Ltd. in Perth.
De Roma is an iconic venue in Antwerp, Belgium that originally opened in 1928 as a cinema. It hosted many famous musical acts between 1966-1982 but closed in 1982. Local volunteers renovated the venue which reopened in 2003 but it still needed acoustic upgrades. Experts from ShowTex designed inflatable wool shells to shape the concave ceiling and absorb sound. They also covered walls in recycled textiles printed with photos of the original decor. This solved acoustic issues while preserving the historical interior. A new d&b audio system provided high quality sound to match the venue's prestige.
This document provides an overview of introductory concepts related to audiovisual production and video recording. It discusses key terms like audio, video, and audiovisual. It also covers different digital audio file formats, types of digital recorders, video formats and containers, factors to consider when choosing a video camera, and basic care and handling of audiovisual materials. The document is intended as an introduction for beginners to understand fundamental concepts before engaging in video and audio recording.
This document provides an overview of IMAX, a large format film system. Some key points:
- IMAX was developed in Canada to dramatically increase image resolution using larger 70mm film running sideways through the camera.
- Technical challenges included developing large film platters and projectors capable of the precision needed. IMAX pioneered innovations like the rolling film transport loop.
- The first permanent IMAX theater opened in 1971. IMAX Dome/Omnimax was later developed for dome screen projections.
- IMAX has expanded to include over 280 theaters globally, with variations like 3D and digital formats. Technical aspects like dual film rolls and polarized projections enable the 3D effect.
This document provides an overview of IMAX, a large format film and projection standard. It discusses the history and development of IMAX, which was created in Canada in the 1960s. The technical aspects section describes IMAX cameras, film, soundtracks, and projectors. It details how IMAX uses larger film and higher resolution to provide bigger, more immersive images than conventional film formats. The document also covers IMAX variations like dome screens and 3D, as well as IMAX's growing use in feature films and worldwide expansion.
Audio is important because it informs us and moves us in ways visuals can’t. Despite its importance, developing compelling audio can often be a confusing endeavor. We welcome those seeking to improve their fundamental comprehension of audio and challenge how they develop their audio moving forward. This event will demystify the art of broadcast audio by covering fundamental concepts for people looking to improve their setups and overall audio experience for their respective audiences.
The workshop is being taught by Michel Henein with the space being provided by DigiPen Institute of Technology. Along with other senses, audio provides an important context for human experience. Seeking to utilize his knowledge, skills, and experience Michel wants to challenge how our community understands audio and what they can do to take it to the next levels. Come learn from someone who has spent their career bringing life to audio. *Please note we are unsure, at the moment, if we will be able to provide resources for note-taking and writing for those that attend, so bring your own if you can.
BroadcasterU is a program from the Seattle Online Broadcasters Association to educate the local online broadcasting community in various topics related to online broadcasting. This workshop will be taught by Michel Henein: Film and TV experience - credited on the Academy Award-winning documentary “The Last Days. Worked on video game titles including Pixar’s Cars, MX Unleashed, MX vs. ATV Unleashed. Co-developed the world’s first video game audio educational curriculum for Wwise, a leading audio engine for AAA games, for the Conservatory of Recording Arts and Sciences. Currently, VP of Product for VisiSonics Corporation, supplier of 3D audio tech solutions to leading electronics, gaming, and VR companies, and also Chief Product Officer for VZR, Inc., a headphone technology company.
Lowprice pioneer avh p2300 dvd 5.8 in-dash double-din dvd av receiver with ip...sohot866
The document summarizes a Pioneer AVH-P2300DVD 5.8-inch in-dash double-DIN DVD receiver that features a touchscreen display, plays DVDs, CDs, MP3s, and supports iPod/iPhone control via USB. It has 50 watts of power across four channels and RCA preamp outputs for expanding the system. The receiver is also ready for adding satellite radio, Bluetooth, and a rear-view camera.
Sampling in hip hop began in the 1970s when DJs in the Bronx like Kool Herc would play instrumental sections of songs on vinyl and encourage people to dance. This evolved into adding vocals over the instrumentals. Digital sampling later allowed musicians to manipulate and reuse sound recordings. While sampling revolutionized hip hop music, it also raised legal issues around copyright infringement if samples were used without permission. Courts have ruled that unauthorized sampling is illegal unless it is considered transformative or an insignificant portion of the new work.
This document provides location details for filming the music video "Good Intentions" in London. The location recce outlines advantages like contrasting busy shots in London with home shots, ensuring a quick pace. Location considerations include needing permission from certain places and potential interference from unaware public during shooting.
Live Video Streaming, a practical workshop by Inner EarInner Ear
Specialists in live audio and video streaming production, Inner Ear (www.innerear.co.uk), devised an interactive, participative workshop to learn all about how to setup, manage and produce a live programme. We discuss the theory, look at the equipment, hardware, software and workflow and provide hands on opportunity to get involved.
The document discusses spatial audio and its role in virtual reality. Spatial audio uses techniques like microphone arrays and head-related transfer functions to simulate the way humans perceive sound spatially. This allows sounds to be positioned in 3D space. In VR, spatial audio is important as it provides audio cues that guide user attention and improve immersion. Without it, the illusion of presence in a virtual world breaks down. The document outlines the history and technology behind spatial audio, as well as applications in VR, AR, and hearing devices. It argues spatial audio will be increasingly important with future VR and AR applications.
The Pixel Lab 2014_Loc Dao_Lessons Learned In Interactive Documentarypower to the pixel
This document provides a summary of several interactive documentary projects created by the National Film Board of Canada (NFB). It discusses key lessons learned from each project, including the importance of having a strong story, knowing the target audience, and conceiving the story and form before production starts. Linear stories combined with non-linear visual experiences seemed to be an effective approach for many of the projects. Strong marketing and developing projects for multiple platforms also helped ensure larger audiences were reached.
