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VODAFONE HYPER REALITY

A multi-immersive experience was developed for Cebit 2018 in cooperation with Vodafone. As the world's first wireless experience, haptics, temperature, wind, spatial audio, motion seats and much more were combined in an unparalleled VR experience. For me it was the first project I worked on.

Sound design special features

Prestige project

Since the project was supposed to be the first of its kind in the world with these features, everything had to be as technically high-quality as possible and the sound couldn't be inferior. For my first big VR project, I first had to solve many questions and problems. But it was clear from the start: spatial audio and the highest sound quality should make the experience as immersive as possible.

Realtime & Pre-Rendered

A mix of real-time and pre-rendered 360° video scenes was used for this experience, each requiring an extremely different approach to the technical side of sounds. Since no blockout was available for the video scenes, in order to still provide them with spatial and head-tracked audio, an Ambisonics track had to be created based on the video, which was then binaurally decoded in the game engine with HRTFs at runtime based on the user's head position.

Rumble

Although the motion seats also have the ability to generate vibrations, they are too coarse for fine vibrations such as those from engines. For this purpose and to simulate an elevator, buttkickers were used, which are controlled via an audio track. For this purpose, the audible audio was acoustically adapted as an extra track to meet the requirements of the buttkickers and to generate a vibration that matches the sound.

© 2023 Marco Beck. Created with Wix.com

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