BINCI partner Eurecat has presented at NEM Summit two innovative software tools that ease the editing and rendering of immersive audio and allow 3D audio production outside professional studios. BINCI tools aim at making it easier for creative artists to adopt the new audio immersive technologies and their set of new effects, bringing extra value and creative possibilities to their productions.
During the summit, project partner Eurecat participated at the Plenary Session on New Formats to present the paper “Binaural Tools for 3D Audio Production at Home”, which compiles the benefits, main technical characteristics and applications of the Binaural Home Studio (BHS) and Binaural Player (BP), both tools developed in the framework of the project.
The Binaural Home Studio allows to post-produce either 3D or binaural audio while offering special 3D effect functionalities. The contents produced can be listened and therefore tested with head-tracking headphones throughout the Binaural Player.
The Binaural Player allows users to experience interactive binaural audio with head-tracking-equipped headphones. The binaural output produced by the player is interactive, in the sense that adapts to head movements using a head-tracking headphone which gives to both content creators and end-users more realism and sense of presence.
The tools are part of a more extensive set of composer-oriented hardware and software immersive audio tools that are being developed by BINCI partners. These tools will be used by a limited number of producers for the creation of artistic projects in order to test the tools in real production environments.
Moreover, three experimental productions will be developed with the Binaural Home Studio by BINCI partner Antenna International and will be demonstrated using the Binaural Player with real users in three relevant cultural sites: Fundació Miró in Barcelona, the Alte Pinakothek, in Munich, and St. Andrew’s Castle, in Scotland.
The NEM Summit is an annual international conference and exhibition that gathers around 300 professionals from industry, research and public administration related to the digital creative industries to debate and define the future of the sector.