Immersive audio rendering for interactive complex virtual architectural envir...Muhammad Imran
Development of coexistence virtual space to experience acoustically immersive environment during the augmented/virtual reality (AR/VR) telepresence system
The radio industry is made up of public service broadcasters, which are funded publicly, and commercial broadcasters, which are funded through advertising. Major developments in radio included Marconi's demonstration of wireless telegraphy in 1895, the establishment of the first commercial broadcasting station KDKA in 1920, and the formation of the first broadcasting network in 1926. The rise of television in the 1940s-50s caused radio programming to shift mostly to music and news. The video game industry follows a process beginning with game development, then publishing and distribution. Game development occurs through first, second, and third party developers, while publishers acquire rights and handle marketing and manufacturing.
10 Minute Research Presentation on Ambisonics and ImpactBruce Wiggins
Dr. Bruce Wiggins discusses his research into ambisonic mixing techniques that allow for a single audio mix to be reproduced over any speaker configuration, allowing more flexibility than traditional 5.1 surround sound. His work involves developing algorithms to map audio sources to irregular speaker layouts and distance coding techniques. He has applied this research through software plugins and it is being used by companies like Codemasters for video games to save storage space and make audio more reactive to in-game positioning.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
The document provides a summary of various creative projects that utilize digital media and crowdsourcing including music videos created using fan-submitted content, interactive installations, data visualizations, and augmented/virtual reality works. It briefly describes projects such as the Johnny Cash Project music video, interactive light displays, location-based mobile games, and tools for visualizing information and trends on social networks. The document covers a wide range of genres including art, film, music, technology, and their intersections.
Intellectual property right and copy right in indian SrikantaSahu10
The document discusses intellectual property rights (IPR) in India, including copyright. It defines IPR as rights given to creators over their original works. Copyright is described as the exclusive right to produce or reproduce an original work. The document outlines different types of IPR including patents, trademarks, industrial designs, geographical indications, and copyright for various creative works. It also discusses the duration of protection for different IPR, relevant laws in India, exceptions to copyright infringement, and international treaties governing copyright.
Incredible presentation of the best examples of Creativity in Internet. I would desribe it as Creativity 2.0 – creative and inspirational ideas and web projects from recent times, featuring sections on visualisation. The author is Tom Uglow - a creative director for Google & YouTube in Europe.
The vocoder was originally developed in the 1930s as a speech encoder for telecommunications. During World War II, it was used to scramble conversations between Churchill and Roosevelt. In the 1970s, Wendy Carlos and Kraftwerk popularized its use in music. This sparked interest from synthesizer and keyboard companies to incorporate vocoding capabilities. By the late 1970s and 1980s, many popular artists were using vocoders in their music. Today, vocoding is integrated into digital audio workstations and can be controlled with MIDI for musical pitch manipulation.
Hearing aid technology has advanced significantly over the past 200 years. Early hearing aids from the 1800s were simply ear trumpets or acoustic horns. The first electronic hearing aid was invented in 1900. Transistor technology arrived in the 1940s-1950s, allowing for smaller devices. Digital technology in the 1980s enabled programmability and multiple channels of amplification. Recent advances include wireless connectivity between devices, rechargeability, noise reduction algorithms, automatic features, and expanded bandwidth to better support speech recognition. However, fitting targets and understanding of the impaired auditory system have sometimes lagged behind technological capabilities.
This document outlines the final digipak process. It contains copyright information for Sony Music Unlimited and Warner Bros., noting that unauthorized copying and reproduction are prohibited. It also provides production details for Autumnleavesproductions Co. Ltd. in Perth.
De Roma is an iconic venue in Antwerp, Belgium that originally opened in 1928 as a cinema. It hosted many famous musical acts between 1966-1982 but closed in 1982. Local volunteers renovated the venue which reopened in 2003 but it still needed acoustic upgrades. Experts from ShowTex designed inflatable wool shells to shape the concave ceiling and absorb sound. They also covered walls in recycled textiles printed with photos of the original decor. This solved acoustic issues while preserving the historical interior. A new d&b audio system provided high quality sound to match the venue's prestige.
This document provides an overview of introductory concepts related to audiovisual production and video recording. It discusses key terms like audio, video, and audiovisual. It also covers different digital audio file formats, types of digital recorders, video formats and containers, factors to consider when choosing a video camera, and basic care and handling of audiovisual materials. The document is intended as an introduction for beginners to understand fundamental concepts before engaging in video and audio recording.
This document provides an overview of IMAX, a large format film system. Some key points:
- IMAX was developed in Canada to dramatically increase image resolution using larger 70mm film running sideways through the camera.
- Technical challenges included developing large film platters and projectors capable of the precision needed. IMAX pioneered innovations like the rolling film transport loop.
- The first permanent IMAX theater opened in 1971. IMAX Dome/Omnimax was later developed for dome screen projections.
- IMAX has expanded to include over 280 theaters globally, with variations like 3D and digital formats. Technical aspects like dual film rolls and polarized projections enable the 3D effect.
This document provides an overview of IMAX, a large format film and projection standard. It discusses the history and development of IMAX, which was created in Canada in the 1960s. The technical aspects section describes IMAX cameras, film, soundtracks, and projectors. It details how IMAX uses larger film and higher resolution to provide bigger, more immersive images than conventional film formats. The document also covers IMAX variations like dome screens and 3D, as well as IMAX's growing use in feature films and worldwide expansion.
Audio is important because it informs us and moves us in ways visuals can’t. Despite its importance, developing compelling audio can often be a confusing endeavor. We welcome those seeking to improve their fundamental comprehension of audio and challenge how they develop their audio moving forward. This event will demystify the art of broadcast audio by covering fundamental concepts for people looking to improve their setups and overall audio experience for their respective audiences.
