Sounds in Space 2015

We now have a website for Sounds in Space.  Visit it at:
www.soundsinspace.co.uk

A Research Symposium – June 30th, 2015 University of Derby
Markeaton Street Campus
http://www.derby.ac.uk/

Sounds in Space 2015 PosterThis is a free event, with lunch and light refreshments provided.  If you wish to register for the event, then please register at www.SoundsinSpace.co.uk

Sounds In Space, hosted by Creative Technologies Research Group, will involve a full programme of research presentations and practical demonstrations relating to spatial sound providing a rich opportunity for exploration of academic, technical and creative practice research in the aesthetics, procedure, technology and perception of technology-based spatial sound and music using the facilities of the Markeaton Street Campus of the University of Derby.  The day features a  Keynote from Simon Goodwin, principle programmer at Codemasters (more details below) and a 20 speaker with-height Ambisonic Speaker Array in the main presentation room, and break-out rooms/talks which also feature a Sonic Emotion Wave 1 Wavefield Synthesis Array demonstration.

Draft Programme : 

The day will have a 9.30 registration for a 9.50am start, and we’ll aim to finish around 4pm.  It’s gonna be an exciting day, with the programme shown below:

SinS2015 Draft 530px

Keynote : Simon Goodwin

Simon N Goodwin is Principal Programmer in the Central Tech group at Codemasters Software company, the UK’s biggest independent game development company. Over the last decade he’s introduced Ambisonics and true 3D sound into best-selling games which have sold millions of copies worldwide, winning BAFTAs and other awards. Research from Derby has helped make that possible.

Standards like HDMI, object audio, multi-channel streaming, and personalised HRTFs mean the move from stereophony to true periphony – accurate spatialisation, not just immersion – is easier than ever – and for gamers, it really makes a big difference. Modern games provide content in abundance, juggling hundreds of audio sources at millisecond intervals, all with full 3D positions, orientations and sizes. You can even play Minecraft in fourth-order Ambisonics these days, not just Codemasters sims, and PC shooters.

But still most players listen to stereo speakers. If they have surround speakers, it’s often impractical to put them in the ‘right’ places at home, and advice on what’s right is often unhelpful or wrong, always assuming they wire them up correctly – not easy, even for us, and harder still to check. The challenge now is to make 3D sound systems that listen, and adapt – that suit the users rather than just the theories.

Call for Works (now closed):

If you’re interested in demonstrating your work (research, case study, surround sound installation/composition etc), then please see the call and further details PDF below. The event is a relaxed, and stimulating one with time for networking/questions and discussion.

Details and Calls for Works Sounds in Space 2015

To get a feel for the event, feel free to look at:

Sounds in Space 2014
Sounds in Space 2013

Sounds in Space 2012
Sounds in Space 2011

 

Picture of a Surround Concert in Auditorium 3 at Markeaton Street, 2011

Picture of a Surround Concert in Auditorium 3 at Markeaton Street, 2011

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