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The Acoustics of Ancient Theatres

International Symposium

Verona - Italy, 6 to 8 July 2022

The egocentric audio perspective in virtual environments

Michele Geronazzo

DOI: https://doi.org/10.58874/SAAT.2022.175
Abstract:Although sound is an essential component of the grammar of digital immersion, relatively little compared to the visual domain has to be done to investigate the role of auditory space and environments. Nowadays, there is increasing consensus on the importance of spatial sound, especially in virtual reality (VR). Technologies for spatial audio rendering are now able to convey perceptually plausible simulations with stimuli that are reconstructed from real-life measurements or his- torical sites getting closer to a virtual experience indistinguishable from natural reality. This is made possible by a high level of personalization in acoustic transformations caused by the human body interacting with the sound field generated in room acoustic computer simulations. I believe it is time to tightly relate the real to the virtual listening experience from an egocentric audio perspective. The term audio identifies an auditory sensory component, implicitly recalling those tech- nologies capable of immersive and interactive rendering. The term egocentric refers to the perceptual reference system for the acquisition of multi-sensory information in immersive VR technologies as well as the sense of subjectivity and percep- tual/cognitive individuality.
Keywords:egocentric audio, virtual reality, sonic interaction design
Pages:99-100
Paper:


alt : sat_175.pdf