AES New York 2007
Saturday, October 6, 5:00 pm — 7:00 pm
W13 - INTERACTIVE AUDIO AND HUMAN PERCEPTION—CAN WE CONNECT KNOWLEDGE WITH PRACTICE?
Renato Pellegrini, sonic emotion ag - Obergltt (Zurich), Switzerland
Durand R. Begault, NASA Ames Research Center - Mountain View, CA, USA
Jyri Huopaniemi, Nokia Research Center - Finland
John-Marc Jot, Creative Advanced Technology Centre - Ottawa, Ontario, Canada
William Martens, McGill University - Montreal, Quebec, Canada
The term “Interactive audio” is used here in its most general sense to mean real-time modification of an audio signal in which attributes of a reproduced sound source (such as the source’s apparent position, timbral character, etc.) can be controlled by a user’s actions (using interaction interfaces such as trackers, game-controllers, joysticks, etc.). Interactive audio is a growing field in today’s audio environments. The complexity of interactive environments in computer games and simulations continues to grow. Understanding the perceptual effects of this increase in complexity is becoming a greater challenge. This workshop investigates these perceptual effects by exploring the design of interactive spaces and by highlighting what is already known from established techniques for generating virtual environments. Most elaborate systems can be found in games and simulators, but also telecommunication products and even music listening and production make use of interactive systems such as head-trackers, game-controllers, joysticks, etc. This workshop is jointly elaborates psychoacoustic evidence with current product knowledge from the different market fields.
Last Updated: 20070918, mei