Dysonics takes VR to the streets
This past weekend, as everyone was enjoying the last blast of summer, we hit the streets of San Francisco with RondoMic — our patented 360° audio array — equipped with a 360° GoPro rig on top.
Our adventure took us to Ocean Beach, a BART station, Golden Gate Park, even to one of the city’s oldest bars in North Beach. The goal was to see how our immersive audio technology performed in virtual reality environments, specifically on the Oculus and Samsung Gear platforms.
Here’s what we learned:
- When you’re coming down the street with a space aged microphone topped with 7 cameras, people are curious. Very curious.
- Interactive audio is a game-changer for VR. We’re the only ones capturing and reproducing true audio, meaning audio exactly as you’d hear it in the real world. Without any simulation or post-processing, you’ll hear sounds change relative to your head movement, from left to right, up to down, and near to far, in full 360 degrees.
- Once you add video to the mix, you’re giving your brain a crystal-clear context map that helps you pinpoint and interact with sound sources all around you. The result is extremely lifelike, extremely compelling VR content.
- The integration of motion-tracked audio is key to building fully immersive VR experiences as it adds a critical layer of contextual interaction.
Dysonics technology is based on more than fifteen years of research in human audio perception. Thanks to our talented team of researchers and industry visionaries who have worked with UC Davis, Stanford University, University of Texas, Microsoft, Adobe and Live Nation, we have developed an agnostic solution that works with all VR platforms.
We’re extremely pleased with the results of these initial demos, and we’re hard at work on the next round!
Want to learn more? Interested in partnering? Want to experience the demos for yourself? Get in touch.