Current mainstream audio playback paradigms do not take any account of a user's physical location or orientation in the delivery of audio through headphones or speakers. Thus audio is usually presented as a static perception whereby it is naturally a dynamic 3D phenomenon audio environment. It fails to take advantage of our innate psycho-acoustical perception that we have of sound source locations around us.
Described in this paper is an operational platform which we have built to augment the sound from a generic set of wireless headphones. We do this in a way that overcomes the spatial awareness limitation of audio playback in indoor 3D environments which are both location-aware and sensor-equipped. This platform provides access to an audio-spatial presentation modality which by its nature lends itself to numerous cross-dissiplinary applications. In the paper we present the platform and two demonstration applications.
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Dublin City University ->
Status = Published
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Subject = Computer Science: Multimedia systems
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Dublin City University ->
Subject = Engineering: Acoustical engineering
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Subject = Engineering
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Dublin City University ->
DCU Faculties and Centres = Research Initiatives and Centres
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Dublin City University ->
Publication Type = Conference or Workshop Item
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Dublin City University ->
DCU Faculties and Centres = DCU Faculties and Schools: Faculty of Engineering and Computing: School of Computing
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Dublin City University ->
Subject = Computer Science
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Dublin City University ->
DCU Faculties and Centres = DCU Faculties and Schools
Ireland ->
Dublin City University ->
DCU Faculties and Centres = Research Initiatives and Centres: CLARITY: The Centre for Sensor Web Technologies
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Dublin City University ->
Subject = Computer Science: Digital electronics
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Dublin City University ->
DCU Faculties and Centres = DCU Faculties and Schools: Faculty of Engineering and Computing
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Dublin City University ->
Subject = Computer Science: Computer software
Alan F. Smeaton,
Graham Healy