Martin Stromaufwärts

Stromaufwärts – Tech Festival for spatial audio presentation

13.06.2024 - 15.06.2024
10:00
Ingolstadt

About the event

The technology festival ‘Stromaufwärts’ is regarded as one of THE platforms for disruptive minds, start-ups and all virtual reality technology enthusiasts.

Visitors can immerse themselves in informative keynotes and panels that offer insights into the latest developments in the technology industry. With the help of motivating deep dives and workshops, everyone is encouraged to deepen their knowledge and learn new skills.

In the inspiring exhibitor and networking area, participants can discover innovative companies and make valuable contacts that could have a positive impact on their future.

‘Stromaufwärts’ is not just a festival, but a meeting place for visionaries, innovators and anyone who wants to shape the future.

What VRTonung is doing there with its spatial sound

The organisers are bringing national and international experts from the digital scene to Ingolstadt for the Stromaufwärts Festival 2024. This naturally includes Martin from VRTonung, who is on board as an experienced speaker at this year’s festival.

Martin will talk about the use of Ambisonics microphones for high-quality VR audio recordings. He will also demonstrate how the process of transmitting and decoding audio directly to the computer works.

Martin Stromaufwärts

For anyone interested:

Martin’s talk is scheduled to take place on 15/06/2024. The exciting content will be published here soon.

However, one thing is already clear: Martin will captivate all listeners with unrivalled, immersive audio experiences. He will also explore how advanced audio techniques can enhance the listening experience in VR. We are really looking forward to it!

These were the highlights of the presentation in terms of 3D sound

1. virtual reality in transition: holodeck vs. VR glasses

A central point of the presentation was the comparison between classic VR glasses and the UNWARE Holodeck, a portable and wearable-free VR CAVE. While VR glasses score points for their mobility, holodecks offer a far more natural and collaborative experience.

The holodeck has the potential to take VR applications to a new level, particularly in industrial and professional environments. Augmented reality is also developing in parallel with VR technologies and offers additional opportunities for immersive media.

Maike Voigt explained that the UNWARE Holodeck works through AI-powered tracking software that enables motion-based interactions in real time – without the need for VR headsets or controllers.

This enables a longer and more realistic use of VR, without the known disadvantages of motion sickness or heavy equipment. Another important aspect is virtual reality sound, which is essential for realistic VR experiences.

2. sound: the underestimated factor for immersion

Martin Rieger emphasised the immense importance of 3D audio and spatial sound in VR environments. In traditional media, visual elements can be overlooked, but sound cannot be ignored.

High-quality headphones are crucial to create an authentic sound stage, which is essential for immersion in virtual worlds. This makes it an essential tool for immersion.

In a holodeck that works without headphones or wearables, the question is: How can an immersive audio experience be created? Different sounds are used to create immersive sound environments and enhance the experience for sound designers and sound engineers.

Sound can be spatially captured and reproduced to create realistic VR experiences. This includes both the challenges and advances in technology for the recording and playback of surround sound.

Why is sound so important in VR and holodecks?

  1. orientation & attention: Sound helps users to find their way around the virtual environment. Directed audio cues guide the gaze without visual distraction.

  2. realism & immersion: Our sense of hearing expects a natural soundscape. If VR sound is static or imprecise, the illusion can be broken immediately.

  3. Emotional enhancement: As in films, the right sound can make an experience more dramatic, exciting or calming.

  4. interaction & feedback: In VR, it is possible to receive feedback through 3D audio, e.g. to recognise where footsteps or shouts are coming from.

Martin used examples to demonstrate how spatial audio is used to guide VR users through a scene in a targeted manner. He emphasised that static sound in VR is a massive limitation – a point that many developers still underestimate.

Spatial audio and binaural sound

Spatial audio and binaural sound are at the heart of modern VR experiences. Spatial audio makes it possible to place sounds three-dimensionally in space, giving the listener the feeling of being right in the middle of the action.

Binaural sound goes one step further and simulates the way our ears pick up sounds in the real world. The combination of these technologies creates a realistic and immersive audio experience that takes virtual reality to a new level.

Whether in a holodeck or with VR goggles – the right sound makes all the difference.

Algorithms replace the artificial head

In the past, the artificial head, also known as a dummy head, was the method of choice for creating spatial audio recordings. However, this method has its limits. Today, advanced algorithms make it possible to create spatial audio recordings without the need for a physical head.

These algorithms accurately simulate how our ears pick up sounds, creating realistic and immersive audio experiences. This technological development has revolutionised sound design and offers new possibilities for VR and AR applications.

6-axis motion sensor

Another technical milestone in VR technology is the 6-axis motion sensor. This sensor detects the user’s movements in real time and adapts the audio experience accordingly.

The integration of a 6-axis motion sensor makes the VR experience even more realistic and immersive. Users can move freely and the sound adapts dynamically to their position and movements. This creates an even deeper immersion and makes VR experiences a real highlight.

3. challenges & future prospects

The discussion continued with the question: Why has VR not yet reached the masses? The main problems were clearly defined:

  • Cost & hardware: VR glasses are expensive and often not comfortable enough for long periods of use.

  • Motion sickness: Many users find VR uncomfortable, especially with poorly realised audio.

  • Lack of non-gaming content: VR is still primarily associated with gaming, while business applications are underrepresented.

  • Sound is often considered too late: Most VR projects only focus on spatial audio when the product is almost finished. This is a serious mistake. An Ambisonics microphone can remedy this by recording high-quality spatial sound data and thus ensuring audio quality right from the start.

The UNWARE Holodeck in particular could usher in a change here by enabling VR without headphones or bulky wearables and integrating spatial audio directly into the room concept. A computer plays a crucial role here, as it takes over the processing and decoding of the spatial audio recordings.

Virtual reality sound is essential for creating immersive VR experiences. Leading developers often ignore this aspect, even though special microphones such as the Ambisonics microphone can record spatial sound experiences that significantly improve immersion in virtual environments.

4. conclusion & takeaways of the sound worlds

To conclude, Martin Rieger and Maike Voigt gave the audience three key takeaways:

  • VR will continue to evolve, but it will never be fully immersive without good sound.

  • Wearable-free VR (holodeck technology) could be the next big step in making VR more usable for industry, education and business.

  • Spatial audio is not a ‘nice to have’ but a necessity to enable true immersion.

The presentation ended with an audience discussion in which many participants confirmed that they had never thought about the importance of sound in VR before – but after this session their perception of it was sharpened.

The conclusion of the event is clear: VR is visually impressive – but without immersive sound, it remains half an experience.

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