By positioning this virtual audio content at the same location as specific physical objects, it can be perceived as emanating from the physical object itself, at times with a fidelity that participants have found hard to distinguish from reality.Īs with visually orientated augmented reality experiences, where computer graphics are superimposed over the camera’s image of the physical environment, the presence of the physical object within an audio augmented reality experience can be observed to create a sense of environmental authenticity which, in turn, adds to the suspension of disbelief, propelling the virtual audio content into reality within the mind of the listener. By tracking a listener’s real-time position and orientation within three-dimensional space it is possible to create a binaural audio listening experience with a greater sense of reality, where audio content delivered through headphones is perceived to exist at precise locations within the listener’s physical environment. Recent advances in mobile augmented reality, perhaps most importantly Simultaneous Location and Mapping (SLAM) technology, have realised precise indoor positioning systems that have enabled a move from the delivery of static binaural audio content to the delivery of dynamic binaural audio content. Furthermore, audio augmented objects have also demonstrated potential as physical interfaces through which digital audio archival content can be accessed and engaged with. The research has also identified ways in which collections of audio augmented objects can be used to realise virtual, though physically explorable, soundscapes that can promote interaction and engagement with museums, galleries and heritage sites, their existing collections, spaces and the objects and artefacts within them. In addition to identifying some of the characteristics and experiential qualities of audio augmented objects, this practice-based research project has begun to identify the potential roles that audio augmented objects can play within audio augmented reality experiences. But let’s get used to it because it’s likely here to stay.What new experiences and opportunities can be realised by augmenting silent and silenced physical objects with virtual audio content? In summary, we’re already using audio augmented reality, we just might not know it by that name. Up to date metro transit information to mix-ups on the subway.Touring a piece of real estate with an agent giving near-real-time information.A song changing tempo to mimic your walking speed.An advertisement for a discount playing as you walk in the vicinity of your favorite coffee shop.Now let’s expand these use cases and imagine the following: Still qualifies as audio augmented reality, right? As you press the keypad on your audio tour, background information is provided to augment your understanding of the massive collection of art. At the entrance, you exchange your headphones for a museum guided audio tour to take you from Egyptian art to the Impressionist Wing. So, how about an “old school” example? Let’s stay in Manhattan, but let’s walk up to the Metropolitan Museum of Art. At least enough to qualify as our first broad use case. It’s arguable that listening to such audio directions is a pure form of audio augmented reality. What about the tourist who, with phone in pocket, is relying on audio instructions from Google Maps to navigate Bleecker St.? In some cases, this is already happening. What if those headphones were relaying site-specific information? An additional layer of audio “augmenting” this stroll through Manhattan? ![]() And an increasing number of these headphones are Airpods or similar form factor of Bluetooth headphones. Almost everyone walking in Manhattan has on headphones that are connected to a smartphone. ![]() Better yet, if you’re in New York City, simply take the walk. Picture yourself walking a street in Manhattan. ![]() Let’s focus instead on the auditory component of the definition. Whether a heads up display (HUD) in a video game or Google Glass, visual augmented reality has been popularized in the collective conscious. “Augmented reality is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. “Īnd upon hearing the term “augmented reality”, you likely think first of visual augmented reality. Though virtual reality has long been the stuff of dreams, augmented reality should not be forgotten as an approachable and viable turn for technology and the real world. With the marked increase to audio consumption, “second screening”, podcasts, smartphone usage, 5G, and Airpods we are creating conditions perfect for the expansion of audio augmented reality.
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