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Spatial sound for computer games and virtual reality

机译:电脑游戏和虚拟现实的空间声音

摘要

In this chapter, we discuss spatial sound within the context of Virtual Reality and other synthetic environments such as computer games. We review current audio technologies, sound constraints within immersive multi-modal spaces, and future trends. The review process takes into consideration the wide-varying levels of audio sophistication in the gaming and VR industries, ranging from standard stereo output to Head Related Transfer Function implementation. The level of sophistication is determined mostly by hardware/system constraints (such as mobile devices or network limitations), however audio practitioners are developing novel and diverse methods to overcome many of these challenges. No matter what approach is employed, the primary objectives are very similar—the enhancement of the virtual scene and the enrichment of the user experience. We discuss how successful various audio technologies are in achieving these objectives, how they fall short, and how they are aligned to overcome these shortfalls in future implementations.
机译:在本章中,我们将讨论虚拟现实和其他合成环境(例如计算机游戏)中的空间声音。我们回顾了当前的音频技术,沉浸式多模态空间内的声音限制以及未来的趋势。审核过程考虑了游戏和VR行业中各种复杂的音频,包括从标准立体声输出到与头部相关的传递函数的实现。复杂程度主要由硬件/系统约束(例如移动设备或网络限制)确定,但是音频从业人员正在开发新颖多样的方法来克服许多这些挑战。无论采用哪种方法,主要目标都是非常相似的-虚拟场景的增强和用户体验的丰富。我们讨论了各种音频技术在实现这些目标方面的成功程度,如何实现这些目标以及如何调整它们以克服未来实现中的这些不足。

著录项

  • 作者

    Murphy David; Neff Flaithrí;

  • 作者单位
  • 年度 2011
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类

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