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Immersive Audio Podcast Episode 29 – John Kyle Varley (Frameworks Productions)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel is joined by John Kyle Varley on Skype from Halifax, Canada.

John Kyle is a musician/music producer and founder of Frameworks Productions, a production company that specializes in creating musical scores for virtual reality and 360º film. At the end of 2017, Frameworks worked with the Banff Centre for Arts and Creativity to develop generative music processes using spatial audio. He recently gave a talk on spatialized 3D audio and generative music at VRTO2019, the annual Virtual & Augmented Reality World Conference & Expo in Toronto, Canada.

After receiving a Bachelor of Arts in Music Theory and Composition from St. Francis Xavier University in 2006, he cultivated years of experience as a touring, recording, and teaching musician and switched to music production later on in his career.

Today, Oliver and John Kyle discuss the influence of sound and music in virtual reality and the creation of Frameworks Productions.

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Show Notes

Frameworks Productions Official Website: https://www.frameworksproductions.ca/

John Kyle Varley’s LinkedIn: https://www.linkedin.com/in/johnkylevarley/

John Kyle Varley’s Quora: https://www.quora.com/profile/John-Kyle-Varley

John Kyle Varley’s talk at VRTO2019:  https://www.youtube.com/watch?v=F_qfSPnSJEY

PlayStation VR (PSVR): https://www.playstation.com/en-ae/explore/playstation-vr/

PlayStation VR Worlds – Ocean Descent: https://www.youtube.com/watch?v=7yxa7-7jeWw

Oculus Rift: https://www.oculus.com/

Banff Centre for Arts and Creativity: https://www.banffcentre.ca/

Virtual Reality at Banff Centre: https://www.banffcentre.ca/articles/we-have-vr-%E2%80%94-now-how-do-we-use-it-tell-stories

Creadits

This episode was produced by Oliver Kadel and Michelle Chan with the help of Shane O’Hare and included music by Knobs Bergamo.

Immersive Audio Podcast Episode 28 – Audio For Augmented Reality

Summary

In this episode of Immersive Audio Podcast, Felix Thompson, with the help of insightful guest speakers, will look at Audio for Augmented Reality, and how it’s changing peoples’ lives today.

Augmented reality, or AR for short, is an industry that’s been silently booming over the last couple of years. Unlike virtual reality which totally immerses the user, AR offers a blend of the physical and the virtual worlds.

With the huge success of Pokemon Go, which allows people all across the world to see Pokemon floating around in real life via their mobile devices, augmented reality developers want to take the next step in revolutionising how we hear the world too, making augmented reality experiences for tourism, education, music – and even reinventing hearing aids.

 

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Guest Speakers

Elliot Graves, Atlantic Productions

Elliot leads Atlantic Productions’ Immersive and Digital content. As an immersive experience Director, he works across all XR technologies including augmented reality, virtual reality and AI empowered experiences. Prior to Atlantic, he worked in the agency space, creating immersive projects across the world for Nike, Google, Ford, Unicef and UEFA. Elliot started his career in factual production, working with The Royal Geographical Society, the United Nations and the BBC across a range of different initiatives.

 

Jean-Marc Jot, Magic Leap

Dr. Jean-Marc Jot joined Magic Leap to start up its audio algorithms team. Prior to this, Jot led DTS audio processing R&D and innovation. He had also led the development of SoundBlaster audio processing algorithms and architectures, including EAX and OpenAL technologies for game 3D audio authoring and rendering. Before relocating to California in the late 90s, he conducted research at IRCAM in Paris, where he designed the Spat software suite for spatial audio creation, performance and virtual reality.

Immersive Audio Podcast – Episode 22 Audio Design For Mixed Reality Panel at GDC feat. Jean-Marc Jot

 

Sofia Brazzola, Sennheiser

Sofia Brazzola is the User Experience Manager with the AMBEO team based at Sennheiser, where she leads user-centric research to validate and develop new solutions for a range of 3D audio applications. As part of the R&D team who developed the “AMBEO VR Mic”, she launched Sennheiser’s first early-adopters program by engaging with a community of beta-testers and content creators. She is currently leading Sennheiser’s Augmented Audio Developers Program, where early-adopters engagement, user-centric innovation and strategic marketing play another important role in AMBEO’s thought-leadership in AR audio.

