Exploring direct downconversion of ultrasound for human echolocation
Proceedings of the 8th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: design centered HCI
Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Dimensionality reduced HRTFs: a comparative study
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
CDVE'09 Proceedings of the 6th international conference on Cooperative design, visualization, and engineering
Foxtrot: a soundtrack for where you are
Proceedings of Interacting with Sound Workshop: Exploring Context-Aware, Local and Social Audio Applications
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Although the spotlight of virtual reality research has been on providing views of simulated scenes and objects, some researchers have chosen to study how to fool other senses: hearing, touch, and even smell, into perceiving what is not there. They have good reason: the virtual environments that are best at stimulating multiple senses are also best at evoking a feeling of presence and immersion. Next to sight, hearing is the sense on which people rely the most. So sounds, too, can play an extremely critical role in a distributed virtual environment (DVE). The virtual reality (VR) experience is more satisfying when sound adds to or reinforces other DVE information. The paper discusses the variety of sound in VR systems and considers the selection of software and hardware for these uses of audio in DVE systems