Forthcoming Meetings

Listener Tracking for Spatial Audio Reproduction

Date: 19 May 2016
Time: 18:30

Location: Institute of Sound and Vibration Research, University of Southampton
University Rd
Southampton

By Marcos Felipe Simón Gálvez

The development of listener tracking technologies has open new ways to how traditional audio reproduction methods are employed to render, virtual, or 3D spatial audio. In combination with traditional panning reproduction techniques, these allow to have a robust localisation of virtual audio sources and create convincing reproduction of “near” and “far” virtual audio objects independently of the listener position and head orientation. Compensation for listener position can also be applied to other audio reproduction methods, such as “Transaural” or binaural audio through loudspeakers. This allows creating a “sweet spot” free reproduction, in which the listener is not restricted to a single listener position, increasing the ability of such systems to be used for creating convincing 3D spatial audio images. This talk reviews the latest advancements that have been done in the ISVR into this technology.


Safe and Sound Drive: Interactive Sounds in Gamified Driver Assistance Systems

Date: 8 Jun 2016
Time: 18:30

Location: Lab 214, Anglia Ruskin University
Anglia Ruskin University, East Road, CB1 1PT
Cambridge

Arne Nykänen will present sound design work made in the Safe and Sound Drive project. The project is a collaboration between CoDE at Anglia Ruskin University, Luleå University of Technology and Volvo Car Corporation. Safe and Sound Drive is a gamified audio-only driver assistance system that aims to encourage safe and energy efficient driving through the application of interactive sounds. Good game sound or interactive sound design is often determined by the work processes used.  The presentation will take a comprehensive view on how experience from psychoacoustics, industrial design, user-centred design, agile software development and computer games design, were merged into a user-centred agile sound design practice. Demonstrations will be made of how DAWs, software synthesizers, audio programming languages, game engines and game audio middleware, were used, and concepts and sound sketches from the project will be demonstrated.