Conference Session (A11) Paper #199 Disclaimer — This paper partially fulfills a writing requirement for first year (freshman) engineering students at the University of Pittsburgh Swanson School of Engineering. This paper is a student, not a professional, paper. This paper is based on publicly available information and may not be provide complete analyses of all relevant data. If this paper is used for any purpose other than these authors’ partial fulfillment of a writing requirement for first year (freshman) engineering students at the University of Pittsburgh Swanson School of Engineering, the user does so at his or her own risk. AMBISONICS AS A MEANS FOR SOUND DESIGN IN VIRTUAL REALITY SYSTEMS Ayem Kpenkaan, [email protected], Mahboobin 10AM, Alex Rosati, [email protected], Mahboobin 10 AM, Nicholas Carnevali-Doan, [email protected], Sanchez 5 PM Abstract — Virtual reality (VR), is a computer technology that creates a simulated environment where users interact with images and sounds contoured to the physical motions of the user. For a user to feel they are immersed in an actual space, sounds must be replicated to behave exactly as they would in the real world. This creates the need for spatialization: the placement of noise sources within a threedimensional environment. Accurate spatialization encompasses a host of auditory factors which provide a sense of directionality to sounds. Currently, the most popular method of achieving this aesthetic is Ambisonics. Ambisonics, used in conjunction with digital audio workstations (DAWs), allows sound designers to produce soundtracks in a virtual sound field independent of speakers. Ambisonics effectively mimics the components which make sound spatialized while also coordinating the multitude of channels used to playback the sound of multiple emitters interacting with each other. 3D audio has a diverse array of applications beyond the obvious one of entertainment; there is potential for educational, research, and even medical implementations. These can range from immersive cinematography to navigational training for the blind. 3D audio and Ambisonics have the potential to be the great leap forward in sound design. As Ambisonics progresses, so will its value and sustainability. The relationship between sound designers and the technical ability to create spatialized sound will become more symbiotic leading to advanced realism in all applications Key Words–Ambisonics, spatialization, Vector Based Amplitude Panning (VBAP), Digital Audio Workstations (DAW), Emitters Soundfield, Sustainability INTRODUCTION Modern virtual reality is capable of placing the user in a three-dimensional environment and creating entire worlds that can be explored and interacted with. The visual aspect of VR has progressed to the point where visuals are nearly indistinguishable from reality; however, sound is one crucial component of the experience that remains underdeveloped. University of Pittsburgh Swanson School of Engineering 1 3/3/2017 The typical VR headset consists of goggles that the user wears which display visuals on two individual screens, one located in front of each eye. The visuals react to the user’s head motion and create a three-dimensional viewing sphere [1]. This gives the user a visual experience synonymous with reallife. VR’s main flaw is, although the visuals may feel real, the audio is still being played through a stereo headset with one audio channel for each ear. Regardless of how impressive the visuals may be, this lackluster production of sound breaks the user’s immersion. Two channel audio is two-dimensional; it can make an otherwise three-dimensional environment feel flat. To create an audio environment that is genuinely threedimensional, there must be a recognition of all the facets that make up sound sources. This includes an understanding of how ears perceive sound and how shape and distance affect this phenomenon. Accounting for the directionality of sound and environmental interactions, comes together to create “Spatialization”, or the feeling that a sound is coming from a source rather than a speaker [2]. Ambisonics is an approach to sound spatialization that uses a spherical coordinate system to project periphonic soundfields. This removes limits on the freedom of developers who have worked with sound projected on a three-dimensional Cartesian plane [2]. This paper will discuss the current adaption of ambisonics in the development of virtual reality along with the advantages and disadvantages of this approach to sound design. SPATIALIZATION Sound moves uniquely through three-dimensional spaces. To properly mimic this in virtual reality, designers have turned to utilizing advanced sound generational techniques that can capture the spatialization that classifies real-world experiences. Spatialization is a process that involves the careful placement of sound sources throughout a 3D plane [2]. Spatial hearing, how one perceives sound in open space, depends on distance from a sound source and the direction of sound. Importance of Spatialization Nicholas Carnevali-Doan Ayem Kpenkaan Alex Rosati It affects higher end frequencies to a