Immersive Audio Podcast Episode 23 Sofia Brazzola

 

Kedar Shashidhar, Magic Leap

Kedar Shashidhar is an audio generalist focused on new realities. With a focus in creative research and development, he has worked to help develop new tools, create content ,and explore the boundaries of audio in new realities. Most notably he has contributed to the development of various audio toolsets including Magic Leap, Steam Audio, and Ossic. He also formed an indie game studio, Blackout VR, focused on developing audio only games. Kedar is also an active voice for audio in new realities having previously spoken at AES, Game Sound Con, Indiecade, and more. Currently at Magic Leap, Kedar works on bringing the newest innovations in mixed reality audio to content creators in order to continue pushing the boundaries of what is possible for audio in new realities. You can find his latest work in Magic Leaps Soundfield Audio toolset and a number of experiences on the Magic Leap platform.

Luis Marcelino, Evollu

Luis Marcelino is CTO at Evollu and an adjunct professor at the Polytechnic Institute of Leiria. Evollu aims to help companies in the field of hearing rehabilitation increase their sales and expand their business. They use hearing tests and adaptive listening to support people in the process of improving their hearing. They have developed an augmented audio app that gives people “enhanced hearing.” This “enhanced hearing “ will allow users to selectively improve the quality of sound from different sources. This app was made for people with mild and moderate hearing loss, or for environments where it’s difficult to hear.

 

Per Beck Hansen, AWE

Per Beck Hansen is co-founder and CEO of AWE, a Danish startup working with audio development and design for interactive VR/AR. They have created projects from international VR installations to music driven health care solutions to augmented audio games for tourism. As part of the Ambeo development programme, AWE created the app 1807 for tourists in Copenhagen. Spatialized audio for visitors to Copenhagen – alternative to a tour guide. Users get to experience Copenhagen as it was 200 years ago, while under siege from the British. Expect guns and grenades.

 

Marc Green, University of York Audio Lab

Marc Green is a third-year PhD student at the University of York AudioLab. His research is focused on environmental soundscapes, with a view to utilising techniques from machine listening and spatial audio in their analysis. Using Sennheiser AMBEO technology, he has developed an AR app that could assist urban planners, researchers and architects in creating more positive acoustic environments for people to live and work in.

 

Damian Murphy, University of York

Damian Murphy is a Professor of Sound and Music Computing in the Department of Electronic Engineering at the University of York, where he has been a member of the academic staff since 2000. On top of that, he is the University Research Champion for Creativity. Damian was key in making links between the Sennheiser AMBEO programme and researchers at the University AudioLab to explore the potential for the creative use of augmented audio as part of our wider immersive audio research. One particular area of application is in the use of machine learning to understand and discern more information about our sound environment, and how augmenting this soundscape with additional audio content might change our perception of this soundscape. Damian’s PhD student Marc Green is currently leading on research in the area of spatial audio, machine learning and environmental soundscape and decided to look to how AMBEO technology might feature in his work.

Immersive Audio Podcast Episode 8 Damian Murphy

 

Eric Tarr, Belmont University

Dr. Eric Tarr is an associate professor of Audio Engineering Technology at Belmont University in Nashville, TN. He teaches classes on digital audio, computer programming, signal processing, and analysis. He received a Ph.D., M.S., and B.S. in Electrical and Computer Engineering from the Ohio State University. He received a B.A in Mathematics and a minor in Music from Capital University in Columbus, OH. He released an iOS app as a development partner with Sennheiser Electronic using the Smart AMBEO headset for VR/AR audio. The app simulates multiple types of hearing loss for use in hearing science research. It is called the Impaired Hearing Simulator (IHSIM) and is available for free from the iOS app store. He has developed software with several other audio companies including Apogee Electronics, Skywalker Sound, L.R. Baggs, and Harrison Consoles. His research has spanned across the topics of speech signal processing, musical robotics, sound spatialization, acoustic and electronic system modeling, hearing loss, perception and cognition.

