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 spatial audio


I found 1 major reason to shell out 650 for the Sony 1000X the Collexion headphones

Mashable

Mashable Selects Look Up Say More Versus Creator Hub Switch Off Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Trending Now Safety Net In My Bag VidCon with Mashable Back to School All Series Hint: It helped me make peace with not having Olivia Rodrigo tickets. Bethany Allard is a Los Angeles-based shopping reporter at Mashable covering beauty tech, dating, sex and relationships, and headphones. That basically means she puts her hair through a lot, scrolls through a lot of dating apps, and rotates through a lot of different headphones. In addition to testing out and rounding up the best products, she also covers deals for Mashable, paying an especially obsessive amount of attention to Apple deals and prices. That knowledge comes in handy when she's covering shopping holidays like Prime Day and Black Friday, which she's now done for three years at Mashable.


Bose QuietComfort 2nd gen headphones just dropped: Why were excited

Mashable

Look Up Say More Versus Creator Hub Switch Off Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Trending Now Safety Net In My Bag VidCon with Mashable Back to School Furtastic All Series Bethany Allard is a Los Angeles-based shopping reporter at Mashable covering beauty tech, dating, sex and relationships, and headphones. That basically means she puts her hair through a lot, scrolls through a lot of dating apps, and rotates through a lot of different headphones. In addition to testing out and rounding up the best products, she also covers deals for Mashable, paying an especially obsessive amount of attention to Apple deals and prices. That knowledge comes in handy when she's covering shopping holidays like Prime Day and Black Friday, which she's now done for three years at Mashable. All products featured here are independently selected by our editors and writers.


๐ŸŽงMOSPA: Human Motion Generation Driven by Spatial Audio

Neural Information Processing Systems

Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive Spatial Audio-Driven Human Motion (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human MOtion generation driven by SPatial Audio, termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task.


Self-Supervised Generation of Spatial Audio for 360 Video

Neural Information Processing Systems

We introduce an approach to convert mono audio recorded by a 360 video camera into spatial audio, a representation of the distribution of sound over the full viewing sphere. Spatial audio is an important component of immersive 360 video viewing, but spatial audio microphones are still rare in current 360 video production. Our system consists of end-to-end trainable neural networks that separate individual sound sources and localize them on the viewing sphere, conditioned on multi-modal analysis from the audio and 360 video frames. We introduce several datasets, including one filmed ourselves, and one collected in-the-wild from YouTube, consisting of 360 videos uploaded with spatial audio. During training, ground truth spatial audio serves as self-supervision and a mixed down mono track forms the input to our network. Using our approach we show that it is possible to infer the spatial localization of sounds based only on a synchronized 360 video and the mono audio track.






LearningRepresentationsfromAudio-Visual SpatialAlignment

Neural Information Processing Systems

While these approaches learn high-quality representations for downstream tasks such as action recognition, their training objectives disregard spatial cues naturally occurring in audio and visual signals.


AV-Cloud: Spatial Audio Rendering Through Audio-Visual Cloud Splatting

Neural Information Processing Systems

We propose a novel approach for rendering high-quality spatial audio for 3D scenes that is in synchrony with the visual stream but does not rely or explicitly conditioned on the visual rendering. We demonstrate that such an approach enables the experience of immersive virtual tourism - performing a real-time dynamic navigation within the scene, experiencing both audio and visual content. Current audio-visual rendering approaches typically rely on visual cues, such as images, and thus visual artifacts could cause inconsistency in the audio quality. Furthermore, when such approaches are incorporated with visual rendering, audio generation at each viewpoint occurs after the rendering of the image of the viewpoint and thus could lead to audio lag that affects the integration of audio and visual streams. Our proposed approach, AV-Cloud, overcomes these challenges by learning the representation of the audio-visual scene based on a set of sparse AV anchor points, that constitute the Audio-Visual Cloud, and are derived from the camera calibration.