greater degree and can be visualized as the flattening of a wave [6]. In an absence of visual cues, hearing can inform an individual of characteristics of the environment they inhabit. For example, if an individual is in a crowded restaurant they will hear multitude of sounds coming from everywhere in the room. Hearing alone allows them to focus in on any one of these sounds and hear in greater clarity. This is spatialization, the fact that these sounds are not just present, they are distinguishable and unique. In virtual reality, an understanding of this is crucial for creating immersion. Sound must be as realistic as possible so that auditory factors do not break the immersion. Even those who are not particularly aware of the intricacies of sound design will immediately perceive a sound being out of place or misrepresented. An experiment conducted by Iwaya Ohuchi, a researcher at the Association of Computing Machinery explores the precision associated with sound cues and how they affect a person’s understanding of their surroundings [3]. This experiment measured 8 individuals’ perceptions of where a sound was coming from. Half of the experiment group was blind; the other half was sighted. The test subjects were tasked to localize sound from 12 equally spaced speakers placed around them at ear level. The blind demonstrated an ability to localize with half the error of the sighted group [3]. This study helped show ability of localized sound sources to aid in perception of environmental stimuli. Directionality When dealing with spatialization, directionality also needs to be taken into account. Field directionality as it pertains to sound “concentrates acoustic energy into a narrow beam so that it can be projected to a discrete area” [4]. Generating directionality consists of producing multiple high frequency sonic beams most of which can’t be heard. Only when the sound waves meet the desired destination does one hear the waves colliding with said object. To have these waves meet at the specific desired point calculations involving wave physics are done and a popular method of solving these equations is known as the “Rayleigh Integral” [5]. This computes specifically the desired sound field and how to manipulate the sound to involve the directionality. When a sound is coming from the left of an individual in the VR environment, like in real-life, it would be heard predominately by the left ear. Developers would do this by concentrating the waves of sound to have a higher amplitude in the direction of the left ear rather than the right thus accurately mimicking the differences we hear from sound sources between ears[6]. Head Related Transfer Functions Head Related Transfer Functions (HRTFs) are an integral part of spatialization. They refer to functions that determine the reception of sound between ears based on the structure and movements of the head and ears [7]. HRTF’s were first studied by attaching powerful ear scanners to a dummy head. They did this to figure out how sound changes as an individual moves his/her head. Due to the structure of things like the ear canal, sound is distorted based on its location in relation to the individual hearing it [7]. Therefore, to gather the proper information, the experiment was designed to mimic how sound is perceived in real-life. This provided designers with insight as to how sound changes due to the shape of the listener’s head and ears. To document the effect of HRTFs, measurements were taken in echo chambers for a finite number of source positions to recreate an HRTF database [7]. Databases that were then used in calculations done by “applying numerical analysis to a wave equation whose boundary models a human head” [7]. HRTFs can be applied in a variety of directions from the source to the receptor but are only truly accurate at a single distance. Experiments performed by Moreto, a researcher for the Acoustic Society of America showed that within 1 meter of the head, the HRTF spectrum differed extremely based on the source distance. HRTFs in general were more effective in facilitating spatialization of sounds within one meter [7]. However, the farther from the head the HRTF spectrum was observed, the less it varied. When HRTF measurements of sound sources with different distances are taken, a method known as “distance extrapolation” is utilized. This provides COMPONENTS OF SPATIALIZATION The ability to localize sound relies primarily distance and directionality. Distance Distance, although not as good an indicator of location as direction, can be an important gauge on one’s surroundings. The further sound sources are, the more time they have to interact with their environment [4]. For example, the size and shape of a room along with the materials that make up the space all change how a sound will reflect and echo. Reflections are used mostly to determine the distance a sound has traveled. This is because sounds that come from sources further away will experience more reflections. Reverberation is a result of reflections and describes the persistence of a sound after its source becomes silent. Reverb is found in large, closed empty rooms, but may not be a helpful tool for perceiving depth in open spaces. In these situations, attenuation may be a better indication of how far away a sound source is. Attenuation describes a wave’s loss of intensity over distances and is a result of absorption, scattering, and mode conversions [5]. Attenuation is technically a loss of energy, but is often perceived through changes in volume dampening of frequencies. Frequency damping is caused by friction between the median of which a sound travels and the waves themselves. 