Spaces in Between – Towards Ambiguity in Immersive
Audio Experiences
Pedro Rebelo Michael McKnight
Sonic Arts Research Centre,
Queen’s University Belfast
p.rebelo@qub.ac.uk
Sonic Arts Research Centre,
Queen’s University Belfast
mmcknight13@qub.ac.uk
ABSTRACT
Immersive audio experiences position the listener at the
centre of a sound field created by loudspeakers or head-
phones often attempting to achieve a sense of belonging
and embodiment. The focus on placing the listener
amongst multiple sound sources with individual localisa-
tion and propagation patterns goes somewhat towards
recreating everyday like listening experiences, which
typically involve hundreds if not thousands of sources in
complex acoustics perceived differently by each listener
based on movement and head rotation not to mention
individual hearing profiles. This paper focuses on the, as
of yet, largely unexplored listening space which sits be-
tween headphone and loudspeaker reproduction. This
unexplored space affords multiple approaches when it
comes to creating ambiguous listening situations in
which there is a deliberate attempt to blur, augment or
even contradict the relationship between headphone and
loudspeaker sound fields. We propose a set of strategies
which can be deployed in the development of Auditory
Virtual Environments (AVE) aimed at creating spaces in
between. The paper combines technical, design and crea-
tive approaches based on recent artworks, to illustrate
ways in which to explore the notion of ambiguity in im-
mersive audio experiences.
1. INTRODUCTION
The desire for immersive listening experiences has been
driving spatial and 360° audio technologies for over a
century. Binaural recordings date back as far as 1881
when the “Théâtrophone” microphone array was placed
along the front of the stage at the Opera Garnier in Paris.
The performance was distributed through the telephone
system and listened to through a special headset.
Throughout the twentieth century new technologies and
practices have emerged to provide ever more accurate
recording and reproduction systems. Current binaural
technique uses two channels, one delivered to the left ear
and the other to the right. Although an argument can be
made that all stereo sound is binaural, ‘of two ears’, the
term is reserved for sound that has been filtered by a
combination of time, intensity and spectral cues that rep-
licate the effect of human ears and body to derive exter-
nalisation and localisation of sound objects. It is widely
known that binaural audio works best through the use of
headphones due to excellent channel separation but play-
back on loudspeakers’ is possible. It requires careful
consideration to eliminate crosstalk between the speakers
and therefore only works if the listener is in a fixed posi-
tion. This is called the equalisation zone or often referred
to as the sweet spot. Outside of this small zone the spa-
tial illusion will be lost, even small movements within
this area or head turns as much as 10° will significantly
degrade the spatial reproduction as noted by Gardner [1].
There are a number of spatial techniques that relate to
loudspeaker arrays such as ambisonics and wave field
synthesis, both used in immersive audio experiences.
Ambisonics is a technique that emerged in the 1970s for
recording or creating a sound field that envelops a listener
with sound from all directions. In contrast to stereo or
multichannel surround sound arrangements, where the
audio is mixed to a predefined number of channels and
loudspeaker placements, ambisonics is loudspeaker ag-
nostic so that the 360° sound field can be decoded and
reproduced by any number of loudspeakers. However,
the higher number of channels used in capturing or en-
coding sound the greater the number of dimensions is
achieved in reproduction, which in turn is perceived as
greater spatial accuracy.
The most recent resurgence of virtual reality (VR) and
augmented reality (AR) has led to the convergence of a
number of technologies and a reimagining of their uses to
create new immersive experiences. Ubiquitous VR/AR
production and reproduction systems now seamlessly
include head tracking, positioning and haptic sensors
combined with high resolution displays, 360° cameras,
new ambisonic microphones with support built into re-
corders and supporting audio/visual software. Workflows
for mixing and delivering spatial audio for VR experienc-
es using ambisonics are beginning to establish themselves
amongst industry and practitioners. For the purpose of the
work discussed here, we have chosen ambisonics as our
methodology for creating spatial audio. This is due not
only to its popularity within the VR community but also
its scalability; it can be decoded to binaural, to include
headtracking, as well as large scale loudspeaker arrays.
One single system can be used to derive and manage both
audio streams and facilitate cross over of sound objects
from headphones to loudspeaker.
Copyright: © 2018 Pedro Rebelo et al. This is an open-access article dis-
tributed under the terms of the Creative Commons Attribution
License 3.0 Unported, which permits unrestricted use, distribu-
tion, and reproduction in any medium, provided the original author and
source are credited.