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The Role of Augmented Reality Audio

This is a new opinion about what we expect from AR.


Voice is always a fundamental part of our lives. It adds more texture, context, and meaning to our daily interactions and immerses us. However, while sounding functions as one of the dimensions we are looking for in films and video games today, the sound of virtual reality and augmented which is often ignored.


Why is audio virtual reality and augmented ignored?

The development of AR / VR starts at optics. Visual immersion is a priority for developers when they work towards the limitations of the display field (FOV) that overcome the existing device. However, visuals usually function as the main branch of the experience of AR / VR.


Then there is a technical design challenge. Our eyes are far from our ears, which presents unique obstacles to addressing device design. What can be used today usually has a pas horizontal above the eye and comes in a big form factor. Extending them to fit the ears will expand vertical reach, thus adding to the excess of the device.


When we shift the focus of being used to a smartphone, we experience a set of new challenges. In the current form, smartphones only provide 'taste' from AR / VR. In both cases, the sound is experienced directly through the device speaker or through an additional headphone set. In terms of virtual reality, users can see three different form factors to immerse themselves: smartphones, headsets, and headphones. And even then, the experience can still be rather clumsy.


Finally, there is a battery problem with a device that is not tethered. The processing power needed for Visual AR / VR significantly affects the battery life of the device. Adding acoustics that matches visuals can affect battery life, which leads to less desirable user experiences. Combined with the high cost of making today's gadgets, it's easy to see why virtual and augmented reality audio might not be a priority in development.


But can AR / VR really deep silently? Some creators claim sound produces 50 percent of the experience. Without the right audio signal to match visuals, the brain does not understand AR / VR with full loyalty. Bad quality or lack of sound removes "event," crippling stories that are notified through this media.

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