Show Notes

Website for awe: https://theawe.dk/

Info on Microsoft Hololens: https://www.microsoft.com/en-us/hololens

More information about Pokemon Go: https://www.pokemon.com/uk/pokemon-video-games/pokemon-go/

Article about an augmented reality try on app: https://www.realitytechnologies.com/try-on-shoes-using-this-augmented-reality-app-for-ios/

More information about Sennheiser Augmented Audio Lab and  AMBEO AR One: http://sennheiser-ambeo.com/arone/

More information about St Mary’s Abbey: Reconstructed: https://www.york.ac.uk/news-and-events/events/yornight/2015/activities/yorkshire-museum/hearing-the-past-st-marys-abbey/

More information about Magic Leap’s Wearable 3D Audio: https://www.magicleap.com/news/news/wearable-3d-audio

Information about Eric Tarr’s work with Sennheiser AMBEO: http://sennheiser-ambeo.com/community/eric-tarr/

Information about the textbook written by Eric Tarr: https://www.mathworks.com/academia/books/hack-audio-tarr.html

Article about Evollu’s work: https://www.jornaldeleiria.pt/detalhe-noticia-print/8844

More information about Luis Marcelino’s work with Sennheiser AMBEO: http://sennheiser-ambeo.com/community/luis-marcelino/

Information of Sigur Ros and Magic Leap collaboration: https://pitchfork.com/news/sigur-ros-and-magic-leap-release-new-vr-experience-tonandi/

How to Balance VR and Realism: https://uploadvr.com/balance-gameplay-realism-creating-vr-sim-experience/

Creadits

This episode was produced by Felix Thompson and Oliver Kadel with the help of Abbigayle Bircham and Share O’Hare and included music by Knobs Bergamo, Isaac Joel and Yung Koolade.

Immersive Audio Podcast Episode 27 – Helena McGill and Anna Wozniewicz (Noctvrnal)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel is joined by Helena McGill and Anna Wozniewicz of Noctvrnal via Skype from their office in LA.

Noctvrnal is an audio post-production studio based in Los Angeles. Co-founders Helena McGill and Anna Wozniewicz are visual storytellers with a background in sound design for narrative film. After noticing a lack of female entrepreneurs in audio and music production, the duo decided to launch Noctvrnal in January 2017 and have since expanded into the XR and immersive tech space. Noctvrnal is bringing an immersive sound design to the forefront of virtual and augmented reality by pushing the boundaries of current techniques to create a more visceral experience. The team is passionate about creating new worlds through sound, and their work has been featured at MIT, USC, and VRLA.

In this episode, they chat about the beginning of Noctvrnal, the advancement of the immersive technology, and talk about the importance of diversity in the creative industries.

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Show Notes

Chapman University Film School: https://www.chapman.edu/dodge/index.aspx

Avid Protools: https://www.avid.com/pro-tools

Youtube VR Creator Lab LA: https://www.youtube.com/space/losangeles/vr-creator-lab/

Facebook Spatial Workstation: https://facebook360.fb.com/spatial-workstation/

DearVR: https://www.dearvr.com/

CalArts: https://calarts.edu/

Noctvrnal Official Site: https://www.noctvrnal.com/

Creadits

This episode was produced by Abbigayle Bircham and Oliver Kadel with the help of Share O’Hare and included music by Knobs Bergamo.

Immersive Audio Podcast – Episode 23 Sofia Brazzola (Ambeo Sennheiser)

Summary

For this episode of the Immersive Audio Podcast, Oliver Kadel is joined by Sofia Brazzola, the User Experience Manager with the AMBEO team based at Sennheiser.

Sofia holds a Master in Design with a focus on Research and Visual Communication, and in her professional experience at Sennheiser has honed music and technology innovation expertise. Sofia is the User Experience Manager at Sennheiser’s AMBEO team, where she leads user-centric research to validate and develop new solutions for a range of 3D audio applications.

As part of the R&D team who developed the “AMBEO VR Mic”, she launched Sennheiser’s first early-adopters program by engaging with a community of beta-testers and content creators. She is currently leading Sennheiser’s Augmented Audio Developers Program, where early-adopters engagement, user-centric innovation and strategic marketing play another important role in AMBEO’s thought-leadership in AR audio.

Today, Oliver and Sofia discuss the role of the AMBEO team, Sennheiser’s AMBEO line of products, and the Augmented Audio Developers Program.