The workshop is being taught by Michel Henein with the space being provided by DigiPen Institute of Technology. Along with other senses, audio provides an important context for human experience. Seeking to utilize his knowledge, skills, and experience Michel wants to challenge how our community understands audio and what they can do to take it to the next levels. Come learn from someone who has spent their career bringing life to audio. *Please note we are unsure, at the moment, if we will be able to provide resources for note-taking and writing for those that attend, so bring your own if you can.
BroadcasterU is a program from the Seattle Online Broadcasters Association to educate the local online broadcasting community in various topics related to online broadcasting. This workshop will be taught by Michel Henein: Film and TV experience - credited on the Academy Award-winning documentary “The Last Days. Worked on video game titles including Pixar’s Cars, MX Unleashed, MX vs. ATV Unleashed. Co-developed the world’s first video game audio educational curriculum for Wwise, a leading audio engine for AAA games, for the Conservatory of Recording Arts and Sciences. Currently, VP of Product for VisiSonics Corporation, supplier of 3D audio tech solutions to leading electronics, gaming, and VR companies, and also Chief Product Officer for VZR, Inc., a headphone technology company.
Lowprice pioneer avh p2300 dvd 5.8 in-dash double-din dvd av receiver with ip...sohot866
The document summarizes a Pioneer AVH-P2300DVD 5.8-inch in-dash double-DIN DVD receiver that features a touchscreen display, plays DVDs, CDs, MP3s, and supports iPod/iPhone control via USB. It has 50 watts of power across four channels and RCA preamp outputs for expanding the system. The receiver is also ready for adding satellite radio, Bluetooth, and a rear-view camera.
Sampling in hip hop began in the 1970s when DJs in the Bronx like Kool Herc would play instrumental sections of songs on vinyl and encourage people to dance. This evolved into adding vocals over the instrumentals. Digital sampling later allowed musicians to manipulate and reuse sound recordings. While sampling revolutionized hip hop music, it also raised legal issues around copyright infringement if samples were used without permission. Courts have ruled that unauthorized sampling is illegal unless it is considered transformative or an insignificant portion of the new work.
This document provides location details for filming the music video "Good Intentions" in London. The location recce outlines advantages like contrasting busy shots in London with home shots, ensuring a quick pace. Location considerations include needing permission from certain places and potential interference from unaware public during shooting.
Live Video Streaming, a practical workshop by Inner EarInner Ear
Specialists in live audio and video streaming production, Inner Ear (www.innerear.co.uk), devised an interactive, participative workshop to learn all about how to setup, manage and produce a live programme. We discuss the theory, look at the equipment, hardware, software and workflow and provide hands on opportunity to get involved.
The document discusses spatial audio and its role in virtual reality. Spatial audio uses techniques like microphone arrays and head-related transfer functions to simulate the way humans perceive sound spatially. This allows sounds to be positioned in 3D space. In VR, spatial audio is important as it provides audio cues that guide user attention and improve immersion. Without it, the illusion of presence in a virtual world breaks down. The document outlines the history and technology behind spatial audio, as well as applications in VR, AR, and hearing devices. It argues spatial audio will be increasingly important with future VR and AR applications.
The Pixel Lab 2014_Loc Dao_Lessons Learned In Interactive Documentarypower to the pixel
This document provides a summary of several interactive documentary projects created by the National Film Board of Canada (NFB). It discusses key lessons learned from each project, including the importance of having a strong story, knowing the target audience, and conceiving the story and form before production starts. Linear stories combined with non-linear visual experiences seemed to be an effective approach for many of the projects. Strong marketing and developing projects for multiple platforms also helped ensure larger audiences were reached.
Immersive audio rendering for interactive complex virtual architectural envir...Muhammad Imran
Development of coexistence virtual space to experience acoustically immersive environment during the augmented/virtual reality (AR/VR) telepresence system
The radio industry is made up of public service broadcasters, which are funded publicly, and commercial broadcasters, which are funded through advertising. Major developments in radio included Marconi's demonstration of wireless telegraphy in 1895, the establishment of the first commercial broadcasting station KDKA in 1920, and the formation of the first broadcasting network in 1926. The rise of television in the 1940s-50s caused radio programming to shift mostly to music and news. The video game industry follows a process beginning with game development, then publishing and distribution. Game development occurs through first, second, and third party developers, while publishers acquire rights and handle marketing and manufacturing.
10 Minute Research Presentation on Ambisonics and ImpactBruce Wiggins
Dr. Bruce Wiggins discusses his research into ambisonic mixing techniques that allow for a single audio mix to be reproduced over any speaker configuration, allowing more flexibility than traditional 5.1 surround sound. His work involves developing algorithms to map audio sources to irregular speaker layouts and distance coding techniques. He has applied this research through software plugins and it is being used by companies like Codemasters for video games to save storage space and make audio more reactive to in-game positioning.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
The document provides a summary of various creative projects that utilize digital media and crowdsourcing including music videos created using fan-submitted content, interactive installations, data visualizations, and augmented/virtual reality works. It briefly describes projects such as the Johnny Cash Project music video, interactive light displays, location-based mobile games, and tools for visualizing information and trends on social networks. The document covers a wide range of genres including art, film, music, technology, and their intersections.
Intellectual property right and copy right in indian SrikantaSahu10
The document discusses intellectual property rights (IPR) in India, including copyright. It defines IPR as rights given to creators over their original works. Copyright is described as the exclusive right to produce or reproduce an original work. The document outlines different types of IPR including patents, trademarks, industrial designs, geographical indications, and copyright for various creative works. It also discusses the duration of protection for different IPR, relevant laws in India, exceptions to copyright infringement, and international treaties governing copyright.
Incredible presentation of the best examples of Creativity in Internet. I would desribe it as Creativity 2.0 – creative and inspirational ideas and web projects from recent times, featuring sections on visualisation. The author is Tom Uglow - a creative director for Google & YouTube in Europe.
