
Sonos
3 Projects, page 1 of 1
assignment_turned_in Project2021 - 2025Partners:Adrian James Acoustics, Sonos, Sonos, University of Surrey, Adrian James Acoustics +5 partnersAdrian James Acoustics,Sonos,Sonos,University of Surrey,Adrian James Acoustics,Electronic Arts (United Kingdom),University of Surrey,Audio Software Development,Electronic Arts,Audio Software DevelopmentFunder: UK Research and Innovation Project Code: EP/V002554/1Funder Contribution: 407,334 GBPWe spend the majority of our lives indoors. Within enclosed spaces, sound is reflected numerous times, leading to reverberation. We are accustomed to perceiving reverberation-we unconsciously use it to navigate the space, and, when absent, we notice. Similarly, our electronic devices, such as laptops, TVs or smart home devices, are exposed to reverberation and need to take into account its presence. Being able to predict, synthesise, and control reverberation is therefore important. This is done using room acoustic models. Existing room acoustic models suffer from two main limitations. First, they were originally developed from very different starting points and for very different purposes, which has led to a highly fragmented research field where advancements in one area do not translate to advancements in other areas, slowing down research. Second, each model has a specific accuracy and a specific computational complexity, with some very accurate models taking several days to run (physical models), while others run in real-time but with low accuracy and only aim to create a pleasing reverberant sound (perceptual models). Thus, there is no single model that allows to scale continuously from one extreme to the other. This project will overcome both limitations by defining a novel, unifying room acoustic model that combines appealing properties of all main types of models and that can scale on demand from a lightweight perceptual model to a full-scale physical model. Such a SCalable Room Acoustic Model (SCReAM) will bring benefits in many applications, ranging from consumer electronics and communications, to computer games, immersive media, and architectural acoustics. The model will be able to adapt in real time, enabling end-users to get the best possible auditory experience allowed by the available computing resources. Audio software developers will not need to update their development chains once more powerful machines become available, thus reducing costs. Electronic equipment, such as hands-free devices, smart loudspeakers, and sound reinforcement systems, will be able to build a more flexible internal representation of room acoustics, allowing them to reduce unwanted echoes, to remove acoustic feedback, and/or to improve the tonal balance of reproduced sound. The main hypothesis of the project is that a connection exists between physical models and perceptual models based on so-called delay networks, and that this connection can be leveraged to develop the sought-after unifying and scalable model. The research will be conducted at the University of Surrey with industrial support by Sonos (audio consumer electronics), Electronic Arts (computer games), Audio Software Development Limited (computer games audio consultancy), and Adrian James Acoustics (acoustics consultancy).
more_vert assignment_turned_in Project2024 - 2027Partners:Sonos, The National Gallery, Stanford University, Kajima Technical Research Institute, Playlines +7 partnersSonos,The National Gallery,Stanford University,Kajima Technical Research Institute,Playlines,International Broadcasting Convention,Real World Studios,KCL,Stanford Synchroton Radiation Laboratory,BBC Television Centre/Wood Lane,MagicBeans,British Broadcasting Corporation - BBCFunder: UK Research and Innovation Project Code: EP/X032981/1Funder Contribution: 953,617 GBPImmersive technologies will transform not only how we communicate and experience entertainment, but also our experience of the physical world, from shops to museums, cars to classrooms. This transformation has been driven primarily by an unprecedented progress in visual technologies, which enable transporting users to an alternate visual reality. In the domain of audio, there are however long-standing fundamental challenges that need to be overcome to enable striking immersive experiences in which a group of listeners can just walk into a scene and feel transported to an alternate reality to enjoy a seamless shared experience without the need for headphones, head-tracking, personalisation or calibration. The first key challenge is the delivery of immersive audio experiences to multiple listeners. Recent advances in audio technology are beginning to succeed in generating high quality immersive audio experiences. However, these are restricted in practice to individual listeners, with appropriate signals presented either via headphones, or via systems based on a modest number of loudspeakers using either cross-talk cancellation or beamforming. There remains a fundamental challenge in the technologically efficient delivery of "3D sound" to multiple listeners, either in small numbers (2-5) in a home environment, in museums, galleries and other public spaces (5-20) or in cinema and theatre auditoria (20-100). In principle, shared auditory experiences can be generated using physics-based methods such as wavefield synthesis or higher order ambisonics, but a sweet spot of even a modest size requires a prohibitive number of channels. CIAT aims to transform state of the art by developing a principled scalable and reconfigurable framework for capturing and reproducing only perceptually relevant information, thus leading to a step advance in the quality of immersive audio experiences achievable by practically viable systems. The second key challenge is the real-time computation of environment acoustics needed to transport listeners to alternate reality, allowing them to interact with the environment and sound sources in it. This is pertinent to applications where immersive audio content is synthesised rather than recorded and to object-based audio in general. The sound field of an acoustic event consists of direct wavefront, followed by early and higher-order reflections. A convincing experience of being transported to the environment where the event takes place requires the rendering of these reflections, which cannot all be computed in real time. In applications where the sense of realism is critical, e.g. extended reality (XR) and to some extent gaming, impulse responses of the environment are typically computed only at several locations, with preset limits on the number reflections and directions of arrival, and then convolved with source sounds to achieve what is referred to as high-quality reverberation. Still, the computation of impulse responses and convolution may require GPU implementation and careful hands-on balancing between quality and complexity, and between CPU and GPU computation. CIAT aims to deliver a paradigm shift in environment modelling that will enable numerically efficient seamless high quality environment simulation in real time. By addressing these challenges, CIAT will enable creation and delivery of shared interactive immersive audio experiences for emerging XR applications, whilst making a step advance in the quality of immersive audio in traditional media. In particular, efficient real-time synthesis of high quality environment acoustics is essential for both XR and object-based audio in general, including streaming and broadcasting. Delivery of 3D soundscapes to multiple listeners is a major unresolved problem in traditional applications too, including broadcasting, cinema, music events, and audio-visual installations.
more_vert assignment_turned_in Project2024 - 2029Partners:International Council on Environmental E, DeepMind, ASTRAZENECA UK LIMITED, Masakhane, G-Research +33 partnersInternational Council on Environmental E,DeepMind,ASTRAZENECA UK LIMITED,Masakhane,G-Research,PGIM Real Estate,Orbital Media & Advertising Ltd,Unilever UK & Ireland,ActiveQuote Ltd,Conception X Limited,Albion Capital,Welsh Water (Dwr Cymru),AMPLYFi Ltd,4J Studios Ltd,Wellcome Trust Sanger Institute,British Telecommunications plc,Evolution Artificial Intelligence Ltd,Cohere,LEGO Group,Women in AI,UCL,Creator Fund,Synthesia,Open Source Imaging Consortium,Adobe Systems Incorporated,Huawei Technologies R&D (UK) Ltd,GSK,Chicago ARC,HumanLoop,Dyson Limited,EleutherAI,Pindrop (UK),Sonos,Microsoft Research Asia,Cisco Systems Inc,IBM,UiPath,Mishcon de ReyaFunder: UK Research and Innovation Project Code: EP/Y028805/1Funder Contribution: 10,250,200 GBPGenerative Models are AI models that can generate data. Recently researchers have shown that by training these models on large amounts of data (text data from the internet and images) these models learn to understand the regularities of our text and image world so well that they can generate responses to questions and create new images with surprising fidelity. This heralds a new era in which computers can assist humans to carry out tasks more efficiently than ever with significant opportunities for society, science and industry. However, these advances need significant research still -- how to make them train efficiently on different problems, how to understand their reliability and adherence to ethical norms.
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