<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Spatial Audio Archives - Tech Trends</title>
	<atom:link href="https://techtrends.tech/tag/spatial-audio/feed/" rel="self" type="application/rss+xml" />
	<link>https://techtrends.tech/tag/spatial-audio/</link>
	<description>Tech Trends</description>
	<lastBuildDate>Fri, 22 Mar 2019 00:58:40 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	
	<item>
		<title>#SXSW2019 &#8211; What does Augmented Reality Sound Like?</title>
		<link>https://techtrends.tech/tech-trends/sxsw2019-what-does-augmented-reality-sound-like/</link>
		
		<dc:creator><![CDATA[Contributor Network]]></dc:creator>
		<pubDate>Fri, 22 Mar 2019 00:35:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[VR Tech]]></category>
		<category><![CDATA[AR]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Bose]]></category>
		<category><![CDATA[Immersive audio]]></category>
		<category><![CDATA[South By Southwest]]></category>
		<category><![CDATA[Spatial Audio]]></category>
		<category><![CDATA[SXSW]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[VR]]></category>
		<guid isPermaLink="false">https://techtrends.tech/?p=13524</guid>

					<description><![CDATA[<p>Tech Trends checks out the AR Bose Frames as we wrap up our coverage of the South by Southwest 2019 &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/tech-trends/sxsw2019-what-does-augmented-reality-sound-like/" aria-label="#SXSW2019 &#8211; What does Augmented Reality Sound Like?">Read More</a></p>
<p>The post <a href="https://techtrends.tech/tech-trends/sxsw2019-what-does-augmented-reality-sound-like/">#SXSW2019 &#8211; What does Augmented Reality Sound Like?</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><em><strong>Tech Trends checks out the AR Bose Frames as we wrap up our coverage of the South by Southwest 2019 festival in Austin. </strong></em></p>
<blockquote><p><span style="font-weight: 400;">By Laura Kobylecky</span></p></blockquote>
<p><span style="font-weight: 400;">In addition to the regular programming of sessions, SXSW also attracts brands looking to launch exclusive products. Last year Bose unveiled its Augmented Reality glasses frames &#8211; still at prototype stage &#8211; at their pop-up experiential activation on Rainy Street.</span></p>
<hr /><p><em> @Bose calls this the world’s first audio augmented reality platform </em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13524&#038;text=%20%40Bose%20calls%20this%20the%20world%E2%80%99s%20first%20audio%20augmented%20reality%20platform%20&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><span style="font-weight: 400;">This year, they are back at that same Rainy Street bar to continue the story and share what progress they&#8217;ve made over the past 12 months. </span><span style="font-weight: 400;">The current Frames were released in January and are described by Bose as “the world’s first audio augmented reality platform.&#8221; Like sunglasses, they block up to 99% of UVA/UVB rays and feature uniformly-tinted lenses.</span></p>
<hr /><p><em> Like sunglasses, they block up to 99% of UVA/UVB rays and feature uniformly-tinted lenses @Bose</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13524&#038;text=%20Like%20sunglasses%2C%20they%20block%20up%20to%2099%25%20of%20UVA%2FUVB%20rays%20and%20feature%20uniformly-tinted%20lenses%20%40Bose&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><span style="font-weight: 400;"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-13530" src="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-2--1200x900.jpg" alt="Tech Trends Bose Augmented Reality Laura Koby South By Southwest Austin SXSW2019 " width="588" height="441" srcset="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-2-.jpg 1200w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-2--150x113.jpg 150w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-2--768x576.jpg 768w" sizes="(max-width: 588px) 100vw, 588px" /> </span></p>
<p>&nbsp;</p>
<blockquote><p><span style="font-weight: 400;">But this is where the similarities with regular sunglasses end: For starters, </span><span style="font-weight: 400;">they have “a minuscule, wafer-thin acoustic package” that is “set seamlessly in each arm’s interior — rather than an earbud.” This allows for “discreet” personal listening. They are made with Augmented Sound technology, there is no visual element. It augments your sound experience because “it knows where you are and what you’re facing using a 9-axis head motion sensor and the GPS from your iOS or Android device.” Using that data, it “<a href="https://globalpressroom.bose.com/us-en/pressrelease/view/1965/">automatically adds a layer of audio</a>, connecting that place and time.” </span></p></blockquote>
<p><span style="font-weight: 400;">This sense of sound, orientation and place can be used for a variety of situations. That’s part of what brought Bose to SXSW.  According to their representative “one of the reasons we’re here at South by is there’s a really great community of content creators and developers that we want to talk to and see how we can best support the development efforts.”</span></p>
<p><img decoding="async" class="aligncenter wp-image-13527" src="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-5.jpg" alt="Tech Trends Bose Augmented Reality Laura Koby South By Southwest Austin SXSW2019 " width="339" height="339" srcset="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-5.jpg 1200w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-5-150x150.jpg 150w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-5-768x768.jpg 768w" sizes="(max-width: 339px) 100vw, 339px" /></p>
