Virtual reality (VR) as a field is currently seeing big technological advancement and an increase in both interest and content. At the same time, the production workflows for creating content for VR are still in their infancy and there are few commonly accepted conventions within the field. This study aims to compare different sound field microphone techniques for classical music recording in virtual reality. A Sennheiser AMBEO microphone, a double MSZ array and an INA-5 array as well as a 360° camera were used to record a rehearsal of The Royal Swedish Orchestra. These recordings were then used to conduct a listening test in VR where subjects scored the different microphones techniques on “localisation” and “naturalness”. A t-test between ...
The optimal array pattern and height for ambience recording were investigated in a performance space...
This paper investigates the relationship between audio models for Virtual Reality (VR) video with re...
3D-MARCo is an open-access database of 3D sound recordings of musical performances and room impulse ...
Virtual reality (VR) as a field is currently seeing big technological advancement and an increase in...
Virtual reality (VR) as a field is currently seeing big technological advancement and an increase in...
In recent years, virtual reality (VR) has become more common within the media industry and with its ...
In recent years, virtual reality (VR) has become more common within the media industry and with its ...
Abstract This paper presents open-access 3D sound recordings of musical performances and room impul...
Abstract This paper presents open-access 3D sound recordings of musical performances and room impul...
Microphone technique for surround sound recording of an orchestra is discussed. Eight types of well ...
With the advent of virtual reality (VR) technology, spatial audio has been increasingly adopted to e...
This thesis encloses five publications which describe technologies for recording, analysing, manipul...
Comunicació presentada a la 2016 8th International Conference on Games and Virtual Worlds for Seriou...
Increasing consumer availability of first-order ambisonics (FOA) microphones have enabled virtual ev...
In order to investigate how recorded sounds of different surround sound microphone arrays are percei...
The optimal array pattern and height for ambience recording were investigated in a performance space...
This paper investigates the relationship between audio models for Virtual Reality (VR) video with re...
3D-MARCo is an open-access database of 3D sound recordings of musical performances and room impulse ...
Virtual reality (VR) as a field is currently seeing big technological advancement and an increase in...
Virtual reality (VR) as a field is currently seeing big technological advancement and an increase in...
In recent years, virtual reality (VR) has become more common within the media industry and with its ...
In recent years, virtual reality (VR) has become more common within the media industry and with its ...
Abstract This paper presents open-access 3D sound recordings of musical performances and room impul...
Abstract This paper presents open-access 3D sound recordings of musical performances and room impul...
Microphone technique for surround sound recording of an orchestra is discussed. Eight types of well ...
With the advent of virtual reality (VR) technology, spatial audio has been increasingly adopted to e...
This thesis encloses five publications which describe technologies for recording, analysing, manipul...
Comunicació presentada a la 2016 8th International Conference on Games and Virtual Worlds for Seriou...
Increasing consumer availability of first-order ambisonics (FOA) microphones have enabled virtual ev...
In order to investigate how recorded sounds of different surround sound microphone arrays are percei...
The optimal array pattern and height for ambience recording were investigated in a performance space...
This paper investigates the relationship between audio models for Virtual Reality (VR) video with re...
3D-MARCo is an open-access database of 3D sound recordings of musical performances and room impulse ...