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Noise-resistant correlation-based alignment of head-related transfer functions for high-fidelity spherical harmonics representation
 
Designing Immersive Audio for a Location-Based Augmented Reality Experience in a Museum Setting
 
Robust Binaural Measurements in the Ear Canal Using a Two-Microphone Array
 
Near-field binaural rendering: evaluating the natural channel separation of loudspeakers mounted in a headrest
 
Perceptual Comparison of Parametric Spatial Audio Codings for Binaural Rendering
 
A commonly-accessible toolchain for live streaming music events with higher-order ambisonic audio and 4k 360 vision
 
Blind estimation of ensemble width in binaural music recordings using ‘spatiograms’ under simulated anechoic conditions
 
Spatial Upsampling of Sparse Head Related Transfer Functions - A VQ-VAE & Transformer based approach
 
On the perception of musical groove in large-scale events with immersive sound
 
Impact of standing waves on human auditory perception of low-frequency direction
 
RoomZ: Spatial panning plugin for dynamic auralisations based on RIR convolution
 
Room Impulse Response Estimation in a Multiple Source Environment
 
Relative distance perception of a position-dynamic nearby virtual sound source
 
Parametric architecture for the transmission and binaural reproduction of microphone array recordings
 
Cross-Correlation-Based Time-Aligned Interpolation of Head-Related Impulse Responses
 
The Hartufo toolkit for machine learning with HRTF data
 
The effect of head tilt on the perception of the top layer of three-dimensional audio
 
The role of source signal similarity in distinguishing between different positions in a room
 
Immersive Audio Test Signals for Musical Applications
 
Adapting live loudspeaker array spatialisation methods for a site-specific live electronic music performance in physical, virtual and hybrid contexts
 
Using Personal HRTF and Binauralized Headphone Monitoring in Immersive Soundtrack Post Production
 
ORTF-2plus2: A stereophonic spot microphone technique for 3D Audio
 
Case Studies in Music Production for 3D Audio Reproduction with Bottom Channels
 
Do-it-yourself headphones and development platform for augmented-reality audio
 
Object-Based Workflows in Live Sports Broadcasting Using AI-Based Mixing
 
A DAW-based approach to immersive audio system evaluation in Network Music Performance contexts
 
Requirements for 6DoF audio service and 6DoF audio metadata
 
Six degrees-of-freedom room impulse response dataset measured over a dense loudspeaker grid (6DRIR-DL)
 
Avatar representation in Extended Reality for Immersive Networked Music Performance
 
Evaluating the Interaural Thresholded Level Distribution as a psychophysically-motivated metric of auditory source width
 
Projecting Source Directivity Variations onto an Existing Binaural Room Impulse Response
 
Perceptual thresholds for angular decomposition of direct and reverberant sound in Spatial Room Impulse Responses
 
Spatio-sonic site survey using ambisonics recordings and VR rendering – designing soundscapes in the early planning process
 
Exploring the influence of multichannel soundtracks on film immersion
 
A Listening Test Evaluation of Spatial Sound Technologies in Music Production: Dolby Atmos and Ambisonics
 
Localisation in virtual choirs: outcomes of simplified binaural rendering
 
Pros and cons of artificial head and ambisonics recordings and reproductions used in design processes
 
Frequency Dependency of Loudness Perception for Immersive Audio Formats
 
Immersive audio as a tool for the preservation and transference of musical heritage: Music and spaces in 19th-century Colombian music
 
Sound Environment Control Using an Immersive Audio System – Advancing Sound Experiences for Creators and Listeners Using Active Field Control –
 
Virtual 3D microphone arrays by virtual sound sources detected from an FOA response.
 
User Preference Evaluation of Direct-to-Reverberant Ratio of Virtual Ambisonic Listening Spaces
 
Audibility of Binaural Beats Depending on Frequency and Modulation Rate
 
Creating navigable auralisations using RIR convolution: Impact of grid density and panning method on perceived source stability
 
Torso Effects in HRTF
 
A systematic review of reverberation and accessibility for B/blind users in virtual environments
 
Towards the neurophysiological characterization of immersive attributes in auditory events
 
Creating In-air 3D sound objects for immersive sound applications and electroacoustic music
 
Use of Immersive Audio as an Assistive Technology for the Visually Impaired – A Systematic Review
 
Exploring experience and expertise in the context of preference for spatial sound treatment in immersive environments
 
Latency Detection Threshold of Head-Tracking with and without individualized HRTFs in Binaural Rendering
 
SoniCross: Evaluating Annoyance in Sonifications for Electric Vehicles using Audio-Visual simulation
 
Perceptual dimensions of listener envelopment (LEV) in a positional and directional-varying context
 
An Investigation Into Immersive Contemporary Popular Music Mixing Practice
 
Investigating the Impact of Room Divergence Effect on the Film Watching Experience in Multi-Channel Binauralized Content
 
Recreating a multi-loudspeaker experiment in virtual reality
 
Hearing from within a sound: A series of techniques for deconstructing and spatialising timbre
 
A Novel Algorithm for Volumetric Amplitude Panning and Diffusion in Spatial Audio Production
 
Miniature Line Array for Immersive Sound Reinforcement
 
Employing the Processing Capability of Mixing Consoles and Audio Interfaces to Spatialize Sound
 
Liminal Spaces: Composing for a New Layered Immersive Spatial Audio System
 
Objective comparison of 3D audio reproduction with and without bottom channels
 
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