Sound with space and motion

G

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Archived from groups: rec.audio.high-end (More info?)

This describes where real hifi must go, make it a "real" experience. The
audio biz is now stuck at a commodity stage where only marketing defines
"differences" in equipment and no amount of fussing over wire etc. will
make it better. While scant on detail, it sounds like something to keep
one's eye on:

http://www.news.ucdavis.edu/search/news_detail.lasso?id=7058
 
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Archived from groups: rec.audio.high-end (More info?)

That's cool and quite like what we discussed here a while back. It is
unfortunate that they use headphones, but that was done presumably to
make it easier to work with by giving the designers more control over
the source. It also makes it portable, of course. The application will
most likely be for 3-D gaming and for training applications. You might
imagine your children or grandchildren taking driver's education
classes indoors! The thing that we or at least I did not like about
our discussion here (besides the usual multi-channel squabling) was
that a solution to create a more realistic spacial event would most
likely require feedback as they use in their device also. That makes
it more important to be a headset based device and even if it were
not, to have a bit of headgear such as a hat or goggles that would
have to be worn to provide feedback for the processor. Not as comfy as
a free space system such as a conventional stereo or even a
multi-channel system (hey, stereo is multi-channel!) in terms of being
able to walk around and do other things, unimcumbered by wires or
headgear. It might also have a great potential for military operations
such as giving cat-like hearing to commandos. It would need a simple
dynamic range limiting/muting device to protect the ears from very
loud, sudden noise, but would otherwise be pretty slick. Almost like
Mom's "eyes in the back of the head".
-Bill
www.uptownaudio.com
Roanoke VA
(540) 343-1250


<outsor@city-net.com> wrote in message
news:cbvn7i0g2m@news4.newsguy.com...
> This describes where real hifi must go, make it a "real" experience.
The
> audio biz is now stuck at a commodity stage where only marketing
defines
> "differences" in equipment and no amount of fussing over wire etc.
will
> make it better. While scant on detail, it sounds like something to
keep
> one's eye on:
>
> http://www.news.ucdavis.edu/search/news_detail.lasso?id=7058