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dc.contributor.authorOgi, T.en_US
dc.contributor.authorKayahara, T.en_US
dc.contributor.authorKato, M.en_US
dc.contributor.authorAsayama, H.en_US
dc.contributor.authorHirose, M.en_US
dc.contributor.editorAndreas Kunz and Joachim Deisingeren_US
dc.date.accessioned2014-01-27T10:33:40Z
dc.date.available2014-01-27T10:33:40Z
dc.date.issued2003en_US
dc.identifier.isbn978-3-905674-06-4en_US
dc.identifier.issn1727-530Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGVE/IPT_EGVE2003/135-142en_US
dc.description.abstractThis 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.publisherThe Eurographics Associationen_US
dc.titleImmersive Sound Field Simulation in Multi-screen Projection Displaysen_US
dc.description.seriesinformationEurographics Workshop on Virtual Environmentsen_US


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