BillNewell.com | Augmented Reality: Don’t Forget Audio!
Learn about the important role that audio plays in augmented reality and how it can help you create immersion.
Augmented reality, Mix reality, Digital Hollywood, Visual recognition, Epson Moverio, DAQRI, Holmes Weinberg PT, Atheer, Avegant, Plantronics. Mike Hildebrandt, Michael Leventhal, Soulaiman Itani, Leon Laroue, Eric Trabold, Tom Wesselman
955
single,single-post,postid-955,single-format-standard,ajax_fade,page_not_loaded,

My Posts

Augmented Reality: Don’t Forget Audio!

09 Oct 2017, Posted by jean in Technologies
Augmented Reality: Don’t Forget Audio!

When you attend a conference, a launch, or perhaps just a private demonstration of augmented reality (AR), a new mobile app, or the latest game, you are often wowed by the amazing graphics, and how realistically sports, battle scenes, or information is presented. You leave the presentation jazzed, thinking about what you may be able to accomplish with the service or product you just saw. But remember not to overlook the importance of audio. Even the flashiest visuals would not have the same dramatic impact they have on us without quality audio. Whether it is music, effects, dialogue, or a combination of all three, audio is a key ingredient to build emotional responses. Would Star Wars be the same without the masterful scoring provided by John Williams? Of course not. Audio creates mood, anticipation, joy, sadness, etc.

So for AR, audio is just as important as it has been in the past for movies, theater, and games. To learn more about how audio is being used for augmented reality I spoke with Tom Wesselman Sr. Director of the software group at Plantronics. Plantronics is one the leaders in audio products.  You probably know them from their earbuds or other listening devices. But Tom and Plantronics are engaged in much more than that. Tom shared with me some of the ways Plantronics is looking to innovate in digital media and how they are positioned to be a great partner for AR hardware manufacturers, as well as those of us who are involved in the process of creating AR experiences.

For example Plantronics is able to collect and analyze data just by listening. Imagine you are in a distance collaboration meeting, like a GoToMeeting, or WebEx session, or a 3D meeting room, or maybe you manage a support center. With Plantronics’ technology you can measure decibel levels in a sound wave, and analyze inflection, tone, and more. Let’s suppose you need to solve a problem with a support situation. With this type of data you could quickly know how communication was handled.  Was the customer upset? Was the support team frustrated? This is important to know since the idea behind a support center is to solve problems. But solving problems can bring a great deal of frustration, so keeping a team fresh, knowing when to give someone a break, is key to optimal performance.

For AR, audio is not only necessary to bring an experience alive, it is also essential to provide immersion. Imagine if you will that we launch an event at a public park. We are going to set you up with an HMD, and you are going to walk around and see dinosaurs around you. Without hearing the roar of T-Rex, the experience would not be the same. In addition, audio plays an even bigger role. Audio frequencies can be captured by outward facing microphones, analyzed and if needed, canceled by other frequencies so that you don’t hear them. In this example we would probably aim at canceling traffic noise.

If you want to learn more about this topic, and get a jump into AR and what audio can do for your projects, you can meet Tom in person. Just join us at my panel at Digital Hollywood this coming October 10, at 12 Noon http://www.dhsessions4.com/Tuesday17Fl6.html . Other panelists include Leon Laroue (Epson Moverio), Eric Trabold (Avegant), Michael Leventhal (Holmes Weinberg, PC), Soulaiman Itani (Atheer), and Mike Hildebrandt (DAQRI). Come and learn how your company can be part of this technological revolution and tremendous business opportunity.

When you attend a conference, a launch, or perhaps just a private demonstration of augmented reality (AR), a new mobile app, or the latest game, you are often wowed by the amazing graphics, and how realistically sports, battle scenes, or information is presented. You leave the presentation jazzed, thinking about what you may be able to accomplish with the service or product you just saw. But remember not to overlook the importance of audio. Even the flashiest visuals would not have the same dramatic impact they have on us without quality audio. Whether it is music, effects, dialogue, or a combination of all three, audio is a key ingredient to build emotional responses. Would Star Wars be the same without the masterful scoring provided by John Williams? Of course not. Audio creates mood, anticipation, joy, sadness, etc.

So for AR, audio is just as important as it has been in the past for movies, theater, and games. To learn more about the potential of audio as a part of augmented reality, I spoke with Tom Wesselman senior director of the Software Group at Plantronics. Plantronics is anaudio pioneer and a communication technology leader; you probably know them from their earbuds or other communications devices. But Tom and Plantronics are engaged in much more than that.  Tom and I spoke about how human senses, including voice, are things that AR hardware manufacturers should remember if they hope to create enticing AR experiences that are human-led vs. technology-led.

For example, what if you manage a support center? In the future, Plantronics’ technology might enable a call center to measure and analyze call inflection, tone, and more.  What if you could understand more about how the support person handled the situation? Or if the customer was upset, or if the support person needed a break? All this data has the potential to solve big problems and optimize performance.

For AR, audio is not only necessary to bring an experience alive, it is also essential to provide immersion. Imagine if you will that we launch an event at a public park. We are going to set you up with an HMD, and you are going to walk around and see dinosaurs around you. Without hearing the roar of T-Rex, the experience would not be the same. In addition, audio plays an even bigger role. What if audio frequencies could be captured by outward facing microphones, analyzed and if needed, canceled by other frequencies so that you don’t hear them? In this example, we would probably aim at canceling traffic noise.

If you want to learn more about this topic, and how audio and voice could enhance your project, you can meet Tom in person. Just join us at my panel at Digital Hollywood this coming October 10, at 12 Noon http://www.dhsessions4.com/Tuesday17Fl6.html .  Other panelists include Leon Laroue (Epson Moverio), Eric Trabold (Avegant), Michael Leventhal (Holmes Weinberg, PC), Soulaiman Itani (Atheer), and Mike Hildebrandt (DAQRI). Come and learn how your company can be part of this technological revolution and tremendous business opportunity.

Post a comment