New realities in audio : a practical guide for VR, AR, MR and 360 video / Stephan Schutze with Anna Irwin-Schutze.

"The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it's essential. If the audio d...

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Bibliographic Details
Online Access: Full Text (via Skillsoft)
Main Authors: Schutze, Stephan (Author), Irwin-Schütze, Anna (Author)
Format: Electronic eBook
Language:English
Published: Boca Raton, FL : CRC Press, 2018.
Subjects:

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100 1 |a Schutze, Stephan,  |e author. 
245 1 0 |a New realities in audio :  |b a practical guide for VR, AR, MR and 360 video /  |c Stephan Schutze with Anna Irwin-Schutze. 
264 1 |a Boca Raton, FL :  |b CRC Press,  |c 2018. 
300 |a 1 online resource :  |b text file, PDF 
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337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
520 2 |a "The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it's essential. If the audio doesn't work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we've seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need."--Provided by publisher 
588 0 |a Print version record. 
505 0 |a Cover; Title Page; Copyright Page; contents; acknowledgments; authors; contributors; photography; Chapter 1: new realities; introduction; why this book; whatâ#x80;#x99;s in this book; Chapter 2: definitions and core concepts; a critical distinction: thinking differently about spatial audio for the new realities; Spatialization in Stereo; Spatialization in Surround Sound; Spatialization in the New Realities; Spatial Audio in VR and 360 Video; setting the stage: defining our terminology; VR: virtual reality; Replacing the World; 360 Video; AR: alternate reality; MR: mixed reality. 
505 8 |a Core concepts and other termsHaptics; Transfer Function; Head-Related Transfer Function; Interaural Time Difference; IID or ILD; Interaural Phase Difference; Cone of Confusion; Transcoding; Flat Plane or Zero Plane; Diegetic; Formats; Localization; Channel-Based Audio; Binaural; Mid-Side (MS) Recording Format; Ambisonics; further reading; Chapter 3: why isnâ#x80;#x99;t this easy? The many challenges of the new realities; the challenge of 3D audio; adapting to new formats; how and why we hear; The Uncanny Valley; Why the uncanny valley matters to the new realities; Why What We Hear Matters. 
505 8 |a Hearing versus listeningrandom or designed: the battle between order and chaos; choose your reality; How Far Down the Rabbit Hole Do We Go?; Example: wavefront curvature; Challenges Common to All New Reality Formats; Balancing Information and Entertainment; the triangulation challenge; Localization and Spatialization: Defining the Issues; The Human Problem; Delivery; Spatialization; Physics Is Expensive; mixing for the new realities; unique format challenges; Virtual Reality Challenges; Head Tracking; why bother getting audio right?; Aiding the Visual Experience; 360 Video. 
505 8 |a Alternate reality challengesâ#x80;#x9C;Pardon?â#x80;#x9D; AR Audibility; Turn that Racket Down!; Choose Wisely; Frequency Range; mixed reality challenges; MR: Contamination of Content; hyperreality (HR); Chapter 4: what weâ#x80;#x99;re doing now: analysis of existing projects; VR project analysis; broadcast; BBC Special Binaural Audio Broadcast Doctor Who Series 10, Episode 4, Knock; vive; Earthlight; gear VR; Dark Days; playstation VR; How We Soar; Environment; World Objects; playstation VR; Star Wars Battlefront: Episode One X-Wing Mission; location-based experiences; Further Reading. 
505 8 |a Chapter 5: creation and implementation: putting it into practiceworking with the new realities; Placement; Implementation; Min and Max Distance Functions and Attenuation Curves; Reverb; Breaking Our Sounds for Better Implementation; â#x80;#x9C;Observationâ#x80;#x9D; of Audio; working analysis; Amplitude Drop-Off; creating a VR clock; The Actual Sound of a Clock; Accuracy and Detail; Sidebar; Physical Placement; Simulating Sound Wave Properties; Reverb; Smoke and mirrors; serious audio design for serious purposes; Simulating Survival; the James Bond adventure in AR; Working with 360 Video. 
650 0 |a Audio-visual equipment  |x Technological innovations. 
650 0 |a Virtual reality. 
650 0 |a Alternate reality games. 
650 0 |a Mixed reality. 
650 7 |a Virtual reality  |2 fast 
650 7 |a Alternate reality games  |2 fast 
650 7 |a Mixed reality  |2 fast 
700 1 |a Irwin-Schütze, Anna,  |e author. 
776 0 8 |i Print version:  |a Schütze, Stephan.  |t New Realities in Audio.  |b First edition.  |d Boca Raton, FL : CRC Press, 2018  |z 9781315183206 
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