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Audio Reproduction in Virtual Reality Cinemas – Position Paper

机译:虚拟现实电影院的音频再现 - 位置纸张

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Virtual Reality (VR) and 360 film have caught the attention of audiences and content creators and emerged as a new media, however, the market penetration of VR and head mounted hardware has remained slow despite the availability of more affordable mobile options. This has resulted in some audiences turning to VR cinemas, festivals and out-of-home exhibitions. Creating affordable, scalable VR cinemas presents a number of challenges and many of the decisions taken in both developing and facilitating these curated exhibitions directly impact audience's reception of spatial audio soundtracks. This workshop position paper looks to discuss the potential issues and future solutions in the use of current synchronous exhibition applications, the competing formats, standardised Head Related Transfer Functions, headphone build/colourisation, and the on-boarding process.
机译:虚拟现实(VR)和360部电影引起了受众和内容创作者的注意,并成为一种新媒体,但是,尽管有更实惠的移动选项,但VR和头戴硬件的市场渗透仍然很慢。这导致了一些受众转向VR电影院,节日和户外展览。创造实惠,可扩展的VR电影院呈现出许多挑战,并且在开发和促进这些策划展览中采取的许多决定直接影响受众的空间音响配音的接收。该研讨会定位纸张希望讨论使用当前同步展览应用,竞争格式,标准化头相关传递函数,耳机构建/覆族化以及在登机过程中使用当前同步展览应用中的潜在问题和未来解决方案。

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