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The Cinema

Scene Overview​

Concept​

The concept of the Cinema scene is to provide a VR setting that most users have a relatable inner-reference. The majority of people have visited a cinema, and thus likely have a good understanding of the acoustic treatment. Moreover, the cinema provides a flexible multimedia environemt whereby various audio reproduction formats can be evaluated with the option to include readily available 2D visual content.

Level Design​

The Cinema design is based on the cinema at Fraunhofer IIS. The Cinema features a 10x7 row of chairs in a theatre seating arrangement. Several of the seats ore occupied by virtual avatars which can be deactivated. The scene as a number of small interactable objects (e.g., tickets, popcorn), and a button that can be used to toggle the cinema lighting on/off. A cinema managaer can be used to assign a video for media playback.

Coming up ...

Future contributions to the Cinema scene will include BRIRs captures at all seating positions for real-life AB comparison to virtual rendering.

Features​


Interactivity & Event Examples​

  • Cinema props: Items such as popcorn, nachos, tickets, can be picked up.
  • Lighting button: Push button can be virtually pressed to toggle the cinema lights on/off.
  • Avatar phonecall: Animation of one the avatars will take a phone call shortly into the film starting. They will they talk quietly as they leave the cinema.
  • Other avatars: All other avatars have small animations for eating or drinking.
  • Curtain draw: After a defined period of time, the curtains will open and lights will dim, and audiovisual media will start playing.

Task Example​

  • Virtual sweet-spot: Evaluate virtual seating positions, against randomized 'sweet-spot' postions using expert and naive listers to understand perceptual and cognitive biases on the ability to identify the 'sweet-spot' based on audio cues.

Audio​

Main Sources​

  • Audiovisual media which can be included via a cinema manager.
  • Avatars that receives a phone call.
Audio Files

Visit the audio information page to download a comprehensive catalogue on audio files and corresponding assets used for objects.

Acoustic Geometry​

  • Acoustic geometry of the cinema scene1.
  • Vertices: 6,980
  • Triangles: 13,024

/img/cgi/cinema/cinema_simplifiedMesh.png

Visual​

Lighting​

  • 2 Directional lightmaps: 2x 4096x4096px (85.3 MB)

Case Study​

  • Timelapse of user pose tracking of 14 subjects in a small-scale case-study.
Your Gif
  • Task: Explore the cinema and seating positions to find your preferred listening position.
  • X and Z show lateral dimensions in meters, with the size of dots showing Y dimension (virtical height) inside the Unity scene. When drawn, position dots persist as a small dot building an exploration pattern over time.
  • Tracking was captured at a rate of 0.2~ms.

  1. Acoutic Geometry: Sufaces have been removed to be able to 'see inside'. Blue trianagles are for visualization only of upper and lower floors, and obscuring objects. ↩