The vocoder was originally developed in the 1930s as a speech encoder for telecommunications. During World War II, it was used to scramble conversations between Churchill and Roosevelt. In the 1970s, Wendy Carlos and Kraftwerk popularized its use in music. This sparked interest from synthesizer and keyboard companies to incorporate vocoding capabilities. By the late 1970s and 1980s, many popular artists were using vocoders in their music. Today, vocoding is integrated into digital audio workstations and can be controlled with MIDI for musical pitch manipulation.
Hearing aid technology has advanced significantly over the past 200 years. Early hearing aids from the 1800s were simply ear trumpets or acoustic horns. The first electronic hearing aid was invented in 1900. Transistor technology arrived in the 1940s-1950s, allowing for smaller devices. Digital technology in the 1980s enabled programmability and multiple channels of amplification. Recent advances include wireless connectivity between devices, rechargeability, noise reduction algorithms, automatic features, and expanded bandwidth to better support speech recognition. However, fitting targets and understanding of the impaired auditory system have sometimes lagged behind technological capabilities.
A history of reverb in music productionPaulo Abelho
Reverb has played an important role in music production throughout history. Early techniques included natural reverb captured in recording spaces and echo rooms. Mechanical reverb systems like spring and plate reverbs provided more control and flexibility. Digital reverb systems later used algorithms to recreate reverb digitally. Modern software reverb plugins now provide powerful and realistic reverb effects.
Creative Lab @ Google provides concise summaries of creative internet projects and technologies in 3 sentences or less:
The document highlights various projects that use online videos, images, and user-generated content in creative ways, including music videos created from crowd-sourced content, interactive concerts with digital avatars, and animation projects remixing existing content. It also summarizes visualization projects mapping data onto images, interactive art installations projected in public spaces, and technologies using augmented reality, brainwaves, and new forms of digital display. The document provides a survey of diverse creative uses of online media, interactivity, and emerging technologies from around the world.
The 20th Century was the century of broadcasting. In this century we as films, books, TV, long play records, cassettes, CDs, DVD etc. The all had few things in common: they were one-way medium, a broadcast from one to many. Producers were limited and became gatekeepers of content. Somebody selected the films to show in theater, movies to watch on TV etc. The 20th century was the time of movie stars and pop stars.
It turns out all these mediums have one other thing in common: they are based on a model of scarcity, i.e. program directors have to choose the program for you, since there are only finite number of channels and screens. There are only finite space of shelfs for CDs in store. So we needed pop starts. The many consumers had to listen to the same few albums.
With the Internet in the 21st century this model breaks down. We move from the economic model of scarcity to the economic model of abundance. This changes the game completely. In this lecture we will explore this transformation.
The eyes want to have it: Multimedia Handhelds in the Museum (an evolving story)Peter Samis
A variant of this presentation, titled "Knowledge on Demand, Knowledge in Hand: Visitor-centered mobile multimedia," was delivered on 3 October 2008 at the conference "Knowledge in Demand '08" in Bern, Switzerland.
Evolution of Audio Media Wilfredo Satiada.pptxWilfredFender
The evolution of audio media has progressed from live performances to recorded formats to digital technologies. Early audio was through live theater, music, and spoken events, before recording technology allowed phonographs and gramophones to capture sound on cylinders and discs. Radio broadcasting in the 1920s disseminated both live and recorded audio widely. Vinyl records and hi-fi systems enhanced audio quality in the mid-20th century. Cassettes and portable players made personal music mobile, led by the Sony Walkman. CDs provided higher quality digital storage in the 1980s. MP3s and the internet transformed how people access music through online sharing and digital downloads in the 1990s-2000s. Streaming services now allow vast on-demand
Evolution of Audio Media Wilfredo Satiada.pptxWilfredFender
The evolution of audio media has progressed from live performances to recorded formats to digital technologies. Early audio was through live theater, music, and spoken events, before recording technology allowed phonographs and gramophones to capture sound on cylinders and discs. Radio broadcasting in the 1920s disseminated both live and recorded audio widely. Vinyl records and hi-fi systems enhanced audio quality in the mid-20th century. Cassettes and portable players made personal music mobile, led by the Sony Walkman. CDs provided higher quality digital storage in the 1980s. MP3s and the internet transformed how people access music through online sharing and digital downloads in the 1990s-2000s. Streaming services now allow vast on-demand
인공지능의 음악 인지 모델 - 65차 한국음악지각인지학회 기조강연 (최근우 박사)Keunwoo Choi
The document discusses artificial intelligence models for music perception. It summarizes the talk that analyzes and classifies music AI into analysis, creation, signal generation, and signal processing. Specifically, the analysis part is discussed in detail by dividing it into timbre, notes, and lyrics recognition. Through this, we can understand what music AI researchers aim for, assume, develop, neglect, and misunderstand.
Conditional generative model for audioKeunwoo Choi
1) The document describes research presented by Hyeong-Seok Choi and Juheon Lee on conditional generative models for audio.
2) It provides examples of conditional generative models including vocoders for speech generation and singing voice synthesis models for generating singing from text and pitch inputs.
3) The researchers have worked on applications such as speech enhancement using generative models and audio-driven dance generation.
Deep Learning with Audio Signals: Prepare, Process, Design, ExpectKeunwoo Choi
Is deep learning Alchemy? No! But it heavily relies on tips and tricks, a set of common wisdom that probably works for similar problems. In this talk, I’ll introduce what the audio/music research societies have discovered while playing with deep learning when it comes to audio classification and regression -- how to prepare the audio data and preprocess them, how to design the networks (or choose which one to steal from), and what we can expect as a result.