<p><span style="font-weight: 400;">The sunglasses work nicely as headphones. They tap on or off. The sound is quite discreet. It is not a bone conduction system, as some may have assumed. The representative explains “one of the troubles with bone conduction is that you don’t really get a great quality sound.” This system is “a totally proprietary acoustic system that’s actually taking a real speaker driver and playing music no differently than a speaker would through this port, using these geometry supports to cancel it in the far field.”</span></p>
<blockquote><p><span style="font-weight: 400;">When you put the glasses on “you’re getting a full volume speaker into your ear but then 99 percent of that gets canceled by the time it reaches the outside of your ear. ” The end result is that you can hear your sound, as well as sounds from the outside world, but other people can’t hear your sound. So no one knows what music, or questionable audiobook, you’re listening to.</span></p></blockquote>
<p><span style="font-weight: 400;">But the Frames are designed to be more than “sunglasses headphones,” hence the “reaching out to the developer community.” They want to inspire developers to make apps for the Frames. Bose will also be making headphones that contain the same Augmented Sound qualities as the Frames. Apps made for the Frames will also work on those headphones.</span></p>
<hr /><p><em>A wafer-thin acoustic package set seamlessly in each arm’s interior allows for discreet personal listening @Bose</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13524&#038;text=A%20wafer-thin%20acoustic%20package%20set%20seamlessly%20in%20each%20arm%E2%80%99s%20interior%20allows%20for%20discreet%20personal%20listening%20%40Bose&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><img decoding="async" class="aligncenter wp-image-13528" src="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-1200x900.jpg" alt="Tech Trends Bose Augmented Reality Laura Koby South By Southwest Austin SXSW2019 " width="508" height="381" srcset="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019.jpg 1200w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-150x113.jpg 150w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-768x576.jpg 768w" sizes="(max-width: 508px) 100vw, 508px" /></p>
<hr /><p><em>It augments your sound experience because “it knows where you are and what you’re facing using a 9-axis head motion sensor and the GPS from your iOS or Android device @Bose</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13524&#038;text=It%20augments%20your%20sound%20experience%20because%20%E2%80%9Cit%20knows%20where%20you%20are%20and%20what%20you%E2%80%99re%20facing%20using%20a%209-axis%20head%20motion%20sensor%20and%20the%20GPS%20from%20your%20iOS%20or%20Android%20device%20%40Bose&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><span style="font-weight: 400;"><a href="https://golfshot.com/">Golfshot</a>, an app that helps golfers with on-course GPS, scoring, statistics, and tee times, is here at this event to show how their app uses Bose Frames. John, the lead native developer of Golfshot, explains: “Bose actually reached out to us, they had some developers who used our product and they just thought it would be a good integration so they contacted us and we went from there.”</span></p>
<blockquote><p><span style="font-weight: 400;">One aspect of their app is providing GPS data for the golf courses. Normally, you’d have to take out your phone, a forbidden act on some courses, but “with Bose AR you just keep it in your pocket and tap on your frames from anywhere on the course and contextually, based on where you are in your GPS location, we give you whatever information you need.” You can get course data without getting out your phone, or getting in trouble.</span></p></blockquote>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-13529" src="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-1-1200x900.jpg" alt="Tech Trends Bose Augmented Reality Laura Koby South By Southwest Austin SXSW2019 " width="491" height="368" srcset="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-1.jpg 1200w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-1-150x113.jpg 150w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-1-768x576.jpg 768w" sizes="auto, (max-width: 491px) 100vw, 491px" /></p>
<p>&nbsp;</p>
<blockquote><p><span style="font-weight: 400;">In the future, they&#8217;d like to utilize “the compass information” that the glasses can collect. John explains that “sometimes you’re teeing off and you have trees in your way or a different elevation, you don’t know if you want to pull to this or the other side of the fairway and that can make a big difference in the golfer’s game.”</span></p></blockquote>
<p><span style="font-weight: 400;">Normally you’d have to get in your cart and drive out to see then return, “ but, with this, we can just project your visual out with the glasses and find the green for you, or you can see it on your mobile device, but if you don’t want to pull out your phone you can just double tap your frames.”</span></p>
