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This paper details an effort towards incorporating audio source localization as an input to virtual reality systems, focusing primarily on games. The goal of this research is to find a novel method to use localized live audio as an input for level generation or creation of elements and objects in a virtual reality environment. The paper discusses the current state of audio-based games and virtual reality, and details the design requirements of a system consisting of a circular microphone array that can be used to localize the input audio. The paper also briefly discusses signal processing techniques used for audio information retrieval and introduces a prototype of an asymmetric virtual reality first-person shooter game as a proof-of-concept of the potential of audio source localization for augmenting the immersive nature of virtual reality.
Author (s): Kerure, Agneya A.; Freeman, Jason
Affiliation:
Georgia Institute of Technology, Atlanta, GA, USA
(See document for exact affiliation information.)
AES Convention: 144
Paper Number:10019
Publication Date:
2018-05-06
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Session subject:
Posters: Spatial Audio
Permalink: https://aes2.org/publications/elibrary-page/?id=19415
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Kerure, Agneya A.; Freeman, Jason; 2018; Audio Source Localization as an Input to Virtual Reality Environments [PDF]; Georgia Institute of Technology, Atlanta, GA, USA; Paper 10019; Available from: https://aes2.org/publications/elibrary-page/?id=19415
Kerure, Agneya A.; Freeman, Jason; Audio Source Localization as an Input to Virtual Reality Environments [PDF]; Georgia Institute of Technology, Atlanta, GA, USA; Paper 10019; 2018 Available: https://aes2.org/publications/elibrary-page/?id=19415