Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games
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K. Nakashima, S. Nakayama, and J. Kuriyama, "Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games," Paper P5-3, (2018 July.). doi:
K. Nakashima, S. Nakayama, and J. Kuriyama, "Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games," Paper P5-3, (2018 July.). doi:
Abstract: Using 3D-audio plugin is by far the most common technique to achieve stereophonic sound of headphones in video game development. However, the method tends to make the audio sources sound far and off then its actual distance. We consider that reproducing closer sound is particularly important in game production, and to achieve it, we developed a real-time binaural method of stereophonic sound that realizes convincing close sound. We also created a prototype to evaluate the method by conducting an assessment test on 30 people. Thereby, we have fixed the issue and improved the immersion of 3D-audio sound.
@article{nakashima2018proximity,
author={nakashima, kentaro and nakayama, syotaro and kuriyama, joji},
journal={journal of the audio engineering society},
title={proximity representation of vr world—realization of the real-time binaural for video games},
year={2018},
volume={},
number={},
pages={},
doi={},
month={july},}
@article{nakashima2018proximity,
author={nakashima, kentaro and nakayama, syotaro and kuriyama, joji},
journal={journal of the audio engineering society},
title={proximity representation of vr world—realization of the real-time binaural for video games},
year={2018},
volume={},
number={},
pages={},
doi={},
month={july},
abstract={using 3d-audio plugin is by far the most common technique to achieve stereophonic sound of headphones in video game development. however, the method tends to make the audio sources sound far and off then its actual distance. we consider that reproducing closer sound is particularly important in game production, and to achieve it, we developed a real-time binaural method of stereophonic sound that realizes convincing close sound. we also created a prototype to evaluate the method by conducting an assessment test on 30 people. thereby, we have fixed the issue and improved the immersion of 3d-audio sound.},}
TY - paper
TI - Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games
SP -
EP -
AU - Nakashima, Kentaro
AU - Nakayama, Syotaro
AU - Kuriyama, Joji
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - July 2018
TY - paper
TI - Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games
SP -
EP -
AU - Nakashima, Kentaro
AU - Nakayama, Syotaro
AU - Kuriyama, Joji
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - July 2018
AB - Using 3D-audio plugin is by far the most common technique to achieve stereophonic sound of headphones in video game development. However, the method tends to make the audio sources sound far and off then its actual distance. We consider that reproducing closer sound is particularly important in game production, and to achieve it, we developed a real-time binaural method of stereophonic sound that realizes convincing close sound. We also created a prototype to evaluate the method by conducting an assessment test on 30 people. Thereby, we have fixed the issue and improved the immersion of 3D-audio sound.
Using 3D-audio plugin is by far the most common technique to achieve stereophonic sound of headphones in video game development. However, the method tends to make the audio sources sound far and off then its actual distance. We consider that reproducing closer sound is particularly important in game production, and to achieve it, we developed a real-time binaural method of stereophonic sound that realizes convincing close sound. We also created a prototype to evaluate the method by conducting an assessment test on 30 people. Thereby, we have fixed the issue and improved the immersion of 3D-audio sound.
Authors:
Nakashima, Kentaro; Nakayama, Syotaro; Kuriyama, Joji
Affiliations:
Capcom Co.., Ltd., Osaka, Japan; J. Tesori Co., Ltd., Tokyo, Japan(See document for exact affiliation information.)
AES Conference:
2018 AES International Conference on Spatial Reproduction - Aesthetics and Science (July 2018)
Paper Number:
P5-3
Publication Date:
July 30, 2018Import into BibTeX
Session Subject:
3D Audio; Real Time Binaural Sound; Game Audio
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=19617