F. Rumsey, “Virtual Reality, Will It Be a Game-Changer,” J. Audio Eng. Soc., vol. 66, no. 5, pp. 399–402, May 2018.
Rumsey F. Virtual Reality, Will It Be a Game-Changer. J Audio Eng Soc. 2018;66(5):399-402. Available from: https://aes.org/publications/elibrary-page/?id=19569
@article{Rumsey2018_19569,
author = {Rumsey, Francis},
title = {{Virtual Reality, Will It Be a Game-Changer}},
journal = {Journal of the Audio Engineering Society},
volume = {66},
number = {5},
pages = {399--402},
year = {2018},
month = may,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=19569}
}
TY - JOUR
TI - Virtual Reality, Will It Be a Game-Changer
AU - Rumsey, Francis
T2 - Journal of the Audio Engineering Society
J2 - J. Audio Eng. Soc.
VL - 66
IS - 5
SP - 399
EP - 402
PY - 2018
DA - 2018/05/06
UR - https://aes.org/publications/elibrary-page/?id=19569
PB - Audio Engineering Society
LA - en
AB - [Feature] Virtual reality (VR) is the big theme of the moment in audio, as it is in a number of other domains of media engineering. It’s joined by its partner, augmented reality (AR), which attempts to integrate elements of artificial environments with one’s experience of the real world. At the AES 143rd Convention sessions in the Game Audio and VR track, presenters looked at the challenges and opportunities, as well as the workflows needed for success in this fast-evolving field.
ER -