(Ok, I try to improve the look of my posting for the last time. I sent in plain text format before, even so the sursound list kept on to "reformat" the text I was seeing on my mail client... Anyway, I hope things work out this time. Otherwise, I give up... :-D )

Marc Lavallée wrote:

The upcoming Ozo spherical camera by Nokia with have 8 lens and 8
microphones capsules. That's all the specs I found. Will it use
Ambisonics?
--
Marc




Well, the specifications of Nokia's VR camera are finally out.

See for example:

http://www.biztekmojo.com/001681/vr-nokia-introduces-ozo-virtual-reality-camera-60000-starts-shipping-q1-2016


Audio:

-------------------------------------

Audio Sensor Type: Omnidirectional, solid state
Audio Area Coverage: Full-spherical, 360 x 360 degrees
Audio Dynamic Range: 64dB S/N, 120dB max SPL

--------------------------------------

These specifications can be seen on Nokia's page, obviously.

>Will it use
>Ambisonics?

No.  But nevertheless, a camera with full-sphere audio capture....

The specs are really very interesting, for several reasons.

In a private e-mail conversation with a major microphone (and of course surround) expert, we (or at least I...) came to the conclusion that the principle on which the Ozo microphone is based could be a supercardioid 8-channel hedgehog configuration, where 8 capsules (w. supercardioid response) are positioned at the corners of a cube. (See Ozo pictures, including openings for the microphone capsules.)

Similar if not identical: (Schoeps') ORTF-3D microphone.


However, Nokia states in the official specifications that the capsules are "omnidirectional"...

It could still be that the Ozo case would shield sound "from behind" (referring to the capsules, of course). If so (?), you would obtain a "de facto" cardioid 8-channel hedgehog microphone.

Or does Ozo introduce a new form of full-spherical microphone?!

I will keep looking into this. I also believe that Nokia could be a lot clearer about how the audio part of this < professional > VR camera actually works. (They righteously insist that immersive audio is a very important part of any VR experience.)



Best regards,

Stefan

P.S.:

https://www.youtube.com/watch?v=3ZxC2_Lb41k



_______________________________________________
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit 
account or options, view archives and so on.

Reply via email to