Immersive Audio Post-Production for 360° Video: Workflow Case Studies
×
Cite This
Citation & Abstract
J. Paterson, and O. Kadel, "Immersive Audio Post-Production for 360° Video: Workflow Case Studies," Paper 53, (2019 March.). doi:
J. Paterson, and O. Kadel, "Immersive Audio Post-Production for 360° Video: Workflow Case Studies," Paper 53, (2019 March.). doi:
Abstract: Perhaps the most pervasive immersive format at present is 360° video, which can be panned whilst being viewed. Typically, such footage is captured with a specialist camera. Approaches and workflow for the creation of 3-D audio for this medium are seldom documented, and methods are often heuristic. This paper offers insight into such approaches, and whilst centered on post-production, also discusses some aspects of audio capture. This is done via a number of case studies that draw from the commercial work of immersive-audio company, 1.618 Digital. Although these case studies are unified by certain common approaches, they also include unusual aspects such as binaural recording of insects, sonic capture of moving vehicles and the use of drones.
@article{paterson2019immersive,
author={paterson, justin and kadel, oliver},
journal={journal of the audio engineering society},
title={immersive audio post-production for 360° video: workflow case studies},
year={2019},
volume={},
number={},
pages={},
doi={},
month={march},}
@article{paterson2019immersive,
author={paterson, justin and kadel, oliver},
journal={journal of the audio engineering society},
title={immersive audio post-production for 360° video: workflow case studies},
year={2019},
volume={},
number={},
pages={},
doi={},
month={march},
abstract={perhaps the most pervasive immersive format at present is 360° video, which can be panned whilst being viewed. typically, such footage is captured with a specialist camera. approaches and workflow for the creation of 3-d audio for this medium are seldom documented, and methods are often heuristic. this paper offers insight into such approaches, and whilst centered on post-production, also discusses some aspects of audio capture. this is done via a number of case studies that draw from the commercial work of immersive-audio company, 1.618 digital. although these case studies are unified by certain common approaches, they also include unusual aspects such as binaural recording of insects, sonic capture of moving vehicles and the use of drones.},}
TY - paper
TI - Immersive Audio Post-Production for 360° Video: Workflow Case Studies
SP -
EP -
AU - Paterson, Justin
AU - Kadel, Oliver
PY - 2019
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - March 2019
TY - paper
TI - Immersive Audio Post-Production for 360° Video: Workflow Case Studies
SP -
EP -
AU - Paterson, Justin
AU - Kadel, Oliver
PY - 2019
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - March 2019
AB - Perhaps the most pervasive immersive format at present is 360° video, which can be panned whilst being viewed. Typically, such footage is captured with a specialist camera. Approaches and workflow for the creation of 3-D audio for this medium are seldom documented, and methods are often heuristic. This paper offers insight into such approaches, and whilst centered on post-production, also discusses some aspects of audio capture. This is done via a number of case studies that draw from the commercial work of immersive-audio company, 1.618 Digital. Although these case studies are unified by certain common approaches, they also include unusual aspects such as binaural recording of insects, sonic capture of moving vehicles and the use of drones.
Perhaps the most pervasive immersive format at present is 360° video, which can be panned whilst being viewed. Typically, such footage is captured with a specialist camera. Approaches and workflow for the creation of 3-D audio for this medium are seldom documented, and methods are often heuristic. This paper offers insight into such approaches, and whilst centered on post-production, also discusses some aspects of audio capture. This is done via a number of case studies that draw from the commercial work of immersive-audio company, 1.618 Digital. Although these case studies are unified by certain common approaches, they also include unusual aspects such as binaural recording of insects, sonic capture of moving vehicles and the use of drones.
Authors:
Paterson, Justin; Kadel, Oliver
Affiliations:
University of West London, London, UK; 1.618 Digital, London, UK(See document for exact affiliation information.)
AES Conference:
2019 AES International Conference on Immersive and Interactive Audio (March 2019)
Paper Number:
53
Publication Date:
March 17, 2019Import into BibTeX
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=20433