Three Different Modes of Avatars as Virtual Lecturers in E-learning Interfaces: A Comparative Usability Study
Loading...
Links to Files
Collections
Author/Creator
Author/Creator ORCID
Date
2009-01-09
Type of Work
Department
Program
Citation of Original Publication
Foad Hamid and Bill Kapralos, A Review of Spatial Sound for Virtual Environments and Games with Graphics Processing Units, The Open Virtual Reality Journal vol 1 pp 8-17, doi: 10.2174/1875323X01002010008
Rights
This item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author.
Attribution-NonCommercial 3.0 Unported
Attribution-NonCommercial 3.0 Unported
Subjects
Abstract
The generation of spatial audio and audio processing in general using traditional software-based methods and techniques is computationally prohibitive thereby limiting the number of, and type of auditory effects that can be incorporated into applications. In contrast to consumer-grade audio cards, the graphics processing units (GPUs) of video cards have moved away from the traditional fixed-function 3D graphics pipeline towards a flexible general-purpose computational engine that can currently implement many parallel algorithms directly using the graphics hardware resulting in tremen¬dous computational speed-ups. Various spatial audio applications are well suited for GPU-based processing providing developers of virtual environments and games with the possibility of incorporating real-time, spatial audio into their simulations. This paper presents an overview of the research efforts that have utilized the GPU for the implementation of spatial sound for virtual environments and games. Approaches to GPU-based spatial sound are summarized and their advantages and disadvantages are presented