2018 AES International Conference on Audio for Virtual and Augmented Reality

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Monday, August 20 

Tuesday, August 21 

Wednesday, August 22 




The state of AR/VR audio content development tools and workflows.

Monday, August 20 (Following Jean-Marc Jot's keynote): 

Panelists will include:

Jean-Marc Jot, Distinguished Fellow, Magic Leap

Scott Selfon (Moderator), Audio Experiences Lead, Facebook Reality Labs

Nathan Harris, Software Developer, Audio-Kinetic

Sally Kellaway, Senior Audio Designer, Microsoft Mixed Reality at Work

Aaron McLaren, Lead Audio Programmer, Epic Software

Brian Schmidt, Executive Director, GameSoundCon, Senior Lecturer, DigiPen


Panel 1 Abstract:

This panel will discuss how audio engines and middleware, originally designed for console and PC games, have adapted to serve AR/VR content authoring. Sound designers and developers of middleware and audio engines will consider the practical workflow and toolset challenges, as well as critical 3D audio rendering performance criteria in audio for AR and VR. How do the current tools stand up to these challenges, from mobile to the latest VR platforms? With the help of our audience of AVAR attendees, we will take up this and other questions.

Personalized vs. Generic HRTFs for AR/VR audio.

Tuesday, August 21 (Following Ivan Tashev's keynote):

Panelists will include:

Ivan Tashev, Partner Architect, Microsoft Research

Edgar Choueiri (Moderator), Director, 3D3A Lab, Professor of Applied Physics, Princeton University

Ramani Duraiswami, Professor, University of Maryland

Hannes Gamper, Audio and Acoustics Research Group, Microsoft Research

Agnieszka Roginska, Music Associate Professor, Associate Director Music Technology, New York University

Nicolas Tsingos, Director, Sound Technology Research, Dolby Laboratories


Panel 2 Abstract:

Rendering spatial audio through headphones requires using Head-Related Transfer Functions (HRTFs). Using generic HRTFs provides good experience for people with similar spatial hearing, but causes front-back and up-down confusion in people with different head size/pinna shape/ear positions. The way to increase the percentage of satisfied listeners has been to use personalization of the HRTFs. This introduces additional complexity and questions about how far we should go, and whether the extra efforts/price/complexity pay off. Can we make improved HRTFs that suit a higher percentage of listeners? Can we make HRTFs that are perceived to be better than even one’s own HRTFs? Which approach is better for augmented reality scenarios, and which one for virtual reality scenarios? These and more related issues will be discussed during the panel with the help of conference attendees.

The need for realistic sound propagation for immersing the user in the virtual environment.

Wednesday, August 22 (Following Ravish Mehra's keynote): 

Panelists will include:

Ravish Mehra, Lead Research Scientist, Facebook Reality Labs

Scott Selfon (Moderator), Audio Experiences Lead, Facebook Reality Labs

Nikunj Raghuvanshi, Researcher, Microsoft Research

Lakulish Antani, VR Audio R&D, Valve Sofware

Ethan Geller, Audio Programmer, Epic Games


Panel 3 Abstract:

Sound propagation techniques model the effect of the environment on the sound and predict the acoustic effects of the space from the source position to the final point of arrival at the listener. Realistic sound propagation is crucial in VR applications to immerse the user in the virtual environment and create a sense of presence. Sound propagation effects can make the virtual environment more believable and improve the overall experience of the user. In this panel, we will discuss the current state-of-the-art of sound propagation technologies across the industry and discuss the need for more realistic sound propagation techniques. We will discuss both the physical realism as well the perceptual realism needed for different sound propagation effects in virtual environments.



AES - Audio Engineering Society