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    Digitized Reality: 3D Audio

    Institute for the Performing Arts and Film (IPF)

    The introduction of 3D audio sound systems in commercial cinemas in 2012 aimed to revolutionize multichannel sound. A large number of loudspeakers increase spatial resolution, help to position sources more precisely and enable a three-dimensional sound experience. The new technology – mainly represented by the brands Dolby Atmos and Auro-3D – raises the question whether these new sound formats amount to a merely technical upgrade or whether the expanded possibilities of sound design lead to new ways of storytelling. 

    In order to thoroughly discuss the new creative potential of 3D audio and its aesthetic consequences, three short films with a specific spatial music score, 3D audio sound design and a 3D mix (Auro-3D) were produced. In designing these films, the involved screenwriters and directors took into account that they would have the possibilities of 3D audio at their disposition. This leads mostly to a special emphasis on space and on off-screen elements. After completion, the 3D audio versions of the films were compared to the conventional 5.1 surround versions.

    The findings of this practice-based and artistic research suggest that 3D audio offers a whole variety of new tools in order to substantially enhance the subtlety of audio related narrative. Spatial representation appears much more naturalistic, complex sound layers can reach a higher transparency and individual sounds can be located more precisely within the space of the auditorium. However, the vast majority of the audience can only be reached with conventional and thus simpler audio solutions, such as 5.1 surround in cinemas or stereo systems within the home market. Hence, the necessary downward compatibility tends to limit creative solutions, as spatial aural cues that are dependent on 3D audio representation cannot, or only imprecisely, be perceived in other versions.

    OUTPUT

    Short Paper Publication:

    • Iseli, C., Dölle, L., Gerber, M. (March 2017). 3D Audio in Cinemas: A High Creative Potential Faces Its Limits. In: 4th International Multidisciplinary Scientific Conference on Social Sciences & Arts SGEM 2017, Book 6, Vol. I, p. 419-426 ISBN: 978-619-7105-97-1, ISSN 2367-5659, DOI: 10.5593/sgemsocial2017HB61

    Conference:

    • 3D-Audio in der Musik- und Filmproduktion, Zurich University of the Arts, May 9/10, 2015

    Details

    • Research Focus
      • FSP Film
    • Project Lead
      • Christian Iseli (IPF)
    • Team
      • David Bollinger (ICST)
      • Lars Dölle (ICST)
      • Andreas Birkle (IPF)
      • Manuel Gerber (IPF)
      • Norbert Kottmann (IPF)
      • Pierre Mennel (IPF)
      • Ralph Wetli (Produktion DDK ZHdK)
    • Duration

      01.09.2014 – 31.12.2015

    • Financing
      • Interne Projektfinanzierung ZHdK
    • Research Approaches
      • Applied research
      • Artistic-scientific research
    • Disciplines

      Film

    • Keywords

      3D-Audio, Digitalisierung, Filmtechnologien, Storytelling, Sound Design, Sound

    • Related Projects
      • Digitized Reality: HFR
      • Digitized Reality: 4K

    Output

    • Aufsätze in Tagungsakten (Vortrag, Keynote)

      Iseli, Christian / Gerber, Manuel / Dölle, L. (2017): «3D Audio in Cinemas. A High Creative Potential Faces Its Limits». 4th Inernational Multidisciplinary Scientific Conference on Social Sciences & Arts. SGEM, Book 6, Vol. I. 419–426. Online unter: https://sgemworld.at/ssgemlib/spip.php?article4004.

    • Vorträge, Referate

      Iseli, Christian / Gerber, Manuel (2015): «On-Screen/Off-Screen: 3D-Audio und Dramaturgie». Immersive Sound - 3D Audio in der Musik- und Filmproduktion. 09.05.2015–10.05.2015, FS 2015. Zürich.