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Show Notes

Sennheiser: https://en-uk.sennheiser.com/

AMBEO: http://sennheiser-ambeo.com/

Magic Leap: https://www.magicleap.com/

AMBEO Lab App: https://itunes.apple.com/us/app/sennheiser-ambeo-smartheadset/id1231509105?mt=8

HD25 Headphones: https://en-uk.sennheiser.com/on-ear-dj-headphone-hd25

HD600 Headphones: https://en-uk.sennheiser.com/best-audio-headphones-high-end-stereo-hifi-hd-600

AMBEO VR Microphone: https://en-uk.sennheiser.com/microphone-3d-audio-ambeo-vr-mic

AMBEO Smart Headset: https://en-uk.sennheiser.com/finalstop

AMBEO AR ONE: http://sennheiser-ambeo.com/arone/

Augmented Audio Developers Program: http://sennheiser-ambeo.com/developers-program/

iOS: https://en.wikipedia.org/wiki/IOS

Unity: https://unity3d.com/

Comply Memory Foam Ear Tips: https://www.complyfoam.com/

Credits

This episode was produced by Abbigayle Bircham, Oliver Kadel with the help of Kaelyn Tindall and included music by Knobs Bergamo.

 

Immersive Audio Podcast – Episode 21 Dave Malham (FuMa)

Summary

For this episode of the Immersive Audio Podcast, Oliver Kadel is joined via Skype by Dave Malham, ambisonics researcher, retired Experimental Officer at the University of York and half of the team behind the FuMa format.

Dave Malham’s professional interests are in digital audio and related computing systems, post-stereo multidimensional sound projection systems such as ambisonics, electroacoustic music and recording engineering. He worked in the Department of Music from 1973 to 2012 and was Experimental Officer in the Music Research Centre with special responsibility for the Music Technology Group, which he helped found in 1986.

During the 1980s he was responsible for the hardware and low level software that enabled the Composers Desktop Project computer music system to be realised on Atari ST computers. He developed this into the Audio Design SoundMaestro digital audio editing system.

Since then he has been responsible for the design of the Focusrite Blue245 20 bit, the Audio design PB4 18 bit and PB4+ 24bit stereo audio ADCs, as well as the microcontrollers, sensors and RF link technologies for the RIMM project and the hardware for Craig Vear’s “Singing, Ringing Buoy” project. He has written a number of VST plugins for ambisonic processing, the “MRC Stereometer” which implements Bob Katz’s K-system metering system as a VST plugin and, with Matt Paradis, the “ambilib” ambisonic processing library for PD as well as Max/MSP.

His research relates to digital audio, signal preservation, sound spatialisation and recording techniques. He has engineered 18 LPs and CDs and has edited several others. His research topics include advanced sound spatialisation technologies, the applications of spatialisation systems in musical composition and the development of sensing devices for musical performance applications. He has been an Audio Engineering Society member since 1975 and he has a patent, WO02085068, for the Ambisonic Sound Object Format.

Today, Oliver and Dave discuss the impact that Malham has had on the Immersive Audio industry we know today, audio production in the 70s and 80s, and the advancements of ambisonics into the digital era.

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Show Notes

University College Cardiff/South Wales University: https://www.southwales.ac.uk/about/location/cardiff-campus/

Michael Gurson: https://en.wikipedia.org/wiki/Michael_Gerzon

Soundfield Official Website: https://www.soundfield.com/#/home

Lake Processing: https://www.lakeprocessing.com/brand/lake/technologies

Music Tech Masters Course at University of York: https://www.york.ac.uk/study/postgraduate-taught/courses/msc-audio-music-technology/

FuMa Format Ambisonic Data Exchange Formats: https://en.wikipedia.org/wiki/Ambisonic_data_exchange_formats#Furse-Malham

Peter Fellgatt: https://en.wikipedia.org/wiki/Peter_Fellgett

Studio Sound Magazine September ‘84 Issue PDF: https://www.americanradiohistory.com/Archive-Studio-Sound/80s/Studio-Sound-1984-09.pdf

Blue Ripple: http://www.blueripplesound.com/

Dalek voice example: https://www.youtube.com/watch?v=mxD-5z_xHBU

Codemasters: http://www.codemasters.com/

Yorkshire Dales: http://www.yorkshiredales.org.uk/

Humber Bridge: https://www.humberbridge.co.uk/

York Minster: https://yorkminster.org/

The Morning Line Sculpture (ZKM, Karlsberg Germany): https://zkm.de/en/artwork/the-morning-line

The Singing Ringing Buoy by Craig Vear: https://prsfoundation.com/2005-finalists/singing-ringing-buoy/

A Collection of Small Choices at Hoxton Music Hall: https://www.hoxtonhall.co.uk/event/collection-small-choices/
Audio Engineering Society: http://www.aes.org/

This episode was produced by Abbigayle Bircham, Gillian Duffy, Oliver Kadel, Felix Thompson and included music by Knobs Bergamo.

