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創新的沉浸式互動聲音藝術

極度前沿的藝術表演形式,期盼更多同好都開始朝著這個方向去做文藝創新,此形式的關鍵是3D世界裡的每個物件的影像和聲音的同步。藉助Unity+Wwise來實現沈浸式音視藝術創作,值得大家多多加以了解。

Drichtel: How I used spatialized audio for immersive art performances
Axel Hélie Fontaine | August 28, 2018

Immersive art could be viewed as inherently redundant in that the principle of art itself requires immersion within an artwork to appreciate it. Yet, while taking that into consideration, this is a term that can be applied to a lot of things. For the sake of this blog, I’m going to stick to digital and performance art. In this day and age, VR/AR/XR are considered a form of immersive art. One could argue that music shows are a sort of immersive art whenever shows use other elements to complement the experience (pyrotechnics, visuals behind a band, stages made out of LEDs, and so on). Modern video games, in my opinion, are a form of immersive art, as they use a lot of stimuli to appeal to the senses of the player, whether by a story or world building. Since this is such a broad term, the question “how do you create immersive art?” can only bring broad answers. Depending on how you see it, the term “immersion” might seem too vague, but being vague gives you a lot of wiggle room on how you approach the creation of the artwork, without going into esoteric concepts.
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Waves nx

Waves nx如同其他學術界釋出的各種豐富多樣的Ambisonics Plugins或軟體,是基於Ambisonics技術開發出來的,據悉Ambisonics是始於1970年代,但一直被音樂產業捨棄,這個近乎完全被音樂產業遺忘了的Ambisonics,因其理論完整,加上近幾年360影片、VR/AR/MR的蓬勃發展,使得大家回過頭來尋求它在場域收音、格式解析/量化、處理、重建等各方面的幫助,以求能在耳機或各種喇叭佈局上實現自然的聲響,其中關鍵之一就是演算出聲源在一個廣域的3D空間裡所應讓人耳聽到的直接音和一次、二次、三次反射音,相應於聆聽者雙耳和聲源之間的距離與方位變化,即時的將前端的計算結果呈現在後端聆聽系統上。