2 Nicholas Carnevali-Doan Ayem Kpenkaan Alex Rosati “distance-level decay” to the various HRTF functions [8]. Distance level decay, which mimics the difference in the time it takes to recognize sound between ears, is related to interaural time Phasing: Interference of Waves . Channels are the path that sound waves created in a VR environment take to their intended destinations. When sound sources are placed throughout the 3D plane, multiple channels compete and issues such as sound distortion and interference will occur; this is known as competing channels. To overcome this, designers usually perform calculations that determine degrees of separation between each sound source that the ear can accurately account for. These factors include elevation and the physical characteristics of the ear canal. Pablo Hoffmann and Christensen Fleming (researchers at the Acoustical Society of America) performed such experiments with these characteristics in mind to determine with these characteristics in mind and determined what the ideal recognition of sound from an individual in real-life would be [9]. They utilized three measurements to accomplish this. The first of which was figuring out the “response of the microphone when centered on the baffle…for all directions” [9]. With the baffle being the device that filters the sound in a specific direction. They then calculated the “response at the ideal canal entrance when the human ear cast was mounted at the center of the baffle” [9]. Finally, they measured the “response of the semi-ideal hear through device…when mounted on the ear cast” [9]. Putting all these measurements together, they came up with the equation shown in figure 1: [10] Figure 2: Spherical Coordinate System “The X/Z plane (or median plane) cuts through the symmetry axis of the listener’s head and separates the acoustical environment into a left and right half, while the Y/Z plane (or frontal plane) is used to distinguish front and rear” [10]. The letters φ and θ are used to represent the azimuth, the horizontal angle, and zenith, the vertical angle. The letter r represents the distance away the sound source is from the listener. Coordinates The W component, where the gain factors are not dependent on location of emitters, holds the constant zero order information. The X, Y, and Z components carry first order information stored in variables Ɵ and ɸ that depend on the location of emitters. More detailed information is stored in the second and third order planes. This expands the decomposition of sound fields by adding spherical harmonics of greater degrees. Spherical harmonic configurations of zerothird order B-format components are shown here: [9] Figure 1: Phasing Equation The equation calculates the “difference between the directional characteristics of the ideal position and those of the semi-ideal position of the hear through device” [9]. With this calculation, they could adjust the sound placement so that any conflicting channels and interference would be minimized. AMBISONICS: MAPPING SOUND IN A SPHERE While every sound in a space emanates from a source, as explained in above sections, real world sounds consist of factors like reflections and reverberations that come from all directions. Ambisonics, a method of understanding and producing auditory signals, bases its approach to sound off this concept. Ambisonics breaks down sounds into W, X, Y, and Z components [10]. [10] Figure 3: 0-3rd Order Spherical Harmonics The omnidirectional W component accounts for all sounds in a space equally. This input, with a constant signal from all directions (isotropic), only accounts for volume and therefore holds little information regarding where a sound is coming from. However, in conjunction with the rest of the 3 Nicholas Carnevali-Doan Ayem Kpenkaan Alex Rosati components, which split the sound field into front to back (X), left to right (Y), and top to bottom (Z) directions, this input can provide a realistic display of sound sources across a field [10]. A realistic display of sound is not sustainable without Ambisonics. Modern, channel-based sound emitters are incapable of capturing the true essence of sound. The spherical coordinate system has been proven to be an effective method of representing sound. Technological advancements in VR come with the demand for greater CPU set limitations on its practicality with increasingly complex audiovisual content. The use of a virtual sound field, or B-format, makes Ambisonics unique in both the input and encoding of harmonics, and the decoding and flexibility of the output. A decoupled sound field becomes necessary with the use