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Audio reproduction in virtual reality cinemas – Position paper

Reed, Luke; Phelps, Philip

Authors

Profile image of Luke Reed

Luke Reed Luke.Reed@uwe.ac.uk
Senior Lecturer in Music Technology

Philip Phelps Philip3.Phelps@uwe.ac.uk
Senior Lecturer in Music Technology



Abstract

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.

Presentation Conference Type Conference Paper (published)
Conference Name 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
Start Date Mar 23, 2019
End Date Mar 27, 2019
Acceptance Date Feb 19, 2019
Online Publication Date Aug 15, 2019
Publication Date Aug 15, 2019
Publisher Institute of Electrical and Electronics Engineers (IEEE)
Pages 1513-1516
Series ISSN 2642-5254
Book Title 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
DOI https://doi.org/10.1109/VR.2019.8797904
Keywords cinematic VR, 360 film, spatial audio, 3D audio, binaural, ambisonics, object based audio, VR cinemas, exhibition, playback software, HRTF, headphones, on-boarding
Public URL https://uwe-repository.worktribe.com/output/852120