Dysonics, an Intel Capital portfolio company, will be demonstrating advanced 3D spatial audio software for mobile devices at Mobile World Congress 2018
Demos will be conducted inside Intel Capital’s “Glass Tent” venue located between the Fira MWC entrance and the Fira Hotel
San Francisco, CA February 15st, 2018 Dysonics, a provider of advanced 3D audio rendering and personalization technology for pc, mobile, gaming, automotive and eSports entertainment industry, today announced that it will be conducting demonstrations of its advanced 3D audio specialization software at Mobile World Congress 2018. Dysonics CEO, Perry Teevens, and co-founder & CTO, Robert Dalton, will be on hand to discuss this advanced technology and its applications for mobile devices and immersive entertainment.
Dysonics will also be demonstrating content from its patented multi-source capture, authoring and rendering software. The demonstration setup will consist of a mobile device playing live captured content and PC demo for object-based audio rendering on headphones, speakers, and a linear speaker array. Users will hear the difference between standard stereo and multichannel renderings, and the personalized immersive 3D versions on headphones and speakers that are enabled by the Dysonics technology. All demos leverage the Dysonics real-time audio intelligence and rendering engine, available on a variety of platforms.
Intel Capital invested in Dysonics in 2016. Dysonics is comprised of leading researchers in HRTF’s and Diffuse Field Modeling. Model based technology means that the audio processing is highly configurable and tunable. “Immersive audio is a fundamental requirement for content capture, creation, and playback. Dysonics has developed one of the best tools and user experience compatible with existing standards and formats such as Dolby, DTS, and MPEG-H” said Perry Teevens. “We look forward to meeting attendees at Mobile World Congress and demonstrating the technology”
About Dysonics Inc.
Dysonics focuses on headphone listening technology that captures and reproduces spatial sound, producing a sense of original hearing. For over 15 years, our core team has pursued academic research in human audio perception and spatial sound capture/reproduction, culminating in a number of patented technologies. Dysonics emerged from the UC Davis technology incubator (ETTC) to bring-to-market a revolution in 3D audio & motion-tracking for headphones. Relevant markets include: virtual & augmented reality, music, movies, gaming, 360° live capture, immersive content, teleconferencing, and more. For more information please contact Dysonics at email@example.com or visit our website at http://dysonics.com/