Interaction with the user is what distinguishes virtual reality audio from traditional reproduction
Evidence
However, this technique is used in some proprietary spatial-enhancement systems. It has also been used in television and computer game sound reproduction to provide “virtual surround” by using the HRTFs to synthesize the surround speakers from the forward stereo ones. In this situation, not only are the speaker locations known, as they are built into the set, but the head is effectively clamped in position due to the need to watch the picture. In this sort of situation, the technique can be very effective. — David M. Howard, Jamie Angus, Acoustics and Psychoacoustics, 2255 (
#expands, via linked claim)
Sonic interaction design is thus approached using knowledge from a number of fields, such as interactive arts, electronic music, cultural studies, psychology, cognitive sciences, and communication acoustics. It shifts the focus from reception-based psychoacoustic studies to studies of perception of sound in active, embodied, and emotionally engaging situations. — Ville Pulkki, Matti Karjalainen, Communication Acoustics- An…, 2571 (
#expands, via linked claim)
Categorization
- XREF: connects to: Immersive masters will keep sounding different as encoding formats evolve; VR with synchronized binaural audio can deliver presence for live events; Sonic interaction design studies sound perception in active embodied contexts rather than passive listening — Ville Pulkki, Matti Karjalainen, Communication Acoustics- An…, 2571 (+2 more)
Broader Connections
- Head related transfer functions anchor sounds to visual cues in VR
#expands(0.80) - Virtual surround works because the listener’s head stays fixed while watching a screen
#expands(0.80) — David M. Howard, Jamie Angus, Acoustics and Psychoacoustics, 2255 - Sonic interaction design studies sound perception in active embodied contexts rather than passive listening
#expands(0.78) — Ville Pulkki, Matti Karjalainen, Communication Acoustics- An…, 2571