<hr /><p><em>The way that the current app works is by using “3D audio cues so if you double tap you get a ringing in your ear @Bose</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13524&#038;text=The%20way%20that%20the%20current%20app%20works%20is%20by%20using%20%E2%80%9C3D%20audio%20cues%20so%20if%20you%20double%20tap%20you%20get%20a%20ringing%20in%20your%20ear%20%40Bose&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-13532" src="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-4-1200x900.jpg" alt="Tech Trends Bose Augmented Reality Laura Koby South By Southwest Austin SXSW2019 " width="597" height="448" srcset="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-4.jpg 1200w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-4-150x113.jpg 150w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Bose-Augmented-Reality-Laura-Koby-South-By-Southwest-Austin-SXSW2019-4-768x576.jpg 768w" sizes="auto, (max-width: 597px) 100vw, 597px" /></p>
<hr /><p><em>@Bose will also be making headphones that contain the same Augmented Sound qualities as the Frames</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13524&#038;text=%40Bose%20will%20also%20be%20making%20headphones%20that%20contain%20the%20same%20Augmented%20Sound%20qualities%20as%20the%20Frames&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<blockquote><p><span style="font-weight: 400;">The way that the current app works is by using “3D audio cues so if you double tap you get a ringing in your ear. It’s almost like a radar system and as soon as you find the green it will go to a solid tone, and then you know, okay, I need to hit over to this side.”  With the glasses, you can turn your head one way, listen to the beeping, and keep turning your head till the solid sound lets you know you are facing the right way.</span></p></blockquote>
<hr /><p><em>@GolfshotGPS is just one possible use case for the Frames. It should be interesting seeing what the future holds for Augmented Reality and sound</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13524&#038;text=%40GolfshotGPS%20is%20just%20one%20possible%20use%20case%20for%20the%20Frames.%20It%20should%20be%20interesting%20seeing%20what%20the%20future%20holds%20for%20Augmented%20Reality%20and%20sound&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><strong><em>Tech Trends’  </em></strong><a href="https://techtrends.tech/vr-consultancy/"><strong><em>Virtual Reality Consultancy services</em></strong></a><strong><em> offers support for companies looking to enhance brand strategy with immersive technologies such as Virtual, Augmented and Mixed Reality</em></strong></p>
<blockquote><p>Laura Kobylecky is a writer. She is particularly interested in new and emerging technology and culture. Connect with her on <a href="http://linkedin.com/in/laurakobylecky">LinkedIn </a></p></blockquote>
<p>The post <a href="https://techtrends.tech/tech-trends/sxsw2019-what-does-augmented-reality-sound-like/">#SXSW2019 &#8211; What does Augmented Reality Sound Like?</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">13524</post-id>	</item>
		<item>
		<title>How Immersive Sound Brings Mixed Reality to Life</title>
		<link>https://techtrends.tech/tech-trends/immersive-sound-brings-mixed-reality-life/</link>
		
		<dc:creator><![CDATA[Alice]]></dc:creator>
		<pubDate>Mon, 06 Nov 2017 09:12:53 +0000</pubDate>
				<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[VR Tech]]></category>
		<category><![CDATA[AR]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[HoloLens]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Mixed Reality]]></category>
		<category><![CDATA[MR]]></category>
		<category><![CDATA[Spatial Audio]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[VR Consultancy]]></category>
		<guid isPermaLink="false">http://techtrends.tech/?p=5600</guid>

					<description><![CDATA[<p>&#160; Building believable virtual environments is about creating multi-sensory experiences, and spatial audio technlogy is bringing us a step closer &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/tech-trends/immersive-sound-brings-mixed-reality-life/" aria-label="How Immersive Sound Brings Mixed Reality to Life">Read More</a></p>
<p>The post <a href="https://techtrends.tech/tech-trends/immersive-sound-brings-mixed-reality-life/">How Immersive Sound Brings Mixed Reality to Life</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p><em><strong>Building believable virtual environments is about creating multi-sensory experiences, and spatial audio technlogy is bringing us a step closer to that.</strong></em></p>
<p>It took me a second to pinpoint the strangely familiar noise coming from the corner of the room, but then I saw the red plush toy perched on top of a lamp, and realized the Angry Bird call was coming from it &#8211; except that it wasn’t.</p>
<hr /><p><em>It&#039;s not often that a demo leaves you giggling in delight, but this one did</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5600&#038;text=It%27s%20not%20often%20that%20a%20demo%20leaves%20you%20giggling%20in%20delight%2C%20but%20this%20one%20did&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>I stood giggling in Ivan Tashev’s tiny office in Microsoft’s Redmond HQ, and as a cacophony of sounds came at me from various directions I quickly forgot I was wearing headphones, or that the room was entirely silent apart from my own exclamations as – a bit like Alice in Wonderland – the inanimate objects in the room all started talking to me.</p>
<p>The phone rang, there was a knock on the door, and the radio started playing some tunes. A <a href="https://image.spreadshirtmedia.com/image-server/v1/mp/compositions/2470937/views/1,width=300,height=300,backgroundColor=E8E8E8,version=1485256808/how-about-a-nice-cup-of-shut-the-fuck-up.jpg">wartime poster of a smiling soldier</a> which read “How about a nice cup of shut the fuck up?” now offered me that same cup, and the words were so clearly coming from his lips that it felt uncanny that they weren’t actually moving.</p>
