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VRACE SIGNED

VRACE - Virtual Reality Audio for Cyber Environments

Total Cost €

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EC-Contrib. €

0

Partnership

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 VRACE project word cloud

Explore the words cloud of the VRACE project. It provides you a very rough idea of what is the project "VRACE" about.

smartphone    convincing    concert    environmental    match    angles    2016    advancing    colliding    augmented    vrace    applicability    correct    sounds    domains    saw    closely    perceptually    vr    disrupted    computing    audio    platform    halls    experts    shattered    15    gives    stages    mature    visual    esrs    pc    auditory    social    voices    involve    training    80bn    clues    sources    propagation    rendering    themselves    outdoor    plays    instruments    edge    becomes    ar    spread    seeing    besides    academia    multiply    markets    competitive    considering    trained    virtual    objects    business    big    unlike    natural    psychoacoustics    space    perception    bdquo    musical    video    environments    human    sound    train    soundscapes    people    look    demand    localisation    illusion    interactions    area    otherwise    sachs    global    orientate    goldman    physically    urban    2025    game    created    gaming    giving    spaces    interior    race    industry    instantly    hearing    rural    vehicles    orientation    revenue    education    perceive    evident    physical    cutting    pursued   

Project "VRACE" data sheet

The following table provides information about the project.

Coordinator
UNIVERSITAT FUR MUSIK UND DARSTELLENDE KUNST WIEN 

Organization address
address: ANTON VON WEBERN PLATZ 1
city: WIEN
postcode: 1030
website: www.mdw.ac.at

contact info
title: n.a.
name: n.a.
surname: n.a.
function: n.a.
email: n.a.
telephone: n.a.
fax: n.a.

 Coordinator Country Austria [AT]
 Total cost 3˙961˙342 €
 EC max contribution 3˙961˙342 € (100%)
 Programme 1. H2020-EU.1.3.1. (Fostering new skills by means of excellent initial training of researchers)
 Code Call H2020-MSCA-ITN-2018
 Funding Scheme MSCA-ITN-ETN
 Starting year 2019
 Duration (year-month-day) from 2019-03-01   to  2023-02-28

 Partnership

Take a look of project's partnership.

# participants  country  role  EC contrib. [€] 
1    UNIVERSITAT FUR MUSIK UND DARSTELLENDE KUNST WIEN AT (WIEN) coordinator 792˙621.00
2    KATHOLIEKE UNIVERSITEIT LEUVEN BE (LEUVEN) participant 512˙640.00
3    THE QUEEN'S UNIVERSITY OF BELFAST UK (BELFAST) participant 303˙172.00
4    AALTO KORKEAKOULUSAATIO SR FI (ESPOO) participant 280˙805.00
5    CENTRE NATIONAL DE LA RECHERCHE SCIENTIFIQUE CNRS FR (PARIS) participant 274˙802.00
6    TECHNISCHE UNIVERSITEIT EINDHOVEN NL (EINDHOVEN) participant 265˙619.00
7    TECHNISCHE UNIVERSITAET WIEN AT (WIEN) participant 264˙207.00
8    SIEMENS INDUSTRY SOFTWARE NV BE (LEUVEN) participant 256˙320.00
9    GOTTFRIED WILHELM LEIBNIZ UNIVERSITAET HANNOVER DE (HANNOVER) participant 252˙788.00
10    HOCHSCHULE FUER MUSIK DETMOLD DE (DETMOLD) participant 252˙788.00
11    MULLER-BBM GMBH DE (PLANEGG) participant 252˙788.00
12    SENNHEISER ELECTRONIC GMBH & CO KG DE (WEDEMARK) participant 252˙788.00
13    ARTIM GMBH AT (Gänserndorf) partner 0.00
14    CENTRE D ETUDES ET D EXPERTISE SUR LES RISQUES L ENVIRONNEMENT LA MOBILITE ET L AMENAGEMENT FR (BRON) partner 0.00
15    FACEBOOK TECHNOLOGIES LLC US (MENLO PARK CA) partner 0.00
16    IESTA - INSTITUT FUR INNOVATIVE ENERGIE -STOFFAUSTAUSCHSYSTEME AT (GRAZ) partner 0.00
17    SIMetris GmbH DE (Erlangen) partner 0.00
18    SYOS FR (PARIS) partner 0.00

Map

 Project objective

„Virtual reality (VR) and augmented reality (AR) have the potential to become the next big computing platform, and as we saw with the PC and Smartphone, we expect new markets to be created and existing markets to be disrupted.“ (Understanding the Race for the Next Computing Platform, Goldman Sachs 2016). While its technology is still considered in the early stages of development, it is already mature in the video game area. VR/AR has the potential to change the way we do business, social interactions or education, but its applicability beyond gaming requires further development. An important field of research is the audio part. The importance of sound becomes evident when considering how people orientate themselves in space. Unlike seeing, hearing allows us to perceive instantly from all angles, and plays a leading role in giving us clues where to look at. To support natural orientation in VR/AR, the visual and auditory information has to closely match, as otherwise the illusion is shattered and the experience is not convincing. VRACE aims at providing physically correct and perceptually convincing soundscapes in VR. This goal is pursued through dedicated training of ESRs in all VR-related domains, namely physical modelling, sound propagation, audio rendering and psychoacoustics. Specific research projects involve modelling of sound sources, such as musical instruments, voices, vehicles, colliding objects or environmental sound sources, studying sound propagation in complex interior spaces like concert halls and in outdoor environments such as urban or rural areas and investigating human perception and localisation of sounds. With an estimated revenue of $80bn by 2025 (G&S) the demand for trained VR audio experts will increase rapidly. Besides advancing methodologies in this cutting-edge technology, VRACE will train 15 ESRs who will multiply and spread this knowledge in industry and academia. VRACE thus gives European industry a competitive edge in this global race.

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The information about "VRACE" are provided by the European Opendata Portal: CORDIS opendata.

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