dc.contributor.author | Ogi, T. | en_US |
dc.contributor.author | Kayahara, T. | en_US |
dc.contributor.author | Kato, M. | en_US |
dc.contributor.author | Asayama, H. | en_US |
dc.contributor.author | Hirose, M. | en_US |
dc.contributor.editor | Andreas Kunz and Joachim Deisinger | en_US |
dc.date.accessioned | 2014-01-27T10:33:40Z | |
dc.date.available | 2014-01-27T10:33:40Z | |
dc.date.issued | 2003 | en_US |
dc.identifier.isbn | 978-3-905674-06-4 | en_US |
dc.identifier.issn | 1727-530X | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGVE/IPT_EGVE2003/135-142 | en_US |
dc.description.abstract | This paper describes the immersive sound field simulation technology that represents an interactive sound field in the multi-screen projection display. In this method, convolution filters, that were calculated based on the wave equation, are replaced in real-time using the multi-channel digital signal processor, and the simulated sounds are displayed using the 16-channel speakers. In addition, compensation filters are used to reduce the influence of the screen attenuation. This system was applied to the video avatar communication, and the effectiveness of this method was evaluated. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Immersive Sound Field Simulation in Multi-screen Projection Displays | en_US |
dc.description.seriesinformation | Eurographics Workshop on Virtual Environments | en_US |