<hr /><p><em>The poster on the wall helpfully offered me a &#039;nice cup of shut the fuck up&#039;</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5600&#038;text=The%20poster%20on%20the%20wall%20helpfully%20offered%20me%20a%20%27nice%20cup%20of%20shut%20the%20fuck%20up%27&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>The point of all this was to show off the spatial audio technology that Tashev and his team at the Audio and Acoustics Research Group developed for the HoloLens, and which is now being incorporated into its new Windows Mixed Reality headsets.</p>
<hr /><p><em>Audio plays a huge part in building truly immersive virtual experiences</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5600&#038;text=Audio%20plays%20a%20huge%20part%20in%20building%20truly%20immersive%20virtual%20experiences&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Audio plays a huge part in building truly immersive virtual experiences, so developing a way to realistically simulate the way that sound comes at you from different directions was a priority from the get-go, says HoloLens inventor Alex Kipman.</p>
<p>Kipman had previously worked with Tashev on audio technology for the Kinect (which included acoustic noise suppression, echo cancelation, speech recognition and beam formation to identify sound sources) and recalls that when the team was celebrating shipping it, Tashev came over so they could high-five: “I gave him a big hug and said, ‘good job chap, but now we need to go work on something much harder.’”</p>
<blockquote><p>&nbsp;</p>
<p>“Ivan goes, ‘what the…’” laughs Kipman, “but that’s when you start building anechoic chambers and things that allow you to model human heads so that we can have databases of intelligence that really understand how the shape of your earlobes affect sound, and you start asking how can we reverse-engineer HRTF so we can get that effect with two little speakers?”</p></blockquote>
<p>Earlier on I visited the <a href="https://www.youtube.com/watch?v=Cyqc_4ixV80">anechoic chamber</a> Kipman referred to &#8211; a concrete cube sitting on a thick layer of rubble, with mesh-covered spikes on the wall and ceiling angles in such a way as to prevent any sound from bouncing back at you. The end result is a place of absolute silence, and it’s a heck of an unsettling place to be.</p>
<hr /><p><em>Microsoft&#039;s Anechoic chamber is officially the quietest place on Earth</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5600&#038;text=Microsoft%27s%20Anechoic%20chamber%20is%20officially%20the%20quietest%20place%20on%20Earth&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<blockquote><p>“If you stay here and don’t move for about 40 seconds, you start to hear a rushing sound, that’s the blood in the vessels of your ears. In a few minutes your own breathing starts to become deafening, you hear your heart and everything that is going on inside your body. After ten to fifteen minutes lying here, not moving, you may start to have audio hallucinations, because the human brain just isn’t made to cope with complete silence,” says Tashev.</p></blockquote>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/Cyqc_4ixV80" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe><br />
In the middle of the chamber sits a huge acoustic measurement device called an arc rig, covered with 16 speakers and multiple microphones. Tashev explains that over the course of developing the HoloLens audio technology they literally strapped over 400 volunteers (he didn’t deny these might have been Microsoft interns) to a chair in the middle of the anechoic chamber with a couple of tiny microphones in their ears, spinning the rig around their heads for a couple of minutes to measure how they heard the sound. Each subject then had a CT scan done of their ears, head and upper torso, and precise measurements – everything from dress collar size and head circumference to interpupillary distance – taken.</p>
<hr /><p><em>In the middle of the chamber sits an acoustic measurement device </em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5600&#038;text=In%20the%20middle%20of%20the%20chamber%20sits%20an%20acoustic%20measurement%20device%20&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>The point of all of this wasn’t just to test torture interns, however, but to gain in-depth understanding of the way that humans perceive sound, so they could figure out the best way to simulate it realistically.</p>
<blockquote><p>“Depending on where a sound source comes from, the waves will reach the entrance of your ear canals slightly differently: different time, different magnitude, depending on frequency, distance and direction. So if we want to make a technology that can make humans perceive that a sounds comes from any desired direction using headphones or small loudspeakers, we have to know <em>how</em> that sound changes – it’s about filters,” he explains.</p></blockquote>
<p>Those natural filters, hardwired into us at an early age, are called Head Related Transfer Functions (HRTF) and these are key to making spatial audio sound natural.</p>
