Suitability of Game Engines for Virtual Acoustic Experiments
×
Cite This
Citation & Abstract
G. Kamaris, E. Giannatsis, K. Kaleris, and J. Mourjopoulos, "Suitability of Game Engines for Virtual Acoustic Experiments," Engineering Brief 524, (2019 March.). doi:
G. Kamaris, E. Giannatsis, K. Kaleris, and J. Mourjopoulos, "Suitability of Game Engines for Virtual Acoustic Experiments," Engineering Brief 524, (2019 March.). doi:
Abstract: Game engines like Unity [1], are recently becoming widely used not only by the game industry but also in the creation of serious games and for animations by the movie industry. The enhanced audio spacialisation assets that have been developed for such platforms [2], may also provide a suitable development environment for interactive acoustic auralisation and hence may allow the evolution of controlled acoustic and perceptual experiments within such “virtual laboratory” spaces. Here, the above concept is investigated via some preliminary experiments assessing virtual source localisation achieved by using such a virtual platform within a stereo loudspeaker virtual set-up, when compared to the localisation achieved using an established auralisation method and a listener test. In all cases, the source localisation is compared to the ideal (intended - ground truth) image source positions and the estimated differences are quantified via a perceptual binaural model [3].
@article{kamaris2019suitability,
author={kamaris, gavriil and giannatsis, eftratios and kaleris, konstantinos and mourjopoulos, john},
journal={journal of the audio engineering society},
title={suitability of game engines for virtual acoustic experiments},
year={2019},
volume={},
number={},
pages={},
doi={},
month={march},}
@article{kamaris2019suitability,
author={kamaris, gavriil and giannatsis, eftratios and kaleris, konstantinos and mourjopoulos, john},
journal={journal of the audio engineering society},
title={suitability of game engines for virtual acoustic experiments},
year={2019},
volume={},
number={},
pages={},
doi={},
month={march},
abstract={game engines like unity [1], are recently becoming widely used not only by the game industry but also in the creation of serious games and for animations by the movie industry. the enhanced audio spacialisation assets that have been developed for such platforms [2], may also provide a suitable development environment for interactive acoustic auralisation and hence may allow the evolution of controlled acoustic and perceptual experiments within such “virtual laboratory” spaces. here, the above concept is investigated via some preliminary experiments assessing virtual source localisation achieved by using such a virtual platform within a stereo loudspeaker virtual set-up, when compared to the localisation achieved using an established auralisation method and a listener test. in all cases, the source localisation is compared to the ideal (intended - ground truth) image source positions and the estimated differences are quantified via a perceptual binaural model [3].},}
TY - paper
TI - Suitability of Game Engines for Virtual Acoustic Experiments
SP -
EP -
AU - Kamaris, Gavriil
AU - Giannatsis, Eftratios
AU - Kaleris, Konstantinos
AU - Mourjopoulos, John
PY - 2019
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - March 2019
TY - paper
TI - Suitability of Game Engines for Virtual Acoustic Experiments
SP -
EP -
AU - Kamaris, Gavriil
AU - Giannatsis, Eftratios
AU - Kaleris, Konstantinos
AU - Mourjopoulos, John
PY - 2019
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - March 2019
AB - Game engines like Unity [1], are recently becoming widely used not only by the game industry but also in the creation of serious games and for animations by the movie industry. The enhanced audio spacialisation assets that have been developed for such platforms [2], may also provide a suitable development environment for interactive acoustic auralisation and hence may allow the evolution of controlled acoustic and perceptual experiments within such “virtual laboratory” spaces. Here, the above concept is investigated via some preliminary experiments assessing virtual source localisation achieved by using such a virtual platform within a stereo loudspeaker virtual set-up, when compared to the localisation achieved using an established auralisation method and a listener test. In all cases, the source localisation is compared to the ideal (intended - ground truth) image source positions and the estimated differences are quantified via a perceptual binaural model [3].
Game engines like Unity [1], are recently becoming widely used not only by the game industry but also in the creation of serious games and for animations by the movie industry. The enhanced audio spacialisation assets that have been developed for such platforms [2], may also provide a suitable development environment for interactive acoustic auralisation and hence may allow the evolution of controlled acoustic and perceptual experiments within such “virtual laboratory” spaces. Here, the above concept is investigated via some preliminary experiments assessing virtual source localisation achieved by using such a virtual platform within a stereo loudspeaker virtual set-up, when compared to the localisation achieved using an established auralisation method and a listener test. In all cases, the source localisation is compared to the ideal (intended - ground truth) image source positions and the estimated differences are quantified via a perceptual binaural model [3].
Authors:
Kamaris, Gavriil; Giannatsis, Eftratios; Kaleris, Konstantinos; Mourjopoulos, John
Affiliation:
University of Patras, Patras, Greece
AES Convention:
146 (March 2019)eBrief:524
Publication Date:
March 10, 2019Import into BibTeX
Subject:
Production and Simulation
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=20382
The Engineering Briefs at this Convention were
selected on the basis of a submitted synopsis,
ensuring that they are of interest to AES members,
and are not overly commercial. These briefs have
been reproduced from the authors' advance
manuscripts, without editing, corrections, or
consideration by the Review Board. The AES takes no
responsibility for their contents. Paper copies are
not available, but any member can freely access
these briefs. Members are encouraged to provide
comments that enhance their usefulness.