K. Nakashima, S. Nakayama, and J. Kuriyama, “Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games,” in Proc. AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science, Jul. 2018, Paper P5-3. [Online]. Available: https://aes.org/publications/elibrary-page/?id=19617
Nakashima K, Nakayama S, Kuriyama J. Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games. In: AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science. Audio Engineering Society; 2018. Paper P5-3. Available from: https://aes.org/publications/elibrary-page/?id=19617
@inproceedings{Nakashima2018_19617,
author = {Nakashima, Kentaro and Nakayama, Syotaro and Kuriyama, Joji},
title = {{Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games}},
booktitle = {AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science},
note = {Paper P5-3},
year = {2018},
month = jul,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=19617}
}
TY - CPAPER
TI - Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games
AU - Nakashima, Kentaro
AU - Nakayama, Syotaro
AU - Kuriyama, Joji
T2 - AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science
M1 - Paper P5-3
PY - 2018
DA - 2018/07/06
UR - https://aes.org/publications/elibrary-page/?id=19617
PB - Audio Engineering Society
LA - en
AB - Using 3D-audio plugin is by far the most common technique to achieve stereophonic sound of headphones in video game development. However, the method tends to make the audio sources sound far and off then its actual distance. We consider that reproducing closer sound is particularly important in game production, and to achieve it, we developed a real-time binaural method of stereophonic sound that realizes convincing close sound. We also created a prototype to evaluate the method by conducting an assessment test on 30 people. Thereby, we have fixed the issue and improved the immersion of 3D-audio sound.
ER -