Convolutional recurrent neural networks for music classificationKeunwoo Choi
The document describes an experiment comparing different convolutional and recurrent neural network architectures for music classification and tagging. Specifically, it compares models with 1D convolutions (k1c1, k1c2), 2D convolutions (k2c1, k2c2), and a convolutional recurrent neural network (CRNN). The CRNN and k2c2 models achieved the best performance while balancing complexity, though k2c1 was most computationally efficient. Performance varied across tags depending on factors like number of training examples and tag difficulty or ambiguity. The authors conclude the best structure depends on constraints but CRNN generally performed best when feasible.
The effects of noisy labels on deep convolutional neural networks for music t...Keunwoo Choi
The document investigates the effects of noisy labels when training convolutional neural networks for music tagging, finding that tags with higher "taggability" due to being more unusual have less noisy labels which leads to better model performance; it also analyzes what the model learns by examining label vectors and their relationship to co-occurrence in the ground truth data.
This document is a tutorial on using deep learning for music information retrieval. It introduces deep learning and discusses how it can be applied to various MIR problems like tempo, key, onset/offset detection, and chord recognition. It covers deep learning concepts like loss functions, training networks, and activation functions. It provides examples of using dense, convolutional and recurrent layers on spectrograms for pitch detection and chord recognition. It also offers advice on audio preprocessing and model suggestions. The tutorial aims to help readers dive deeper into applying deep learning to MIR and provides code examples on GitHub.
Automatic Tagging using Deep Convolutional Neural Networks - ISMIR 2016Keunwoo Choi
This document summarizes research on using deep convolutional neural networks for automatic music tagging. It describes the problem of automatic tagging, proposed architectures using convolutional and max pooling layers, and experiments on two datasets. The experiments showed that melgram representations with 4 convolutional layers achieved the best results, and deeper models did not significantly improve performance. Re-running the experiments on the MSD dataset with proper hyperparameter tuning yielded improved results over those originally reported.
Deep Convolutional Neural Networks - OverviewKeunwoo Choi
The document provides an overview of convolutional neural networks (CNNs) including their structures and applications. CNNs use locally connected, shared weights and convolutional layers to learn hierarchical representations of input data. They have been successfully applied to tasks involving images and music such as visual recognition, segmentation, style transfer, tagging, chord recognition and onset detection.
Deep learning for music classification, 2016-05-24Keunwoo Choi
This document describes a presentation on deep learning for music classification. It discusses using deep convolutional neural networks (CNNs) for music classification tasks like genre classification, instrument identification, and automatic music tagging. CNNs can learn hierarchical music features from raw audio or time-frequency representations directly from data without requiring designed features. The presentation provides examples of applying CNNs to automatically tag music with descriptive keywords using a multi-label classification approach.
2015-05-09 키스텝에서 진행한 딥러닝 개요입니다.
짧은 분량이지만 세미나는 매우 인터랙티브하게 진행되어 두시간을 꽉 채웠던 슬라이드입니다.
다시 말해 슬라이드만 보시면 부족한 부분이 많이 있으니 참고하시기 바랍니다.
8페이지에 6개의 텐서플로 플레이그라운드 데모를 연결해두었습니다. 링크 눌러보시고 직접 돌려보시면 뉴럴넷에 대해 쉽게 이해하실 수 있을겁니다.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
OpenID AuthZEN Interop Read Out - AuthorizationDavid Brossard
During Identiverse 2024 and EIC 2024, members of the OpenID AuthZEN WG got together and demoed their authorization endpoints conforming to the AuthZEN API
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
UiPath Test Automation using UiPath Test Suite series, part 6
가상현실을 위한 오디오 기술
1. Soundly 제 4회 오프라인 모임, 2019.11.30
Audio Technologies for Virtual Reality
Ben Sangbae Chon, Ph.D.
bc@gaudiolab.com
Chief Science Officer
2. 2
Gaudio Lab is a spatial audio technology
company developing encompassing,
three-dimensional sound solutions.
We simplify the process of creating and
delivering immersive sound, allowing
listeners to perceive depth, direction,
and interactivity of audio sources.
• Founded in 2015 by MPEG Audio experts with 10+ active years in the group
• Offices: Seoul and San Francisco
• Audio scientists in residence: 6 Ph.D.s, 2 Master in Audio Signal Processing
3. 3
Immersive Audio Contents by Gaudio
01. Tower GAUDI
Unity 3D plugin performance demo (’15.7)
High-Definition 3D Positional Sound with
Interaction
03. CF Zombie (Mini VR Game, GDC 2016)
High-definition 3D positional sound (’16.3)
All Objects rendered with GAUDIO Unity 3D plugin
04. Project CoC (Stereo to VR)
G’AUDIO specialty for legacy 360 video (’16.1)
Convert legacy stereo to interactive
05. Fanta Promo - Drift
360 live recording for immersive (’16.2)
Compare Ambisonics v. omni-binaural
02. Horror Maze (Launching Work for GearVR)
Main 360 video demo for Gear VR 2 launching (’15.11)
Built with 1 Sound Object + Stereo ambient track
06. Fanta Promo - Rope-swing, Wing-suit
First-person view 360 live recording (’16.3)