of isotropic input. Unlike traditional systems, which are explained in greater detail in the next section on vector based amplitude panning (VBAP), Ambisonics uses every speaker to ensure that each individual sound is represented in all directions. An alternative to this would be pairing sources to speaker channels. This means sound sources would be fixed to the one or two speakers. It is a simpler way to localize sound sources, but does not contain the omnidirectional (W-field) information used in Ambisonics B-format. General applications of soundtracks do not deal with speakers that are moving, so this does not create a problem. However, virtual reality headsets consist of two speakers (one for each ear) that are constantly changing location within the fields they are representing. B-format runs independently of speakers and is therefore conducive to use in virtual reality [11]. B-Format The composition of W, X, Y and Z inputs creates a speaker independent sound field to represent sources in a workable space. This form, known as B-format provides the producers with more freedom to focus on source placement without the worry of speaker configurations, which are constantly changing in virtual reality. B-format is best understood as a simulated map of a desired scene that holds data in terms of Ambisonics’ polar coordinates [11]. When noises or tracks are placed in this field, they are transposed into polar patterns that match the format that Ambisonic Microphones record in. Equations for the spherical harmonics which compose B-format are listed below. Channel Optimization Channel optimization is the selective use of sound emitters to represent each source. Ambisonics uses the entire soundfield to represent each source therefore sacrifices some of its ability to pick and choose which emitters are contributing to a sound source. This is great for spatializing sounds at higher volumes in medium or long ranges. These are sounds that interact with their environment. As an example, it makes sense to use multiple channels when producing a loud bang from a few meters away. Here, a listener will anticipate significant scattering and reflecting This sound is heard distinctly through both the listener’s ears with differences that give context to the sources location. The performance of Ambisonics declines with low volume and nearby sources that do not experience as much environmental interference [10]. It makes less sense to use multiple channels while playing a whisper to the listener’s right ear which can only be heard on one side. By using all available channels in an arrangement to produce sound sources, Ambisonics can generate a realistic sound field especially with louder, fuller sounds. However, this technique sacrifices precision in the context of sounds that are highly localized or panned heavily to one side. For these sounds, channel optimization is crucial and can be better executed with Vector Based Amplitude Panning. [10] Figure 4: Equations for Spherical Harmonics in BFormat Vector Based Amplitude Panning In practice, first order Ambisonics lack quality and are not useful for virtual reality applications. Higher order Ambisonics, localize sources with much more accuracy by providing better coverage of soundfields and holding more directional information on the planes represented [11]. This platform has been adopted into the virtual reality industry. Vector Based Amplitude Panning (VBAP) describes another mathematical approach to display and manipulate sounds. VBAP utilizes “Cartesian coordinates to depict sound sources” and is the accepted standard when working with 4 Nicholas Carnevali-Doan Ayem Kpenkaan Alex Rosati sound production [10]. This means Ambisonic mixes, which work in polar coordinates, are converted to VBAP format prior playback. The decoding of this data is complex, but boils down to a relatively direct polar to parametric conversion. Without Ambisonics, VBAP constitutes an extensive platform also capable of designing spatialized audio. Along with their coordinate systems, there is another major difference between production with Ambisonics and VBAP, Ambisonics encourages the use of an entire sound field for each source while VBAP aims to minimize the channels that create a sound to maximize the sound quality [12]. With VBAP, up to three speakers are used to produce a source. The number used depends on where the source is in relation to array of speakers. If a source lies directly in line with a speaker, only that speaker will be used to play that sound. If a source lies in a direct line between two speakers, these two channels will share the input with gain factors concordant with the distance from each speaker [10]. Here, sound is considered to derive from a ‘phantom source’ created in the space between these channels. If the source lies outside of this line, a triplet will be formed with a third speaker creating a plane on which the phantom source can be imagined. VBAP optimization is best imagined in a large speaker array, and the use of phantom sources is depicted below: standalone tracks or be repurposed as sound sources to be coupled with content and used