Lee started to teach at the University of Rochester in 2013 and is currently an Associate Professor of Electrical and Computer Engineering (ECE). Lee has presented papers or offered workshops at the Audio Engineering Society Convention, American Musicology Society Annual Meeting, RIT Frameless XR Symposium, and Buffalo Graduate Symposium on Music. He also collaborates in research projects on developing frameworks for evaluating spatial audio system performance and audiovisual integration in VR renderings of real physical spaces. After receiving the AR/VR Pilot Funding Award in 2017, he has recorded over 70 concerts with binaural/Ambisonic microphones and 360/3D VR cameras at the Eastman School of Music and many concert venues in the Greater Rochester Area. Lee’s current research focuses on spatial audio for AR/VR. dissertation titled Britten Conducting Britten: A Study of the Recordings Produced with John Culshaw. He had also completed several empirical studies on classical recordings, including his Ph.D. Lee had done research on intersymbol interference simulation for indoor wireless communication and published a paper in IEEE Transactions on Vehicular Technology in 2000. in historical musicology and music theory from the University at Buffalo, as well as master’s degrees in electrical engineering and musicology from National Taiwan University. Please wear headphones to hear binaural 3D audio demos. It will also demonstrate how to measure binaural impulse responses in a hall and use them to generate binaural sounds for audiovisual VR testing. This online lecture will introduce different methods of recording, producing, and rendering head-locked or head-tracking binaural audio for VR videos, games, and apps. We have built a spatial audio recording database for research and published many concert videos on YouTube. Since Fall 2017, our 3D audio research team at the Department of Electrical and Computer Engineering, University of Rochester, has recorded over 70 live concerts at the Eastman School of Music and several other concert venues with various binaural and Ambisonic microphones, as well as 360/3D VR cameras. It can also preserve the interaural time difference (ITD) and interaural level difference (ILD) cues, which are crucial for sound localization. Binaural audio, which delivers the two-channel sound directly to the listener’s two ears with headphones, can recreate the acoustic signals a listener would hear under natural conditions. The most direct way to enjoy spatial audio is not through a Dolby Atmos or DTS:X multi-channel sound system, such as a soundbar, but through a pair of headphones. Today, we can hear spatial audio in movies, streaming music, 360/3D videos, VR games, and VR apps. Spatial audio creates an immersive audio experience for listeners. IEEE Rochester Section Technology and Enginneering Management Society Joint Meeting with Life Member Affinity Group
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