<blockquote><p>“The big problem is that our heads are different shapes, in different positions almost as different as our fingerprints and this means that those HRTF are individual, and this has been the main obstacle to creating a good binaural rendering system.” What they did in the end was use the dataset from those tests to devise a series of algorithmic filters which are inbuilt on the HoloLens, so that when you put the device on your head the depth camera automatically detects your measurements and adjusts accordingly so that users get a much more personalized audio experience.</p></blockquote>
<p>But while all the R&amp;D muscle that Microsoft put behind this tech is certainly impressive, the question is whether that personalized spatial audio translates into more immersive user experiences. And for that, you need the developer community to get on board.</p>
<p><a href="http://autode.sk/ttif">Kean Walmsley</a> is one such developer who’s quite enthused about designing apps for Mixed Reality around the idea of spatial audio. His idea was to use sound to guide the user, indicating which direction they should take. It occurred to him that this is the sort of thing that might eventually prove useful for visually impaired people, or in emergency situations, helping rescue workers find their way out of a burning building, for example.</p>
<blockquote><p>“Hearing is an incredibly powerful sense that people use instinctively both to orient themselves and to find out about danger,” says Walmsley as he explains that the UI for <a href="https://www.youtube.com/watch?v=8MjBgiQZUzw">HoloGuide</a> – which was prototyped over a 2-day work hackathon – was inspired by the scene in the Pixar movie <em>Brave</em> where the young heroine is led down a path through the woods by a series of will-o-the-wisps. His application builds a map of the surrounding environment (through a combination of blueprint and 3-D modelling using tools like AutoCAD or Revit and the HoloLens’ spatial mapping capabilities which automatically scan its surrounding environment) placing a waypoint a few metres away down the path the user is meant to follow. The waypoint then pops out of existence when you approach it and shows up further along the path.</p></blockquote>
<p>Since we’re all hard-wired to respond to sound in a visceral and fundamentally instinctive way, these applications are wide-ranging. Just think of the way that we naturally turn towards a sound which we can’t readily identify, or slow down or stop in response to an alarm, and that effect is enhanced when we perceive sound as coming from a particular direction as opposed to emanating form our heads (as with normal headphones).</p>
<hr /><p><em>We&#039;re all hard-wired to respond to sound in a visceral and instinctive way</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5600&#038;text=We%27re%20all%20hard-wired%20to%20respond%20to%20sound%20in%20a%20visceral%20and%20instinctive%20way&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>This is because our ears aren’t on the top of our heads, but on the sides of our heads and naturally, best hear sounds within a 30-degree cone, explains explains musician and audio expert Wilfried Van Baelen. “This sensitivity is highest in that area which is probably programmed in our system due to the millions of years of evolution related to survival,” he says.</p>
<p>Van Baelen started playing music at the age of eight, and by the time he was 16 he and his brother had converted the chicken coop in the back of their garden into a recording student where they started testing quadraphonic sound. This became a life-long obsession which led him to found Auro-3D, a company that developed its own proprietary three-dimensional audio format which has so far been used in over 200 films including <em>Spider-Man </em>and <em>Ghostbusters </em>as well as games such as Namco Bandai’s <em>Get Even. </em>He believes that the technology, which he says is still in its infancy, is poised to transform the entertainment industry as immersive technologies become more pervasive.</p>
<blockquote><p>“In the past investment priority has been geared towards visuals over audio, but now that the visual experience is so good and 4K is becoming mainstream, we’re seeing audio moving up the priority list, and we’ll see an increased focus on the impact of the subconscious experiences in all kinds of content (games, music, movies, live broadcast events, etc. as content makers realize the much higher emotional impact they can achieve,” he says</p></blockquote>
<p>And as more people in the entertainment industry realize how powerful spatial audio can be as a storytelling device, we’re going to see an influx of content designed to take full advantage of the technology that Microsoft is keen to push across all its devices (the HoloLens might be the most advanced hardware example to showcase its capabilities, but spatial audio is a standard part of the Windows 10 platform).</p>
<hr /><p><em>People in the entertainment industry are using spatial sound as a storytelling device</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5600&#038;text=People%20in%20the%20entertainment%20industry%20are%20using%20spatial%20sound%20as%20a%20storytelling%20device&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>One indication of how mainstream such content will become is the fact that people such as Robert Stromberg (Avatar) are getting involved. The Virtual Reality Company (VRC) is a cinematic VR studio co-founded by Stromberg which has just released its first animated virtual reality series <a href="https://www.oculus.com/experiences/gear-vr/1100532370053538/">Raising a Rukus</a>. Sound features quite prominently in the production, which VRC collaborated on with Skywalker Sound and Grammy Award-winning composer James Newton Howard.</p>
