Theatrical virtual acoustic rendering with head movement interaction

Author(s):  
Jaume Segura-Garcia ◽  
Mario Montagud-Climent ◽  
Sebastià Mirasol-Menacho ◽  
Joan Oleza-Simó

AbstractNowadays, the use of virtual reality/virtual acoustics (VR/VA) in archaeology for rendering lost buildings is an important topic in the cultural heritage field. Moreover, the addition of additional senses apart from the sight increases the feeling of immersion in virtual environments. The aim of this paper is to show the interaction work developed in a VA system, based on Unity and FMOD, the graphical and acoustical reconstruction of an ancient building and the development of a VR goggles with headphones to render 3D audio and video interactively. This system has been implemented to render auralizations in a binaural system and has been applied to the renderization of an old and lost theatre in València (Spain). The first building of theatre was built in the 16th century, and was rebuilt several times until the 18th century. The auralization of several theatrical excerpts of different Spanish authors of that time is also presented. The integrated system has been subjectively evaluated, obtaining very satisfactory results.

Author(s):  
Chairi Kiourt ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.


2013 ◽  
Vol 10 ◽  
pp. 34-39 ◽  
Author(s):  
Maryam Mousavi ◽  
Yap Hwa Jen ◽  
Siti Nurmaya Binti Musa

With the emerge of new technologies many systems are presented to a wider range of users at reasonable costs. Virtual Reality (VR) technology has also entered many new economical areas such as tourism, business, online games, and also cultural heritage. The new advancement in VR and its availability to the end user in many forms necessitates considering the health issues because cybersickness is one of the drawbacks of Virtual Environments (VE). In addition, usability of the VE and the provided VR technology and system is of paramount importance in the market to attract the user. However, usability measurement of the VE also has become a difficult issue due to the vast range of products and users. A review on the cybersickness and usability issues in VE is prepared and presented in this paper.


2020 ◽  
pp. 1348-1366
Author(s):  
Chairi Kiourt ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.


2021 ◽  
Author(s):  
Hasan Baran Fırat ◽  
Luigi Maffei ◽  
Massimiliano Masullo

AbstractThis study analyses one of the most popular game engines and an audio middleware to reproduce sound according to sound propagation physics. The analysis focuses on the transmission path between the sound source and the receiver. Even if there are several ready-to-use real-time auralization platforms and software, game engines' use with this aim is a recent study area for acousticians. However, audio design needs with game engines and the limits of their basic releases require additional tools (plugins and middleware) to improve both the quality and realism of sound in virtual environments. The paper discusses the use of Unreal Engine 4 and Wwise's 3D audio production methods in a set of different test environments. It assesses their performance in regard to a commercial geometrical acoustics software. The results show that the investigated version of the game engine and its sound assets are insufficient to simulate real-world cases and that significant improvements can be achieved with use of the middleware.


2019 ◽  
Vol 11 (14) ◽  
pp. 3894
Author(s):  
Fabrice Monna ◽  
Nicolas Navarro ◽  
Jérôme Magail ◽  
Rodrigue Guillon ◽  
Tanguy Rolland ◽  
...  

Photospheres, or 360° photos, offer valuable opportunities for perceiving space, especially when viewed through head-mounted displays designed for virtual reality. Here, we propose to take advantage of this potential for archaeology and cultural heritage, and to extend it by augmenting the images with existing documentation, such as 2D maps or 3D models, resulting from research studies. Photospheres are generally produced in the form of distorted equirectangular projections, neither georeferenced nor oriented, so that any registration of external documentation is far from straightforward. The present paper seeks to fill this gap by providing simple practical solutions, based on rigid and non-rigid transformations. Immersive virtual environments augmented by research materials can be very useful to contextualize archaeological discoveries, and to test research hypotheses, especially when the team is back at the laboratory. Colleagues and the general public can also be transported to the site, almost physically, generating an authentic sense of presence, which greatly facilitates the contextualization of the archaeological information gathered. This is especially true with head-mounted displays, but the resulting images can also be inspected using applications designed for the web, or viewers for smartphones, tablets and computers.