in programs such as Ambisonics. SPATIALIZATION IN AN AUDIO SUBSYSTEM Spatialization accomplishes 3D sound in a sequential process. Sound is first generated in an independent source then sent to a network where the virtual reality environment information will also be gathered. Then the coordinates of the individual in the VR environment will be configured in relation to the coordinates of the virtual sound source. Lastly, the sound will be transformed to match the physical parameters of the virtual world and transmitted to the device that emits the sound. The process can be seen more carefully in the figure provided below: [2] Figure 6: Adaptive Process of Sound Production, Configuration, and Transmission The figure details a continuous process where the sound source, a data center, and the headphones are part of a system where information is shared and the sound emitted is tailored to that. What makes spatialization effective is its adaptability and it can only be effective if it responds in real time to the user’s orientation in his/her virtual environment. Components of this system include the Room geometry wherein the structure of the user’s virtual environment is configured and sound is then recreated to match said structure. The head position and orientation is the user’s positioning in the virtual world. Information taken from the VR headset in use. The source localization is the process of having the sound mimic a realistic sound coming from the specified position. All this [10] Figure 5: Triplet Representing Phantom Sound Source in VBAP Digital Audio Workstation Digital Audio Workstations (DAW) are software programs that allow users to record, mix, and edit digital audio files. This is where tracks are created for music, movies, and more recently, virtual reality. DAWs provide the channels that allow sound to be produced for use in a variety of applications. Digital audio files created in these programs can be used as 5 Nicholas Carnevali-Doan Ayem Kpenkaan Alex Rosati information is compressed and then sent as a 3D signal to the Binaural headphones. generally agreed upon that the lower the frequency the more effective the headphones can be. The next physical property is known as “Interaural Time Difference” which is the “delay of arrival of sound between ears”. It is a very miniscule time difference often measured in milliseconds but that difference still contributes to the perception of realistic sound and overall realism of the virtual environment. As mentioned before Interaural Level Difference is harder to exploit at higher frequencies so another method employed is known as “Direction Dependent Filtering (DDF)” [7] which is also a component of general incorporation of directionality into sounds. DDF filters specific sounds based on the direction that the sound is being transmitted and this is useful because a sound heard from one direction would be more clear in the ear closer to the sound source and DDF filters the sound from the other ear to generate realism. Binaural Headphones These headphones which utilize Binaural Spatialization were developed to account for the structure and density of the ears and human head [13]. Developers do this by mounting binaural recording microphones in a dummy, these recording devices notice the differences of how the sound is perceived based on placement around ears and positioning of dummy ear [7]. By taking these into account the headphones were developed to change sound based on movement. More specifically when observing a sound in the virtual reality environment the headphones will allow the user to hear it differently when they are facing the sound directly or turn their head in another direction. As opposed to surround sound which is the placement of speakers to create a 3D field so that sound comes from its corresponding direction, Spatialization adapts to the user in the VR environment and so when some individual turns left, whatever sound was before in front of them, is now to their right and will be perceived as such. The Binaural headphones are the optimal vessel for spatialized sound as tradition headphones won't be able to accurately convey realistic 3d sound. The Binaural headphones utilization of head tracking allow them to be a sustainable option for emitting spatialized sound in the future. Before these headphones, the practicality of spatialized sound as a tool for more than extremely specific tasks was in question. As Drazen Boznjak, a sound designer who collaborated on The Martian VR experience stated, “You can sit at the mixing board and plug your headphones in, but how do you simulate yourself looking around?” In short, Binaural Headphones. With this advancement, strides can now be made to pair the spatialized sound with the innovative headphones in a range of applications varying from entertainment to education. Boznjak went further and stated that the “best thing would be for the VR tech community to embrace the traditional audio engineering community.” A successful early example of his statement and a clue as to the sustainability of this technology are these headphones. More developments are to come that will