Abstract
When playing auralizations including virtual room reverberation through loudspeaker-based reproduction systems, there is usually an interaction between the auralized virtual rooms with the real room acoustics of the listening environment. In case of a listening room which is not perfectly dry, it is investigated which criteria the listening room should fulfill to avoid considerable interference with the auralizations. In a further step, a computer room acoustics simulation is extended to account for the listening space by modifying the resulting room impulse responses, so that the final room-in-room situation matches best to the targeted virtual room acoustics. The presented technique is then applied in a multimodal immersive virtual display (CAVE-like environment) where room acoustics are not matter of choice due to restrictions of projection screen materials and placement.
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