If you can, head to our page on iTunes and leave us a review and rating – it really helps us out in pushing our show further! The podcast is also available on Soundcloud and Stitcher.

Would you like to hear from a particular person, company or a certain topic area in the XR industry? Please get in touch at podcast@1618digital.com telling us what you want to hear on the Immersive Audio Podcast.

Visit 1618digital.com to access the show notes and other episodes. Follow us @1618digital on Twitter and Instagram.

Oliver Kadel to Present at AES Conference

We are thrilled about presenting our work at the upcoming Audio Engineering Society Conference on Immersive and Interactive Audio.

Oliver Kadel and Professor Justin Paterson co-wrote a paper on the subject of Immersive Audio Post-production for VR & 360º content.

For more information follow the links below

International Conference on Immersive & Interactive Audio – http://www.aes.org/conferences/2019/immersive/

White Paper – http://www.aes.org/e-lib/browse.cfm?elib=20433

1.618 Digital Team

Immersive Audio Podcast – Episode 16 Will Buchanan (RPPTV)

Summary

For this episode, Oliver is joined via Skype by Will Buchanan, Director of RPPTV. Starting out recording his own music for his band, Will picked up a part-time job in a recording studio whilst studying Astrophysics at the Queen Mary University of London, juggling both personal and client work. He soon moved into becoming a Music Producer for a short time before moving into producing music videos and films as well, eventually landing him the role as Director at RPPTV.

RPPTV develops simple to use media production tools, recently focusing on audio production to support creators. Working closely with experts and academics, they aim to create groundbreaking technology to take the next steps into the future of audio production. They’ve worked with the likes of Innovate UK, Salsa Sound and Mixed Immersion, as well as a variety of educational institutions such as the University of York, the University of Surrey and the University of Salford in Manchester.

Today, Oliver and Will discuss Immersive Audio in the music and film industries, the ASSIGN project and procedural audio, as well as engaging academic research in the creative processes to make more innovative products.

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Shownotes

Sennheiser AMBEO Binaural headphones, Sennheiser official website – https://en-uk.sennheiser.com/finalstop

Queen Mary University of London website – https://www.qmul.ac.uk/

University of Salford website – https://www.salford.ac.uk/

Innovate UK Government website – https://www.gov.uk/government/organisations/innovate-uk

International Business Festival in Liverpool – https://www.internationalbusinessfestival.com/

International Broadcasting Convention in Amsterdam – https://show.ibc.org/

Association of Motion Picture Sound – http://www.amps.net/

Collaboration with Queen Mary University – http://fxive.com

RPPTV Website – http://rpptv.com

FXive and Ambisynth Newsletter Sign-Up – www.echomaze.com

Immersive Audio Podcast – Episode 15 Gavin Kearney

Summary

Today, Oliver was joined in studio by Dr. Gavin Kearney, Senior Lecturer in Audio and Music Technology at the University of York. Gavin received an honours degree in electronic engineering from Dublin Institute of Technology, in 2002 and M.Sc. and Ph.D. degrees in audio signal processing from Trinity College Dublin in 2006 and 2010 respectively. He subsequently worked as a Postdoctoral Research Fellow on game audio, while lecturing on the Interactive Digital Systems and Music and Media Technology masters courses at Trinity College Dublin.

He was appointed Lecturer in sound design at the Department of Theatre, Film, and Television at the University of York in January 2011 where he currently teaches both bachelors and masters level courses on spatial audio and surround sound, audio engineering and sound production and postproduction methods. Gavin also continues to work in the audio industry as a sound engineer and designer.

In this episode, Gavin focuses on ongoing research, industry practice standards and enhancing audio description.

Audio extracts are taken from the first-person drama Pearl, a film produced at the University of York with Binaural enhanced audio, and a music recording session from Abbey Road Studios featuring Nova Neon.

