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Interview with Ramani Duraiswami, CEO of VisiSonics скачать в хорошем качестве

Interview with Ramani Duraiswami, CEO of VisiSonics Трансляция закончилась 11 лет назад

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Interview with Ramani Duraiswami, CEO of VisiSonics
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Interview with Ramani Duraiswami, CEO of VisiSonics

Today we talk with Ramani, the CEO of VisiSonics, the company behind RealSpace 3D.  The 3D audio system licensed by Oculus as the platform to create realistic sound fields with only two speakers. Links: http://visisonics.com/ http://realspace3daudio.com/ The RealSpace3D builds and the Unity plugin can be downloaded at http://realspace3daudio.com/developers/ Eden river experience that was designed using our RealSpace3D engine https://share.oculus.com/app/eden-riv... RealSpace AudioVisual Panoramic Camera http://visisonics.com/realspace-audio... Share on the Oculus web site that enables you to experience recordings made via the camera https://share.oculus.com/app/visisoni... Questions: Who are you, what do you do for a living and where do you reside? Who is VisiSonics and how long have you been in business? What is 3D Audio and how this different from multi-positional sound used in video games in the past? If I understand correctly, you create this 3D sound field with only two speakers (headphones?) instead of multiple drivers, how is this possible? The sound capturing device you show on your website is intriguing, downright cool. Looks like an orb you see in SciFi movie. Why is it shaped like this and what are all those dime shaped objects distributed what appears to be equal distances from each other at about 64 of them. Is the number and distribution important? Following up with the last question, are they super cardoid or cardoid electret mics? I would think you would need to have a narrow channel otherwise I would think there would a great deal of overlap and crosstalk. Okay, now you captured 64 channels of sound. How do you combine these to create the 3D audio channel. I can't assume you will still have 64 channels when you get done. Are you using a psychoacoustic model, modify amplitude, frequency range, phase shift as the viewer turns their dead in real-time? I have listened to the demo for the Oculus Rift DK2, and can say I am very impressed, there is something different than the one that you normally hear when viewing the Tuscany demo. What is that difference and how hard is it to incorporate it into a VR experience like the Rift? What gaming engines do you support and will there (if not already) be a player like the Ponoko, or app for an iOS/Android device to experience a concert or just immerse yourself into a nature scene like a beach, or the bank of a creek, or in the middle of a forest? How does one obtain your SDK and sound capturing unit? What's next?

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