allow Audio in VR to be extremely immersive. Navigational Training for the Blind In the Virtual Reality industry, an overlooked population has been the blind. The use of stereo speakers in VR games does not convey enough of a sound’s information to provide blind players a means of interacting with the game. A faculty of electrical engineers at the Delft University of Technology in the Netherlands presented an overview of their project at the 2015 IEEE 2nd VR Workshop on Sonic Interactions for Virtual Environments (SIVE) which aims to include blind players. Their Audio game, Legend of Iris (LOI), will not only be fully comprehensible and accessible to the blind, but will also serve as a means of development of training navigation skills for blind children [14]. The product that the developers of LOI are working on has been done before. Unfortunately, previous attempts have missed a few crucial components which would have allowed them to gain traction. Along with targeting the navigational skills of blind children, the game itself must be enjoyable. The game should be immersive, engaging, and replayable to motivate children to play it. Legend of Iris is an audio-only adventure game with an entertaining story along with puzzles to teach navigation skills. If newly developed technologies are to address the sustainability of VR, applications have to target more practical uses that reach beyond the niche entertainment markets they attract now. The aim of the developers was to transform the challenges that blind players would face in real-life into new ones in the game’s fantasy setting. The first section of the game begins with a series of small tasks to help familiarize the player with the controls of the game. Once the player gets comfortable, they are then faced with a series of progressively difficult challenges focused on the different components of auditory navigation. Examples of these challenges as stated by the aforementioned paper are the following: “1. Locating the origin of a sound, 2. Focusing on a specific sound in the presence of distractions, 3. Following moving objects by sound only, 4. Avoiding moving objects by sound only” [14]. Spatialization in Headphones The headphones work by exploiting the physical properties of sound being perceived by ears. The first of which is referred to as the “Interaural Level Difference” which is expressed as “the difference in intensity between the ears…usually measured in dB”. At low frequencies, the headphones adjust the intensity that the ears perceive so that it matches that of a real-life experience, at high intensities the structure of the head is too big of an obstacle for each ear to be adjusted to realistic levels and creates a much larger difference that cannot be made up for by the headphones. So it is 6 Nicholas Carnevali-Doan Ayem Kpenkaan Alex Rosati Legend of Iris utilizes the concepts of ambisonics to challenge the player. Localization is present to allow them to find the origin of sound. There needed to be a diversity of sounds for the player to locate one specific sound in the presence of other sounds. Distance and directionality are incorporated to allow the player to locate sound sources and interact with moving objects without visual aid. The Legend of Iris must utilize spatialization to create realistic sound and grant the player full immersion. Legend of Iris is an example of how Ambisonic sound technology can be used outside of the strictly entertainment setting. The use of this audio game opens a realm of possible therapeutic and medical applications. In near future as a testament to their sustainability, VR and 3D audio will need to be taken into consideration for their wide array of useful and beneficial applications. headphones. Spatialized sound is the key to true, consistent immersion. SOURCES [1]T.Siriborvornratanakul. “A Study of Virtual Reality Headsets and Physiological Extension possibilities.” Cham Springer. 06.12.2016. Accessed 2.27.2017 https://link.springer.com/chapter/10.1007%2F978-3-31942108-7_38#aboutcontent [2] D. Mauro. R. Mekuria. M. Sanna. “Binaural Spatialization for 3D immersive audio Communication in a virtual world.” Association for Computing Machinery. 09.18.2013. Accessed 2.27.2018. http://dl.acm.org/citation.cfm?doid=2544114.2544115 [3] A. Barretto. J. Kenneth. M. Adjouadi. “3D Sound for Human-Computer Interaction: Regions with Different Limitations in Elevation Localization.” Association for Computing Machinery. 10.25.2009. Accessed 2.28.2017. http://dl.acm.org/citation.cfm?doid=1639642.1639680 [4] K. Chung. A. Neuman. M. Higgings. “Effects of the in-theear microphone directionality on sound direction identification.” Acoustical Society of America. 