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Shownotes

Dublin Institute of Technology: http://www.dit.ie/

Trinity College Dublin: https://www.tcd.ie/

University of York: https://www.york.ac.uk/

University of York – MA Postproduction with Sound Design: https://www.york.ac.uk/study/postgraduate-taught/courses/ma-postproduction-sound-design/

MSc Audio & Music Technology: https://www.york.ac.uk/electronic-engineering/postgraduate/taught_masters_degrees/msc_audio/

Pro Tools: http://www.avid.com/pro-tools

SADIE Project: www.sadie-project.co.uk

Dolby Atmos: https://www.dolby.com/us/en/brands/dolby-atmos.html

Oculus: www.oculus.com/

Enhancing Audio Description: http://enhancingaudiodescription.com/

AES: Audio for New Realities: http://www.aes.org/press/?ID=390

AES: Audio for Games technical committee: http://www.aes.org/technical/ag/

Unity: https://unity3d.com/

2018 AES International Conference on Spatial Reproduction — Aesthetics and Science (Japan): http://www.aes.org/conferences/2018/spatial/

2018 AES International Conference on Audio for Virtual and Augmented Reality (Seattle): http://www.aes.org/conferences/2018/avar/

2019 AES International Conference on Immersive and Interactive Audio (York): http://www.aes-uk.org/forthcoming-meetings/2019-aes-international-conference-on-immersive-and-interactive-audio/

The Knife that Killed Me: https://www.imdb.com/title/tt2087982/

Abbey Road Recording Studios: https://www.abbeyroad.com/

Immersive Audio Podcast – Episode 13 Hyunkook Lee

Summary

In today’s episode, Oliver was joined via Skype by Dr. Hyunkook Lee, Senior Lecturer in Music Technology and Production and the leader of the Applied Psychoacoustics Lab (APL) at the University of Huddersfield. Hyunkook joined Huddersfield in 2010 and developed research in the area of 3D audio psychoacoustics as well as undergraduate modules such as Acoustics and Concert hall recording technique. In 2014 he established the APL, a research group studying the mechanism of human auditory perception and developing new audio algorithms for practical applications. He has undertaken a number of consultancy works for companies such as Samsung Electronics, Volvo Car and L-ISA.

Hyunkook is also an experienced recording and mixing engineer specialising in acoustic music.

Before joining Huddersfield, Dr Lee was a Senior Research Engineer at LG Electronics in South Korea, where he led a project to develop audio post-processing algorithms for LG mobile phones. He has also participated in MPEG audio codec standardisation activities, contributing to the developments of codecs such as SAOC and USAC. Hyunkook graduated from the music and sound recording (Tonmeister) course at the University of Surrey in 2002. During the course he spent a placement year as an assistant engineer at Metropolis studios in London. He gained his PhD from the same university in 2006.

His PhD research was concerned with the subjective effects and objective measurements of interchannel crosstalk in multichannel microphone techniques, and as a Senior Lecturer, he now spends his time tutoring and guiding aspiring students in the research of 3D sound and continues to further progress the academic understanding of the subject.

In this episode, Dr Hyunkook Lee talks to 1.618 Digital about a variety of topics under 3D Sound and Ambisonics: Psychoacoustics, microphone and recording techniques, and theories such as Phantom Image and Elevation Perception. He also shares with us his personal researching tips for audio engineering students, the importance of realising the value of your own research and believing in the work you do for eventual real-world applications.

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Shownotes

University of Surrey – Music & Sound Recording (Tonmeister): https://www.surrey.ac.uk/undergraduate/music-and-sound-recording-tonmeister

University of Huddersfield – Music Technology: https://www.hud.ac.uk/inspire/musictechnology/

LG: http://www.lg.com

MPEG: https://mpeg.chiariglione.org/

Fraunhofer: https://www.fraunhofer.de

Dolby: www.dolby.com

Aspen Music Festival: http://www.aspenmusicfestival.com/

University of Huddersfield – Applied Psychoacoustics Lab: https://research.hud.ac.uk/institutes-centres/mtprg/projects/apl/

Schoeps: https://www.schoeps.de/

Investigation on the Phantom Image Elevation Effect (Lee 2015): http://eprints.hud.ac.uk/id/eprint/26558/

Perceptual Band Allocation (PBA) for the Rendering of Vertical Image Spread with a Vertical 2D Loudspeaker Array (Lee 2016): http://eprints.hud.ac.uk/id/eprint/29791/

Alternative Weighting Filters for Multi-Track Program Loudness Measurement (Fenton & Lee 2017): http://www.aes.org/e-lib/browse.cfm?elib=19215

Applied Psychoacoustics Lab on Facebook: https://www.facebook.com/applied.psychoacoustics.lab/

Hyunkooklee.com: www.hyunkooklee.com

MARRS App: https://itunes.apple.com/us/app/marrs/id1295926126?mt=8