|
Virtual
Environments - SPIN and Sound Spatialisation
The
aim of new developments is to integrate sound spatialisation hardware
with the spin interface and hence enhance the users environmental immersion.
The spin environment offers a unique visual immersion in which the individuals
entire peripheral vision is enveloped by the virtual space. Currently
the acoustic environment in spin does not match this state of visual immersion.
It is therefor the goal of these developments to add another layer of
complex sensorial input and therefore provide a more cohesive environment.
The first question posed was how to create a multichannel sound environment
suited to the spin interface. The conventional approaches to spatial sound
via the use of speaker arrays are not feasible in this instance as the
spin sphere acts as a 3 meter acoustic isolation chamber. This subsequently
would inhibit the transmission of nearly all acoustic energy from outside
the sphere and quite obviously speaker arrays are not possible inside
the interface itself.The most suited approach was to utilize the stereo
wireless headphone system currently in operation with the spin interface.
The existing audio environment could then be modified with the use of
binaural signal processing.
Binaural processing simulates how sound is spatially perceived by an individual.
This is achieved by utilizing head related transfer functions (HRTFs).
Lake Technology, whom have supported these developments, have provided
highly accurate real-time headphone spatialisation hardware that will
enable up to 16 channels of sound to be positioned simultaneously with
very low latency. The CP4 hardware/ software utilized has the capability
of providing up to 32 simultaneous sources of binaural encoding. Due to
both the nature of the spin environments and human auditory perception
substantially less than this should be required for a successful outcome
with a single user.
The addition of headtracking hardware is necessary to enable the sound
engine respond to individuals head movements within the space and to subsequently
modify the acoustic environments accurately. Without this addition only
a partial sense of sonic immersion would be achieved. As with all other
data transmission from within the spin environment the headtracking hardware
will have to be modified to function as a wireless device.
The aim of this added sonic complexity is not only to enhance the realism
of current environments but to also facilitate exploration into more unconventional
virtual environments and scenarios. The common simulation of relatively
tangible Euclidean spaces may give way to more abstract spaces in the
form of non-spaces and sound only environments without the same emphasis
on visual stimuli. The sonic environments develops for SPIN would also
provide a platform for further ongoing investigations into the bioeffects
of sound on individuals and the use of sound to manipulate humans psycho-physiological
states. Sound could subsequently be utilized within the Body SPIN framework
to directly manipulate the individual and hence modify their immediate
environment.
ad sept 2001
development
menu
|