2008. Accessed 3.1.2017. http://asa.scitation.org/doi/figure/10.1121/1.2883744 Sustainability The International Data Corporation projected, “worldwide revenues for the augmented reality and virtual reality (AR/VR) market will grow from $5.2 billion in 2016 to more than $162 billion in 2020” [15]. That equates to an almost 200 percent annual growth. With such a drastic increase in interest and content, it is impossible to ignore the role that technology will play in accommodating such growth. The practicality of Ambisonics’ spherical, speaker independent sound fields may be the more important aspect to allow for the better and faster development of content. Even if technology continues to advance, without a practical platform, the VR industry’s growth would be unsustainable. Ambisonics and 3D sound are far more advanced than current mainstream technology. They account for the multitude of factors that compose sound. They do with sound what virtual reality did with visuals. Entire three-dimensional environments can be simulated using audio alone. The illusion of space is created by taking advantage of such factors as directionality, distance, intensity, and reverb. Ambisonics is a very powerful way to represent sound and has the potential to revolutionize the audio industry. [5]P. Budarapu. T. Narayana. B. Ramohhan. T. Rabczuk. “Directionality of sound radiation from rectangular panels.” Elsevier Ltd. 03.2015. Accessed 2.28.2017. http://www.sciencedirect.com/science/article/pii/S0003682X 14002291 [6]B.Matan. The Science Behind Nx 3D Audio. Waves Audio LTD. 10.16.2016. http://www.waves.com/science-behind-nx3d-audio [6] S. Vecherin. K. Wilson. V. Ostashev. “Incorporating sound directionality into outdoor sound propogation calculations.” Acoustical Society of America. 12.2011. Accessed 3.1.2017. http://asa.scitation.org/doi/10.1121/1.3655881 [7] M. Otani. T. Hirahara. S. Ise. “Numerical study on sourcedistance dependency of head related transfer functions.” Acoustical Society of America. 05.2009. Accessed 3.1.2017. http://asa.scitation.org/doi/full/10.1121/1.3111860 [8] M. Bai. T. Tsao. “Numerical Modeling of Head-Related Transfer Functions Using The Boundary Source Representation.” American Society of Mechanical Engineers. 04.2006. Accessed 3.1.2017. http://vibrationacoustics.asmedigitalcollection.asme.org/articl e.aspx?articleid=1470886 [9] P. Hoffmann. C. Flemming. D. Hammershoi. “Quantitative assessment of spatial sound distortion by the semi-ideal recording point of a hear-through device.” Acoustical Society of America. 06.07.2013. Accessed 3.1.17. http://asa.scitation.org/doi/abs/10.1121/1.4799631 [10] V. Pullke. “Virtual Sound Source Positioning Using Vector Base Amplitude Panning.” Audio Engineering Society. CONCLUSION The virtual reality industry is only getting bigger along with the demand for advancements in content and experience. Ambisonics remains a promising application to champion a new era in sound design. Some limitations hindering its sustainability include the demand for more computing power, the need to convert the format to VBAP, and the developers general lack of understanding regarding the technology. However, advantages of the system are freedom, accurate representation of soundfields. It is already being implemented in new technologies like game/training and spatialized 7 Nicholas Carnevali-Doan Ayem Kpenkaan Alex Rosati PP. 456-466. 04.05.1997. Accessed. 03.02.2017. http://lib.tkk.fi/Diss/2001/isbn9512255324/article1.pdf [11] R. Nishimura. K. Sonada. “B-format for Binaural Listening of Higher Order Ambisonics.” National Institute of Information and Communications Technology. 05.2013. Accessed 3.2.2017. http://asa.scitation.org/doi/abs/10.1121/1.4800849 [12] S. Astapov. E. Petlenkov. A. Tepljekov. K. Vassiljeva. D. Draheim. “Sound localization and processing for inducing synthetic experiences in virtual reality.” IEEE Computer Society. November 14, 2016. Accessed March 2, 2017. [13] Hollerweger, Florian. Periphonic Sound Spatialization in Multi-User Virtual Environments. University of California Santa Barbara. 3.14.2006. Accessed 3.1.2017 https://pdfs.semanticscholar.org/c559/b2a68d40aa8f296590e 01d7e4de823c0df41.pdf [14] J. F. P. Cheiran, L. Nedel and M. S. Pimenta, "Inclusive Games: A Multimodal Experience for Blind Players," 2011 Brazilian Symposium on Games and Digital Entertainment, Salvador, 2011, pp. 164-172. http://ieeexplore.ieee.org/document/6363230/ [15] “Worldwide Revenues for Augmented and Virtual Reality Forecast to Reach $162 Billion in 2020, According to IDC”. International Data Corporation . Accessed 10.30.16 http://www.idc.com/getdoc.jsp?containerId=prUS41676216& utm_source=Triggermail&utm_medium=email&utm_campai gn=Post%20Blast%20%28bii-apps-andplatforms%29:%20Google%27s%20appinstall%20ad%20business%20hits%20growth%20spurt%20 %E2%80%94%20Global%20VR%20and%20AR%20revenu e%20to%20reach%20%24162B%20by%202020%20%E2% ACKNOWLEDGEMENTS We would like to show appreciation for our Conference Co-Chair Samuel Birus and our Conference chair as he helped us with the structure and content of the outline. We would also like to mention the helpfulness of the Engineering Library employees as they helped us with getting a general idea of how to acquire relevant sources along with our writing instructor for providing valuable insight on how to improve our paper. Our parents were also instrumental in allowing us the opportunity to be in the Engineering school so we could research this topic. 8 Nicholas Carnevali-Doan Ayem Kpenkaan Alex Rosati 9
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