<blockquote><p>“We try to engage as many senses as possible to make the users feel like they’re somewhere else, and spatial audio allows us to create immersive VR experiences by helping guide the user on where to look using directional audio cues,” says VRC’s CEO Guy Primus.</p></blockquote>
<p>To fully appreciate the impact of spatial sound you do need the right hardware, however, and most people can’t afford to spend $3000 on a HoloLens. So it will be really interesting to see whether the new Mixed Reality headsets Microsoft is bringing to market in with HP, Dell, Lenovo, Acer and Samsung will fill that gap and prompt more developers to make VR/AR/MR content that not only looks good but actually sounds real.</p>
<p>This article was originally published on <a href="https://vrscout.com/news/sound-secret-sauce-immersive-experiences/">VRScout</a></p>
<p>&nbsp;</p>
<blockquote class="twitter-tweet" data-lang="en">
<p dir="ltr" lang="en">Is Sound the Secret Sauce for Making Immersive Experiences? via <a href="https://twitter.com/alicebonasio?ref_src=twsrc%5Etfw">@alicebonasio</a> <a href="https://twitter.com/hashtag/VR?src=hash&amp;ref_src=twsrc%5Etfw">#VR</a> <a href="https://t.co/LZX0EjF7vN">https://t.co/LZX0EjF7vN</a> <a href="https://t.co/7Y2CM4X5Vs">pic.twitter.com/7Y2CM4X5Vs</a></p>
<p>— VRScout (@VRScout) <a href="https://twitter.com/VRScout/status/922856205315317760?ref_src=twsrc%5Etfw">October 24, 2017</a></p></blockquote>
<p><script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<p>&nbsp;</p>
<p><em><b><span style="font-size: 12.0pt; font-family: Cambria;">Tech Trends’  </span></b></em><a href="http://alicebonasio.com/vr-consultancy/"><em><b><span style="font-size: 12.0pt; font-family: Cambria; color: blue;">Virtual Reality Consultancy services</span></b></em></a><em><b><span style="font-size: 12.0pt; font-family: Cambria;"> offers support for companies looking to get a foothold in the growing Mixed Reality spectrum and enhance their brand strategy with these exciting new technologies. </span></b></em></p>
<blockquote><p><em>Alice Bonasio is a </em><a href="http://techtrends.tech/vr-consultancy/" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?hl=en&amp;q=http://techtrends.tech/vr-consultancy/&amp;source=gmail&amp;ust=1528040592380000&amp;usg=AFQjCNEHun2cjDxtvENWVj3h7ZOZHNjbJA"><em>VR Consultant</em></a><em> and Tech Trends’ Editor in Chief. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. </em><a href="https://www.linkedin.com/in/alicebonasio/" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?hl=en&amp;q=https://www.linkedin.com/in/alicebonasio/&amp;source=gmail&amp;ust=1528040592380000&amp;usg=AFQjCNEz3b6Rwlj-X_l3A2fp8J8IfqNDTA"><em>Connect with her on LinkedIn</em></a><em> and follow </em><a href="https://twitter.com/alicebonasio" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?hl=en&amp;q=https://twitter.com/alicebonasio&amp;source=gmail&amp;ust=1528040592380000&amp;usg=AFQjCNFGEgTOHNa0_F1GwDaW1hi8yQzDTw"><em>@alicebonasio</em></a><em> and </em><a href="https://twitter.com/techtrends_tech" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?hl=en&amp;q=https://twitter.com/techtrends_tech&amp;source=gmail&amp;ust=1528040592380000&amp;usg=AFQjCNHAZdMOfCYIf1hHwT5XpdT4jeerpQ">@techtrends_tech</a><em> on Twitter. </em></p></blockquote>
<p>The post <a href="https://techtrends.tech/tech-trends/immersive-sound-brings-mixed-reality-life/">How Immersive Sound Brings Mixed Reality to Life</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">5600</post-id>	</item>
		<item>
		<title>How VR Needs to Sound Right to Feel Right</title>
		<link>https://techtrends.tech/tech-trends/how-vr-needs-to-sound-right-to-feel-right/</link>
		
		<dc:creator><![CDATA[Alice]]></dc:creator>
		<pubDate>Wed, 18 Oct 2017 06:36:35 +0000</pubDate>
				<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[VR Tech]]></category>
		<category><![CDATA[AR]]></category>
		<category><![CDATA[HoloLens]]></category>
		<category><![CDATA[Mixed Reality]]></category>
		<category><![CDATA[MR]]></category>
		<category><![CDATA[Scientific American]]></category>
		<category><![CDATA[Spatial Audio]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[Windows Mixed Reality]]></category>
		<guid isPermaLink="false">http://techtrends.tech/?p=5471</guid>

					<description><![CDATA[<p>&#160; In this article for Scientific American we look at how spatial audio will take immersive technology to a new &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/tech-trends/how-vr-needs-to-sound-right-to-feel-right/" aria-label="How VR Needs to Sound Right to Feel Right">Read More</a></p>
<p>The post <a href="https://techtrends.tech/tech-trends/how-vr-needs-to-sound-right-to-feel-right/">How VR Needs to Sound Right to Feel Right</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p><strong><em>In this article for Scientific American we look at how spatial audio will take immersive technology to a new level.</em></strong></p>
<p>Virtual reality’s goal is to fully immerse a person in a digital landscape, triggering the same kinds of physical and psychological reactions they would experience in the real world. In virtual reality (VR) parlance, this is called “presence”—a mental state in which <a href="https://link.springer.com/article/10.1007/s12144-017-9648-y">people recall VR experiences</a> as if they had actually occurred. Computer graphics have improved dramatically in recent years, and advances in haptic, or touch, VR technology are beginning to allow users to feel sensations such as temperature, pressure and vibrations. For VR to really take hold of a person, however, a dynamic soundscape is essential.</p>
