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Trials begin on 3D experience to sound

Sep 01, 2004

Smart Internet Technology Cooperative Research Centre (Smart Internet), an incorporated joint venture between industry, academia and the government, announced on August 30 plans to begin a ground-breaking trial of a network-based system for processing and delivery of complex audio scenes.

The new technology will revolutionise the quality and reality of real-time voice communication experiences in cyberspace from networked games to teleconferencing environments.

Smart Network Program researchers from the University of Wollongong have developed an audio communication system that enables players in crowded virtual spaces such as multiplayer games to experience group conversation as close to reality as possible. Bringing the equivalent of a 3D experience to sound with spatial accuracy and ambient plus real-time sound interaction, the Dense Immersive Communications Environment (DICE) project was developed with support from Smart Internet, Telstra Corporation and the University of Wollongong.

The enhanced audio capability will be available to game players by downloading an applet and using a DICE enabled game server. The client software will enable them to hear a spatially accurate rendering of the voices of others in their virtual vicinity as they happen. The voices are adjusted based on orientation and distance from the listener as well as their loudness (whispering versus shouting). This is expected to significantly enhance the player experience and create new opportunities to improve the game such as eavesdropping on the enemy (perhaps by planting bugs in their quarters).

"Anyone who has played one of the new generation of games will be familiar with the graphic richness and realistic renderings of everything from alien planets to downtown city environs," according to Professor Farzad Safaei, Smart Networks Program Manager.

"While rapid increases in computational power has led to highly detailed and realistic graphics, communication between participants in these environments has so far been lagging behind, often limited to a text-based chat window‚ or a single audio channel for everyone to share.

With DICE, the voices of others in one's virtual vicinity are heard in perfect harmony with their visual representation (location, distance and spatial placement with respect to the listener). Each participant can hear a realistic and personalised mix of voices in their hearing range‚ and this mix is dynamically changed as people move within the virtual environment (and consequently in and out of each others hearing range)."

Live trials of Project DICE's immersive audio communication are expected to start in September 2004 at the Telstra Launceston broadband e-Lab with about 50 local game players.

Speaking at the launch, Tony Oetterli, Manager, Telstra Broadband eLab referred to Project DICE as a significant example of how Telstra, (which is a partner in the Smart Internet CRC), supports Australian R&D and fosters collaboration between academia and industry.

"Telstra uniquely offers collaborations such as this a real-market testing environment for cutting-edge broadband applications. Launceston participants will be among the first to trial this innovative audio offering," Mr Oetterli said.

Preliminary research into immersive audio communication over a network started over two years ago when Professor Safaei and his team looked into ways to improve teleconferencing. As the idea evolved, the team researched ways to add natural voice communication to network games in a bid to enhance the players‚ experience and to make playing the game a lot more fun.

The worldwide interactive entertainment industry is estimated at about $AUS40 billion a year. The Australian computer game industry currently employs more than 700 developers and exports more than $AUS100 million worth of software annually.

"Network games are challenging and fun as they are now. The enhanced audio capability we've developed will make it even more enjoyable and challenging as players can employ new strategies and tactics in the game with the help of voice and other audio components," said Mr Paul Boustead, DICE Project Leader.

Professor Darrell Williamson, CEO of Smart Internet, said the opportunities and applications for immersive audio communication would deliver great enhancements not only to network game players but possibly to other applications where a large number of users in a distributed environment were involved.

Project DICE will be a showcase feature at the Australian Technology Park Open Day on October 6, where visitors will be able to experience immersive audio in multiplayer game environment.

 

 

(Left to right) UOW's Dr Paul Boustead, Professor Farzad Safaei, Vice-Chancellor Professor Gerard Sutton, Professor Darrell Williamson and Mr Tony Oetterli

The audience of the launch watching a virtual multiplayer game in action.

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