Dr Balandino Di Donato B.DiDonato@napier.ac.uk
Lecturer
Dr Balandino Di Donato B.DiDonato@napier.ac.uk
Lecturer
Dr Iain McGregor I.McGregor@napier.ac.uk
Associate Professor
With the increasing formats and devices for spatial audio in 360 VPs, the question of the most efficient way to deliver spatial audio becomes more complex. Being aware of audience perception and preferences is fundamental to delivering immersive 360 experiences and facilitating the work of producers. This exploration and prototyping phase will be a first step towards defining an industry pipeline for spatial audio production coupled with 360 videos for cross-platform delivery. Cropping the image is also a common technique to attenuate the feeling of dizziness. As a secondary aim, our listening evaluation will also look at any difference in the sense of dizziness between the two versions. We will look at the relationship between the use of different sound design techniques, the camera movement and different video and sound formats impact on the feeling of dizziness. These issues are worth exploring with a novel approach to sound design to solve a current industry problem sound designers face when producing content for cross-platform 360 experiences.
The role of selective auditory attention within 360 experiences will be explored to provide an effective balance between the visible and invisible. Whilst offscreen sounds are commonplace in traditional film, and to a lesser degree TV, in 360, they can quickly become a distraction, especially when combined with typical HRTF inaccuracies. However, offscreen sounds are also necessary to guide attention, provide acoustic context, as well as sustain interest in a scene. These are all key parameters in any content that allows an audience control over a virtual camera.
With VR becoming accessible and the use of immersive spatial audio techniques in consumer applications (cinema, music, social media, retail, real estate etc.), taking advantage of a well-designed and evaluated pipeline for Sound Design for 360 virtual productions can be beneficial to all sound designers, especially beginners, who are looking to see what the best option for their content is.
The audio software development industry can learn what is a sound designer pipeline, the limitations of the tools and what still needs to be done to improve this type of production. With this work, we aim to have a better understanding of the current VP possibilities and the audience's perception of these works. With these results, we will be able to scope what is needed from the industry for the future of 360 productions and, most importantly, what is expected by the audience.
Type of Project | P03 - Research Councils |
---|---|
Status | Project Complete |
Funder(s) | Engineering and Physical Sciences Research Council |
Value | £9,181.00 |
Project Dates | Sep 1, 2023 - Mar 31, 2024 |
IIDI & Jupiter Artland Foundation Jul 1, 2011 - Nov 1, 2011
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Gaze tracking through in-ear sensing Jan 1, 2019 - Apr 30, 2019
Eye-tracking is an increasingly popular technique in which user’s eye movements are captured by a computer system, allowing it to ascertain where the user is looking in a display or visual scene (fixations), and the sequence in which these fixations...
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CAROUSEL+ Telepresent Dance Reducing Social Distancing Jan 1, 2021 - Dec 31, 2024
CAROUSEL focuses on how Augmented Reality (AR) and Artificial Intelligence (AI) technologies improve the quality of experience and social interaction in the frame of live virtual and hybrid events in the future. The Internet has developed until now i...
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Platform to platform: an investigation into audience engagement with digitised archives and its transformative impact across different online formats Feb 2, 2022 - Jul 31, 2022
This project was closely tied to two goals of the AHRC/Creative Informatics call: unlocking value from digitised heritage content, and online performance.
In respect of ‘unlocking value from digitised heritage’, the practical aspect of the research...
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BSL in Embodied Music Interaction Feb 1, 2022 - Apr 30, 2023
This is an exploratory study in the field of Embodied Music Interaction (EMI) to greater understand how British Sign Language (BSL) interpreters categorise music for the hearing impaired. EMI looks at how music makes us move, the affordances of soun...
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