<hr /><p><em>Creating a dynamic soundscape is essential for immersion</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5471&#038;text=Creating%20a%20dynamic%20soundscape%20is%20essential%20for%20immersion&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>One of the most significant developments in VR sound is “spatial audio,” which is designed to mimic the pitch, volume, reverberation level and other audio cues the brain would expect during a real-world experience. “With our hearing we can sense what happens in those directions around us where we cannot see, [such as] car tires screeching behind us, and react—jump out of the way—without the need for visual input,” says Kai Havukainen, senior product manager for audio at Nokia Technologies, which is developing spatial audio technology for some of the company’s devices.</p>
<hr /><p><em>Everybody is still learning how powerful spatial audio can be</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5471&#038;text=Everybody%20is%20still%20learning%20how%20powerful%20spatial%20audio%20can%20be&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<blockquote><p>Spatial audio allows VR programmers to create content whose sounds can come from any direction, says Tom Smurdon, audio design manager for Oculus VR, owned by Facebook. “There’s wind in the trees above your head, the sound of water coming from a river at your feet and now there’s sound from somebody sitting right next to you, whispering in your ear,” he says. “Everybody is still learning how powerful spatial audio can be.”</p></blockquote>
<div class="article-block article-text" data-swiftype-name="body" data-swiftype-type="text" data-behavior="dfp_article_rendering" data-dfp-adword="Advertisement">
<div class="mura-region mura-region-loose">
<div class="mura-region-local">
<h5>Shifting Soundscapes</h5>
<p>“Spatial audio, in its most basic form, emulates how we perceive sound in the real world,” says Brian Yessian, chief creative officer and partner of sound design company <a href="https://www.yessian.com/" target="_blank" rel="noopener">Yessian Music</a>. “If we are in a room and someone in front of me is speaking and I turn my head to the left, then my right ear is going to pick up more of the voice and my left ear will [hear] less,” he explains. “Or if something falls behind me, I know to look back because our audio senses pick up on the fact that it was actually behind me.” Spatial audio achieves that effect in VR using software algorithms that manipulate a program’s sound wave frequencies, creating audio levels that become louder or softer depending on the user’s distance from a virtual object. The sound also shifts from one headphone speaker to the other as the person moves their head from side to side or as the virtual objects move on their own.</p>
<p>Makers of VR headsets have begun to embrace immersive soundscapes as a way to improve the quality of the virtual experience. The new <a href="https://www.nokia.com/en_us/phones/nokia-8">Nokia 8 smartphone</a>, for example, includes OZO Audio software that uses the device’s <a href="https://arstechnica.com/gadgets/2017/08/nokia-8-price-specs-release-date/">multiple microphones</a> to record video that has surround-sound qualities when heard through headphones. Spatial sound is also a major feature of the Microsoft’s new Windows Mixed Reality head-mounted displays, which go on sale later this month. Mixed reality is essentially a hybrid of VR and augmented reality that relies on cameras and other sensors to integrate digital objects into the real world or real objects to be embedded in a virtual world.</p>
<p>Microsoft already makes a mixed-reality headset with spatial audio called the HoloLens, but that device is targeted at software developers and corporate users. The HoloLens price also starts at $3,000, several times the cost of the consumer-targeted Mixed Reality headset. Microsoft has also made spatial audio part of Windows 10, which means any device running that version of the operating system will be able to play dynamic sound when headphones are used. The new Windows Mixed Reality and HoloLens headsets offer very different user experiences. The HoloLens has a transparent display that projects vivid holograms on top of real-world environments and is a fully self-contained computer that allows the user to move around without being restricted by cables. The new Mixed Reality headset plugs into a PC and has an opaque display similar to that of the Oculus Rift and HTC Vive.</p>
<hr /><p><em>Microsoft already makes a mixed-reality headset with spatial audio called the HoloLens, but that device is targeted at software developers and corporate users</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5471&#038;text=Microsoft%20already%20makes%20a%20mixed-reality%20headset%20with%20spatial%20audio%20called%20the%20HoloLens%2C%20but%20that%20device%20is%20targeted%20at%20software%20developers%20and%20corporate%20users&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Microsoft developed its spatial audio algorithms after studying different ear shapes and the way in which a person’s brain via the inner and outer ears locates the source of a sound in three dimensions. The goal was to better understand how they affect a person’s sound perception. “We’ve also done a lot of work in modeling how audio bounces and reverberates off the environment,” says Noel Cross, Microsoft principal software engineering lead, who has worked on both the HoloLens and the new Mixed Reality devices.</p>
