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Novel headphones boast user-centric immersive audio

30 Apr 2015  | Julien Happich

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Tracking the user's head relative to the sounds source is performed through position averaging, assuming the wearer is generally looking towards a unique screen. This prevents drift from inertial motion units after initial calibration.

For video games or virtual reality environments, such an immersive audio experience naturally improves the user's perception of his/her environment. Adding special reverberation effects is next on the company's roadmap, so users could choose an environmental or architectural context at the push of a button.

Neoh headphones

"Using sound tracing algorithms and precise environment models, you could tune the sound rendering to match a particular experience, say for example that you would want to listen to an album from the Beatles exactly as it was played in the Abbey-Road studios," noted Singer.

We are mostly aiming at consumers, so for a simple user interface, they would have a selection of reverberation effects to choose from. But we are also developing a professional plug-in so audio engineers can create their own content.

Even though most of its IP is in software, 3D Sound Labs is not keen to license its audio know-how.

"We want to be a consumer company and offer a finished product," said Singer, "also by building the headphone ourselves, we make sure to control the entire sound chain to tune the final audio properly."

"We could license our IP and we have B2B discussions with virtual reality headset manufacturers, but this would have to be a very good licensing deal for us he added, something to be decided case by case."

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