DIGITAL LIBRARY
APPLICATION IN VIRTUAL REALITY FOR THE LEARNING OF CONCEPTS ASSOCIATED WITH SPATIAL SOUND
Universidad Pedagógica Nacional (COLOMBIA)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 2176-2184
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.0548
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
3DMIXR is a Virtual Reality application based on the use of visual representations that allows you to interactively mix 3D audio and simultaneously it is an educational proposal that supports the teaching of positional sound. Its allusive design to music production studios presents the user with a unique immersive educational experience based on striking interaction mechanics. The application has two main parts: a virtual reality experience where a sequence of interactive simulations and examples are presented for learning concepts related to spatial sound and a second part where a recording studio is presented where it is possible to put into practice each one of the concepts learned. Spatial sound is key to creating immersive experiences, as it gives the user the feeling of being immersed through auditory perception, simulating the acoustic effects of sounds in relation to space and the listener's anatomy. In this sense, Virtual Reality applications make the most of spatial audio to achieve better experiences, acquiring greater realism for the user. This is done through algorithms associated with Head Related Transfer Functions (HRTF) and statistical averages of the physiognomic characteristics of human beings, in terms of ear, shoulder and head shapes. The application presents a novel proposal in the theoretical - practical part, where it is possible to modify the position of multiple individual audio tracks within a mixing room designed for the free movement of sounds. There are recording and playback functions for mixes made within the app, along with five different room reverb options, which change the way sounds are perceived during the mix. This form of interaction is a novelty in the generation of audio mixes since the spatial information of the tracks is modified by changing the spatial information of the sounds through the change of position with the hand of visual metaphors that represent the audio clips. These interaction mechanics turn out to be innovative for working with sound mixing and allow the user to work naturally even without prior training in the use of virtual reality headsets.
Keywords:
Virtual Reality, spatial sound, HRTF.