<blockquote><p>“Different size rooms give you different levels of comfort as a human, and if things don’t match your expectations in terms of [what] they should sound like, you instinctively feel quite uncomfortable.”</p></blockquote>
<p>Cross and his team took those lessons into account when designing the interface for Microsoft’s new consumer headset. Instead of presenting users with a start menu or screen when they don the device, they begin their experience in a virtual house located on a cliff by the sea, where they are then free to wander its three different floors. Users interact with that setting much the same way they would stare at pictures or TV screens in the rooms of a real house—and for that to make sense, Cross says the developers had to get the sound element just right. Oculus likewise has its users begin in the same location—sort of like a VR home page—each time they use the device.</p>
<h5>The Sweet Spot</h5>
<p>Earlier efforts at “3-D audio”—a precursor to spatial audio—were very limited in that they were designed for PCs in the 1990s, Cross says. The speakers were typically located on either side of the computer monitor, and the sound was immersive if the users sat in a “sweet-spot zone in the middle” and did not move, he says. “Even with headphones in earlier experiences, as you moved your head, the sounds wouldn’t stay locked in the context of the world but would stay fixed relative to your head,” Cross adds.</p>
<hr /><p><em>Earlier efforts at 3-D audio—a precursor to spatial audio—were very limited in that they were designed for PCs in the 1990s</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5471&#038;text=Earlier%20efforts%20at%203-D%20audio%E2%80%94a%20precursor%20to%20spatial%20audio%E2%80%94were%20very%20limited%20in%20that%20they%20were%20designed%20for%20PCs%20in%20the%201990s&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Given that humans are hardwired to pay attention to sound and instinctively use it to map their surroundings, find points of interest and assess potential danger, it is hard to overstate the usefulness of spatial audio for VR. As virtual environments move to the mainstream in education, training and health care—including the treatment of phobias and trauma via <a href="http://ict.usc.edu/prototypes/pts/">virtual reality exposure therapy</a>—users will want to fully engage their senses.</p>
<hr /><p><em>As virtual environments move to the mainstream in education, training and health care users will want to fully engage their senses</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D5471&#038;text=As%20virtual%20environments%20move%20to%20the%20mainstream%20in%20education%2C%20training%20and%20health%20care%20users%20will%20want%20to%20fully%20engage%20their%20senses&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
</div>
</div>
</div>
<div class="article-rightslink">
<div class="article-reprintsLink"></div>
</div>
<blockquote class="twitter-tweet" data-lang="en">
<p dir="ltr" lang="en">New VR tech aims to take surround-sound to new levels <a href="https://t.co/sEzNguj64f">https://t.co/sEzNguj64f</a> <a href="https://t.co/zZZ53jQs4i">pic.twitter.com/zZZ53jQs4i</a></p>
<p>— Scientific American (@sciam) <a href="https://twitter.com/sciam/status/920255110529388544?ref_src=twsrc%5Etfw">October 17, 2017</a></p></blockquote>
<p><script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<p>&nbsp;</p>
<p>Article originally published in <a href="https://www.scientificamerican.com/article/new-vr-tech-aims-to-take-surround-sound-to-new-levels/">Scientific American</a></p>
<p><em><strong>Tech Trends offers comprehensive </strong></em><a href="http://alicebonasio.com/vr-consultancy/"><strong>Virtual Reality Consultancy services</strong></a><em><strong> to support businesses looking to adopt VR/AR/MR technologies into their brand and communications strategy.</strong></em></p>
<blockquote><p><em>Alice Bonasio is a </em><a href="http://techtrends.tech/vr-consultancy/" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?hl=en&amp;q=http://techtrends.tech/vr-consultancy/&amp;source=gmail&amp;ust=1528040592380000&amp;usg=AFQjCNEHun2cjDxtvENWVj3h7ZOZHNjbJA"><em>VR Consultant</em></a><em> and Tech Trends’ Editor in Chief. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. </em><a href="https://www.linkedin.com/in/alicebonasio/" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?hl=en&amp;q=https://www.linkedin.com/in/alicebonasio/&amp;source=gmail&amp;ust=1528040592380000&amp;usg=AFQjCNEz3b6Rwlj-X_l3A2fp8J8IfqNDTA"><em>Connect with her on LinkedIn</em></a><em> and follow </em><a href="https://twitter.com/alicebonasio" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?hl=en&amp;q=https://twitter.com/alicebonasio&amp;source=gmail&amp;ust=1528040592380000&amp;usg=AFQjCNFGEgTOHNa0_F1GwDaW1hi8yQzDTw"><em>@alicebonasio</em></a><em> and </em><a href="https://twitter.com/techtrends_tech" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?hl=en&amp;q=https://twitter.com/techtrends_tech&amp;source=gmail&amp;ust=1528040592380000&amp;usg=AFQjCNHAZdMOfCYIf1hHwT5XpdT4jeerpQ">@techtrends_tech</a><em> on Twitter. </em></p></blockquote>
<p>The post <a href="https://techtrends.tech/tech-trends/how-vr-needs-to-sound-right-to-feel-right/">How VR Needs to Sound Right to Feel Right</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">5471</post-id>	</item>
	</channel>
</rss>