Binaural recording for extreme sport-enthusiast
07. Downhell Studio (interactive 360 Music)
Immersive 360 Spatial Audio for 360 Video
HOA + Objects rendering | also for TV speaker demo
08. Blue Dress (PV demo & Sample PT session)
Immersive 360 Spatial Audio for 360 Video
HOA + 3 Moving Objects rendering for Immersive
09. Goodday (360 Commercial)
Immersive 360 Spatial Audio for 360 Video
Remaster with extracted objects after post-production
10. Jambinai (interactive 360 Music)
Interactive Audio for 360 Video
Loud speaker demo for concert & same via Gear VR
11. World 1st VR Audio Livestreaming
13. Bo Hwa Gwak (Virtual Museum)
Virtual experience of famous Museum
Featured in Busan Film Festival 2017
14. SBS -Astro1&2
Episodes for K-pop star 360 Drama
Ambisonics shoot, post-production with Works
15. SBS-TV Live Music Show
Take from On-air live TV Music Show
for 360 Video, Produced by Works
18. HKQ (String Quartet) (i360Music)
Live String Quartet Recording by Petr Soupa
Object with shotgun + FOA
19. The Committee (UK Comedy)
British Comedy by 360 mixed by Petr Soupa
Object with Lav + FOA
16. Bloodless (Award in Venice Film Fest.)
Based on real story of brutally murdered sex worker,
the Best VR Story award in Venice Film Festival 2017
17. G’Mic Take #1
Proprietary consumer FOA Mic Tech Demo
1st shooting on street, in room
21. Elliot Sloan (Gold medal Skateboarder)
Skateboarding by Olympic Gold Medalist
Reality with extreme elevation
Teaser for Hollywood horror movie
Positional sound extremely important for scare factor
20. Annabelle (Blockbuster Feature Film)
Collaboration with SK Telecom
Interactive with FOA, Sol Livestreaming
SK Telecom - Seol-hyun
Promo 360 Episodes for SKT
Live shooting 360
12.
22. SBS - 9 Muses, Sitcom series
SBS produced high quality 360 content
with K-pop stars (9 Muses) / Stereoscopic 360
23. SBS - TV Live Show Season 2
SBS produced high quality 360 content with
SBS featured program, Inkikayo / Stereoscopic 360
24. Gaudio Live Take #2
Livestreaming showcase with FOA mic
25. C-Flat String Quartet 2 (i360Music)
String quartet performance in a church
5. 5
Comparison between Conventional Media and Immersive (VR/AR/XR) Media
- Loudspeaker layout references a static video
- Sweet spot (and sweet orientation) is assumed
- Quality of Experience is optimized at the sweet spot
- It does NOT supports interactive viewing
8. 8
Comparison between Conventional Media and Immersive (VR/AR/XR) Media
360-Video : Multimedia Content Covering Whole Space
Interactive Video : User chooses where to look at and Video is rendered accordingly
9. 9
Comparison between Conventional Media and Immersive (VR/AR/XR) Media
Interactive Video : User chooses where to look at and Video is rendered accordingly
Interactive Audio : Audio should also be rendered according to the User’s Head Orientation (and Position)
360-Video : Multimedia Content Covering Whole Space
10. 10
Comparison between Conventional Media and Immersive (VR/AR/XR) Media
Interactive Video : User chooses where to look at and Video is rendered accordingly
Interactive Audio : Audio is also rendered according to the User’s Head Orientation (and Position)
360-Video : Multimedia Content Covering Whole Space
11. Yaw
Roll
Pitch
11
Comparison between Conventional Media and Immersive (VR/AR/XR) Media
Yaw
Roll
Pitch
Y
Z X
<3 Degree of Freedom>
- Interactive with Head Orientation
- 360 Video
<6 Degree of Freedom>
- Interactive with Head Orientation
and User’ Position
- VR Games, AR
12. 12
Comparison between Conventional Media and Immersive (VR/AR/XR) Media
Positional audio is an important storytelling cue in VR
Due to user’s freedom of viewpoint, sound is an important signal to direct
viewer’s attention to a scene and story as producer intended
13. 13
Comparison between Conventional Media and Immersive (VR/AR/XR) Media
Is Loudspeaker Rendering Suitable for Interactive Immersive Audio?
16. 16
History of Immersive Sound - Binaural Recording Technologies
‣ First Telephony by Alexander Graham Bell in 1876, First Phonograph by Thomas Edison in 1877
‣ The Origins of Speech Communication and Audio Media Storage
‣ In 1877, Yankee Doodle by Frederick Boscovitz from Philadelphia to Washington DC
17. 17
History of Immersive Sound - Binaural Recording Technologies
Theatrophone - The First Live Binaural/Stereophonic Sound Demo
‣ Introduced by Clement Ader at the 1881 World Expo Paris
‣ A pair of microphones → A pair of receivers
‣ 80 telephone transmitters across the front of a stage connected from Opera Garnier to Paris Electrical Exhibition
‣ Scientific American reported,
“singers place themselves, in the mind of the listener, at a fixed distance, some to the right and others to the left.”
‣ Technical Difficulties : Rudimentary amplification, difficult microphone placement
18. 18
History of Immersive Sound - Binaural Recording Technologies
Theatrophone - The First, Subscription-based, Live Music Streaming
‣ Commercialize by the Compagnie du Theatrophone in 1890
‣ Subscription model : 180 francs per year, 15 francs per performance
‣ Terminal : A headset (and a transmitter to tell a Teheatrophone operator which venue they wished to listen in to)
‣ Coin-operated listening stations installed in hotel lobbies and cafes, 50 cent for 2:30 of listening time
19. 19
History of Immersive Sound - Binaural Recording Technologies
‣ Intermediate-Binaural Broadcasting by Doolittle at a US Radio Station (WPAJ) in 1924
‣ Storing two channel sound and reproduction, without acoustic septum, was made in 1921
‣ Left signal to one AM transmitter and right signal to another AM transmitter
‣ The listener at home needed two receivers
left signalRadio Station A
Radio Station B right signal
* Radio broadcasting service started in United States, 1920.
