This thesis investigates the feasibility of using gestures as a means of control for localizing three dimensional (3D) sound sources in a distributed immersive audio system.
A prototype system was implemented and tested which uses state of the art
technology to achieve the stated goals. A Windows Kinect is used for gesture recognition which translates human gestures into control messages by the prototype system, which in turn performs actions based on the recognized gestures. The term distributed in the context of this system refers to the audio processing capacity. The prototype system partitions and allocates the processing load between a number of endpoints.
The reallocated processing load consists of the mixing of audio samples according to
a specification. The endpoints used in this research are XMOS AVB endpoints. The
firmware on these endpoints were modified to include the audio mixing capability
which was controlled by a state of the art audio distribution networking standard,
Ethernet AVB. The hardware used for the implementation of the prototype system
is relatively cost efficient in comparison to professional audio hardware, and is also
commercially available for end users.
the successful implementation and results from user testing of the prototype system
demonstrates how it is a feasible option for recording the localization of a sound
source. The ability to partition the processing provides a modular approach to building immersive sound systems. This removes the constraint of a centralized mixing
console with a predetermined speaker configuration
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