Realistic spatial audio consistent with visual information is essential for providing high immersion in Augmented Reality (AR) environments. However, conventional high-precision real-time acoustic simulations require significant computational power, limiting their implementation on standalone mobile VR devices such as the Meta Quest. This study proposes a practical method to enhance reverb realism using solely a standalone VR HMD, without the need for additional external equipment. By measuring impulse responses using a few hand claps in the physical space, we interpolate room acoustic parameters—specifically RT60; early/late energy ratios—to reflect the environment's unique characteristics. These extracted parameters are then applied to the VR engine's built-in reverb effects, enabling dynamic, location-aware real-time rendering with minimal computational load. The proposed method demonstrates that a brief calibration period of 3 to 5 minutes yields significantly improved realism compared to static reverb templates, offering an efficient; practical spatial audio solution for mobile AR environments.
Thursday May 28, 2026 1:30pm - 3:30pm CEST Foyer Building 303ATechnical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark