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Kapralos, B., Jenkin, M. R., & Milios, E. (2008). Virtual audio systems. Presence: Teleoperators and Virtual Environments, 17(6), 527–549. 
Added by: Mark Grimshaw-Aagaard (09/03/2018, 12:34)   
Resource type: Journal Article
Peer reviewed
DOI: 10.1162/pres.17.6.527
ID no. (ISBN etc.): 1054-7460
BibTeX citation key: Kapralos2008
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Categories: General
Keywords: Immersion, Presence
Creators: Jenkin, Kapralos, Milios
Publisher: MIT Press (Cambridge, Massachusetts)
Collection: Presence: Teleoperators and Virtual Environments
Views: 11/246
Abstract
"To be immersed in a virtual environment, the user must be presented with plausible sensory input including auditory cues. A virtual (three-dimensional) audio display aims to allow the user to perceive the position of a sound source at an arbitrary position in three-dimensional space despite the fact that the generated sound may be emanating from a fixed number of loudspeakers at fixed positions in space or a pair of headphones. The foundation of virtual audio rests on the development of technology to present auditory signals to the listener's ears so that these signals are perceptually equivalent to those the listener would receive in the environment being simulated. This paper reviews the human perceptual and technical literature relevant to the modeling and generation of accurate audio displays for virtual environments. Approaches to acoustical environment simulation are summarized and the advantages and disadvantages of the various approaches are presented."
  
Notes
A review of state-of-the art (2008) audio technology that pretty much follows the acoustics and psychacoustics line regarding the perception of sound.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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