20. 20
History of Immersive Sound - Binaural Recording Technologies
‣ Binaural Telephone (Western Electric, 1927)
‣ Microphones are placed flush with the wall of a balloon made of leather or cloth and
packed with sponge rubber, wool, or cotton
‣ Signal separation by shadowing and absorption
21. 21
History of Immersive Sound - Binaural Recording Technologies
‣ “Artificial Head”, a binaural capturing device by W. Bartlett Jones in 1927
‣ Microphones placed on the sphere heading to forward
‣ First simulation of the orientation of human pinae
22. 22
History of Immersive Sound - Binaural Recording Technologies
‣ Oscar by Fletcher, Bell Lab (Presented in 1933)
‣ Manikin bought from a wax figure dealer
and Microphones mounted on the cheeks
-
‣ Oscar II (1940s)
‣ Microphones placed in the ears
‣ But the membrane at about 5mm distance
outside the cave conchae
23. Binaural Recording Now
‣ Record ear-input signal and play it over earphones
‣ Quite Natural and Ambient
‣ No Interaction in General
‣ Limited Interaction (3DIO Omni Binaural Microphone)
23
History of Immersive Sound - Present Binaural Recording Technologies
Yaw
Roll
Pitch
24. ‣ Basic Signal and System in Electrical Engineering
‣ Audio signal is a group of impulses and system can be defined by an impulse response.
‣ Convolution : Each sample’s response is summed up, with the normalization gain corresponding to
the input sample.
‣ Sound propagation path from the sound source to each ear in a room can be modeled by a pair
Impulse Response
24
History of Immersive Sound - Binaural Rendering
System Impulse Response
25. ‣ Binaural Room Impulse Response
25
History of Immersive Sound - Binaural Rendering
BRIR (Binaural Room Impulse Response) HRIR (Head Related Impulse Response)
26. HRIR has the key information for human auditory perception of the source position
26
History of Immersive Sound - Binaural Rendering
27. Binaural Rendering - Head Related Impulse Response or Binaural Room Impulse Response
‣ Head Related Impulse Response (HRIR) : Linear FIR Filter Model
‣ Convolution of the Object signal by the HRIR will provide Binaural Sound
27
History of Immersive Sound - Binaural Rendering
BRIR at Concert Hall
= HRIR + Reflections and Reverberation
- Good Externalization
- Natural Ambience
- Difficult to De-reverberate
(No Dry Sound)
HRIR at Anechoic Chamber
- Intermediate Externalization
- No Ambience
- Dry, straightforward sound
(It is sound engineer’s job!)
909 × 401
28. Binaural Rendering - Head Related Impulse Response or Binaural Room Impulse Response
‣ Head Related Impulse Response (HRIR) : Linear FIR Filter Model
‣ Convolution of the Object signal by the HRIR will provide Binaural Sound
28
History of Immersive Sound - Binaural Rendering
Impulse from one direction
Binaural Recording
Head Related Impulse Response
Impulses from all direction
HRIR Database from all direction
29. Binaural Rendering - Head Related Impulse Response or Binaural Room Impulse Response
‣ Head Related Impulse Response (HRIR) : Linear FIR Filter Model
‣ Convolution of the Object signal by the HRIR will provide Binaural Sound
29
History of Immersive Sound - Binaural Rendering
1) Input : Object Position, User Position, User Head Orientation
2) Output : Binaural Rendered Audio Signal
Choose a HRIR/BRIR Filter Pair based on the Position and Orientation Information
Sound source
1
2
2
Audio Samples
= Impulses
Convolution
= Filtering
Binaural Rendered Signal
30. Expensive Realtime Convolution
‣ A 48kHz Sampled BRIR Pair from a Concert Hall would be 96000 Samples x 2 Channel
‣ To Create One Pair of Binaural Samples, 96000 x 2 Multiplications and Additions are required
‣ For a second, 9.2 G (96k x 2 x 48k) Operations are required
‣ Even for a short HRIR Pair (256 Samples at 48kHz), 25M (256 x 2 x 48k) Operations are required
30
History of Immersive Sound - Binaural Rendering
Audio Samples
= Impulses
Convolution
= Filtering
Binaural Rendered Signal
31. ‣ Signal Processing Techniques for Convolution
‣ Cooley and Turkey, “An Algorithm for the Machine Calculation of Complex Fourier Series” in 1965
‣ FFT based convolution : Thomas Stockham, Jr, “High Speed Convolution and Correlation” in 1966
‣ Block convolution : Charls S. Burrus, “Block Realization of Digital Filters” in 1972
31
History of Immersive Sound - Binaural Rendering
Time Domain Freq Domain
256 25M 5M
1sec 4.6G 76M
2sec 9.2G 148M
32. 32
History of Immersive Sound - Binaural Rendering
‣ Convolvotron : Binaural Synthesis using HRTF Convolution
‣ E. Wenzel, et. al, “A Virtual Display System for Conveying Three-Dimensional Acoustic Information” in 1988
‣ Hardware Development : A PC extension card equipped with many parallel DSPs (up to 8 sound sources) in 1992
- Each DSP is capable of 320 MOPS
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History of Immersive Sound - Binaural Rendering
‣ Acoustically Optimized Low Complexity Binaural Synthesis Model for BRIR
‣ Acoustic Optimization : Taegyu Lee, “Scalable Multiband Binaural Renderer for MPEG-H 3D Audio” in 2015
- Parameterizing BRIR (2 second) with Variable Order Filter in Frequency Domain (VOFF),
Parameteric Late Reverberation Filtering (PLF), QMF domain tapped delay line (QTDL)
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History of Immersive Sound - Ambisonics for Binaural Rendering
‣ Ambisonics, started by Gerzon in 1985
‣ Ambisonics Microphone (A-Format) : A set of directional microphone, highly calibrated
‣ A-to-B Conversion : Inner product. (Each microphone signal is decomposed in terms of spherical harmonics)
‣ Object-to-B Conversion : Inner product. (Object signal is decomposed in terms of spherical harmonics)
Spherical HaromonicsAmbisonics Microphone
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History of Immersive Sound - Ambisonics for Binaural Rendering
‣ Ambisonics Multichannel Reproduction (Coincident Microphones)
‣ Rotation, if necessary : Simple matrix conversion
‣ Reproduction : Over regular layout, inner-product of Spherical Harmonics and Loudspeaker Position Vector
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History of Immersive Sound - Ambisonics for Binaural Rendering
‣ Ambisonics Multichannel Reproduction (Coincident Microphones)
‣ Not really popular as a multichannel reproduction method
‣ Production : Difficult to control source width control, distance control, sweet spot control, ambience control
‣ Distribution : More bandwidth, transmission of the channel rendered signal over the standard layout is preferred
‣ Suddenly, became very popular in the VR Audio
‣ Distribution : First order ambisonics is enough to enable the audio to interact with 3-DoF yaw, pitch and roll
‣ Other candidates : Object-based and channel based generally requires more audio channel signal
‣ Limitation : Capable of handling 6DoF by inter/extrapolation of multiple Ambisonics signals but very inefficient
Rotation Virtual Loudspeaker Rendering Binaural Rendering
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Three Major Types of Binaural Renderings - Direct Object Rendering
‣ Very straightforward Binaural Rendering Mechanism
1) Input : Object Position, User Position, User Head Orientation
2) Output : Binaural Rendered Audio Signal
Choose a HRIR/BRIR Filter Pair based on the Geometrical Information
Sound source
1
2
2
Audio Samples
= Impulses
Convolution
= Filtering
Binaural Rendered Signal
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Three Major Types of Binaural Renderings - Virtual Channel based Rendering
‣ Objects and their positional metadata are delivered to the renderer at the reproduction device
‣ Relative positions of objects are calculated using head orientation
‣ Each object is localized at the relative position over a pre-determined virtual channel loudspeaker layout
‣ Each virtual channel signal is binauralized using the HRIR of the virtual channel position.