2021 ◽  
Vol 21 (2) ◽  
pp. 29-43
Author(s):  
Claudia Jenny ◽  
Christoph Reuter

In this article, we present the current state of the art in binaural audio with the focus on head-related transfer functions (HRTFs) and valuation methods of virtual acoustics with descriptive attributes. This combination provides a methodology, which delivers the basis for research studies in virtual reality (VR) on individual and non-individual head-related transfer functions. Based on the largely explored localization perception of static audio signals, this review offers an overview of the directional hearing during head and sound source movement and multimodality in audiovisual virtual environments. Perceptual quality characteristics provide evaluation methods from which future HRTF VR experiments and virtual environments studies on binaural acoustics could benefit.


Author(s):  
Carmen Marcks
Keyword(s):  

A portrait bust of an African placed among the antiquities in the Royal Museum at Stockholm once belonged to the Roman artist Giovanni Battista Piranesi. It was brought to Sweden at the end of the 18th century at the instance of King Gustav III. The head is a work of the middle or second half of the 16th century. It belongs to a specific, local, Roman form of Mannerist portraits, which have in common a remarkable affinity to antique imperial portrait busts. While the head is an eclectic work combining an idealized countenance—a contemporary peculiarity of portrait art—with antique usages of portrayal, the bust itself seems to be a work that stands directly in the tradition of cinquecentesque Venetian busts. Obviously head and bust were not originally created as an ensemble.


Author(s):  
E. V. Sitnikova

The article considers the historical and cultural heritage of villages of the former Ketskaya volost, which is currently a part of the Tomsk region. The formation of Ketsky prison and the architecture of large settlements of the former Ketskaya volost are studied. Little is known about the historical and cultural heritage of villages of the Tomsk region and the problems of preserving historical settlements of the country.The aim of this work is to study the formation and development of the village architecture of the former Ketskaya volost, currently included in the Tomsk region.The following scientific methods are used: a critical analysis of the literature, comparative architectural analysis and systems analysis of information, creative synthesis of the findings. The obtained results can be used in preparation of lectures, reports and communication on the history of the Siberian architecture.The scientific novelty is a study of the historical and cultural heritage of large settlements of the former Ketskaya volost, which has not been studied and published before. The methodological and theoretical basis of the study is theoretical works of historians and architects regarding the issue under study as well as the previous  author’s work in the field.It is found that the historical and cultural heritage of the villages of the former Ketskaya volost has a rich history. Old historical buildings, including religious ones are preserved in villages of Togur and Novoilinka. The urban planning of the villages reflects the design and construction principles of the 18th century. The rich natural environment gives this area a special touch. 


Author(s):  
Anna Strode

Soon after the Protestant Reformation took place in Livonia in the 16th century, the currents of European humanism came to Livonia. As a result of the historical and religious impact, the level of education increased, enabling an environment for the development of the literature. Soon various Latin poetry texts int. al. 17th-century occasional poetry written by the humanists of Riga started to appear. The aim of the article is to bring to light the components of nuptial (epithalamium, ὑμέναιος/hymenaeus, carmen nuptialis, etc.) poetry written in Riga in the 17th century, as well as by exploring the specific features of occasional poetry to capture readers’ and researchers’ interest in the previously undiscovered cultural heritage. At the beginning of the article, the tradition of nuptial poetry is explained. Then, by examining the basic principles one must take into account in composing occasional poetry based on works of the ancient rhetors – Menander (Μένανδρος Ῥήτωρ, c. 3rd century), pseudo-Dionysius (pseudo-Dionysius/Διονύσιος), Himerius (Ἱμέριος, c. 315–c. 386) and the book “Seven Books on Poetry” (Poetices libri septem, 1561) written by Italian humanist Julius Caesar Scaliger (1484–1558) – a table of the most used topics in nuptial poetry is formed. Afterwards, the poetry written in Riga and its most typical components (didactics, laudation, inducement, foresight, wishes/congratulations and prayers) is compared to the topics offered by previously mentioned theoreticians. Fragments of Latin nuptial poetry written in Riga are included to portray the components of poetry more clearly. All translations of poetry included in the article are made by the author of the article.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


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