AES Immersive Audio Academy 3 Partners

Partners:

360 Reality Audio

So immersive. So real.

Immerse yourself in sound all around you. As real as if you are there at a live concert or with the artist recording in a studio. With 360 Reality Audio, music has never been so immersive and so real.

Compare 360 Reality Audio and conventional stereo sound to understand how it sounds differently when you experience 360 Reality Audio with speakers and headphones.

FRAUNHOFER

Providing interactive, immersive sound for TV, streaming and VR applications

 

Immersive and personalized audio
Hear your home team™: The MPEG-H Audio system delivers enveloping immersive sound and allows consumers to choose between different audio presets or to adjust the dialogue volume.

Fraunhofer

GENELEC

G*Connect Webinar: Immersive Monitoring in Music, Games and Broadcast

As more and more immersive audio content is being consumed by lovers of music, film, television, and gaming; the engineers and creatives who truly understand the fundamentals of immersive audio monitoring are more likely to produce mixes that translate consistently, whatever the playback medium.

In this session, Markus Kahelin and Thomas Lund discuss the following topics:

  • How we listen, and the concept of immersive audio monitoring.
  • Personal head-related acoustics.
  • Perceptional audio quality.
  • Localisation, spherical hearing, and slow listening.
  • Listening fatigue.
  • In-room monitoring versus headphone monitoring.
  • The differences between stereo and immersive listening.

This session is perfect for those already working with immersive audio, and those who are considering getting involved with this exciting and fast-growing format.

Meet the Presenters

Thomas is one of the fathers of the loudness and peak-level measurement standards used widely from music production over streaming and broadcast to OTT. Perception has been at the centre of his professional life, working first as a physician and then in pro audio research. Thomas has written a number of papers; he is senior technologist at Genelec, and is the convenor of an EU expert group tasked with the prevention of recreational hearing loss.

Markus has a long history of using and designing audio systems for a wide range of applications, from drama theatre and performing arts, to large scale installations. He has a Master’s degree in sound design, and has also studied networked communication systems and electrical engineering. Markus joined Genelec in 2008, and as Technology Service Manager he currently handles project support and technical education activities worldwide.

NEW AUDIO TECHNOLOGY

The company develops and distributes high-performance audio products for industrial, professional and end user applications.
These products make it possible to enjoy an immersive, 3-dimensional experience when creating, editing and monitoring audio content e.g. for film, music and game applications with any multi-channel loudspeaker setup (e.g. Surround, 3D) as well as with binaural loudspeaker simulations on standard headphones.
End users can experience mobile entertainment in a total new and exciting way. The user does not have to worry about special equipment or format specifications; just a smartphone is all that is needed to enjoy a cinema film with this new immersive 3D audio experience.
NAT offers a very attractive package to customers in this market segment regarding minimal requirements, affordability, battery use and technical simplicity

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