L30
O
F0
O
R60
O
L60
O
R120
O
L120
O
B180
O
F0
O
R60
O
L60
O
R120
O
L120
O
B180
O
R30
O
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Three Major Types of Binaural Renderings - Ambisonics based Rendering
‣ Objects are Localized in Ambisonics,
‣ Interaction by the head orientation is applied using Ambisonics rotation,
‣ Ambisonics signal is converted to the virtual channel layout
‣ Each virtual channel signal is binauralized using the HRIR of the virtual channel position.
Rotation Virtual Loudspeaker Rendering Binaural Rendering
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Three Major Types of Binaural Renderings - Comparison
Rendering Type Direct Object Rendering Virtual Channel Panning Ambisonics Represenation
Adapted by
Gaudio
Some Game Engines
Gaudio
MPEG-H 3D Audio
Dolby ATMOS VR
Gaudio
MPEG-H 3D Audio
Facebook 360 Video
Google 360 Video
Spatial Accuracy OOO OO O
Panning No Typically pair or triplet Typically all of the Virtual Speakers
Timbre Affected by HRTF
Affected by HRTF and Panning
(Some Phase Problem)
Affected by HRTF and Panning
(More Phase Problem)
Complexity
Depending on
the Number of Objects
(2xN Convolutions)
Depending on
the Number of Virtual Channels
(N Convolutions)
Depending on
the Ambisonics Order
(M Convolutions)
Running Memory 360x180 HRIRs N HRIRs M HRIRs
Delivery Large number of object needs to be delivered.
4 signals for FOA
9 signals for SOA
Interaction 3DOF (head orientation) and 6DOF (3DOF + positional interaction) only 3DOF
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VR Market Situation
‣ Virtual Reality in General
‣ Uncomfortable form factor
‣ Not enough display resolution
‣ Dizziness from the rendering latency (both video or audio)
‣ No unified content creation-transmission-consumption ecosystem
‣ No Killer Content
‣ Expensive in Content Production : 180 degree?
‣ Couch Potato vs. 6 DOF Movement
‣ Audio
‣ Codec Issues : No server/device handles 5+ objects transmission
‣ Neither a standard or de-facto renderer for content creation
‣ Personalization : How to measure personalized HRIR?
‣ Difference auditory system characteristics with headphone : e.g. occlusion
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MPEG-I, the 6DOF Standard for the Future
1995 2000 2005 2010 2015 2022
MPEG-IMPEG-1 MPEG-2 MPEG-4 MPEG-D MPEG-H
3D Audio : Support Rendering for Combination of
Channels, Objects, and/or Ambisonics
Audio for 6DoF AR/VR Content
USAC : Hybrid Audio and Speech Codec
SAOC : Object Mix & Control
MPEG-Surround : Enhanced Channel Extension
HE-AAC v.2 : Channel Extension by Parametric Stereo
HE-AAC : Bandwidth Extension by Spectral Band Replication
AAC : Perceptual Noise Shaping
AAC : Enhanced Psychoacoustical Model
MP3 : First Psychoacoustical Compression Standard
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MPEG-I, the 6DOF Standard for the Future
• 3 Degrees of Freedom (3DoF)
- Yaw-Pitch-Roll
- Head orientation only
- 360° Video and Cinematic VR
- Ambisonics
‣ MPEG-H 3D Audio
• 3DoF+
- 3DoF with limited Movements (typically, head movements)
• 6 Degrees of Freedom (6DoF)
- 3DoF + x-y-z
- Head orientation + Movements
- Full Interactive VR
- Object-based Audio
‣ MPEG-I Immersive Audio
“ User’s freedom of movements for interactivity in VR space ”
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MPEG-I, the 6DOF Standard for the Future
• Localization of Virtual Sources
‣ Use Head-Related Transfer Function (HRTF)
- From virtual source to L/R ears
‣ Realistic rendering of spatial position due to perceptual cues
- ITD, ILD, IC
• Directivity of Virtual Sources
‣ Object perceived loudness changes as user moved around object
• Ambience and Reverberation
‣ Almost all spaces impose some reverberation on sound sources
- Direct Sound, Early Reflections, and Late Reverberation
- Need to estimate model for AR
• Occlusion, Doppler, etc…