This case study examines the Witness Blanket VR Experience to explore how Indigenous‑led immersive audio production can support the safeguarding of intangible cultural heritage in virtual environments. Grounded in Indigenous epistemologies of listening, the study draws on participatory sound collection, documentation of the audio production workflow, and subjective evaluation through community‑engaged events. Results demonstrate how spatial audio and culturally grounded production protocols can enable relational storytelling, ethical engagement, and protocol‑informed VR design.
This paper presents an exploratory mixed reality prototype investigating how low-cost spatial audio and XR technologies may already enable partially believable augmented reality experiences. Rather than pursuing maximal realism across all modalities, the project relied on selective auditory realism, intentionally degraded sounds and visuals, and progressive perceptual trust building in order to create plausible auditory events within a mixed reality environment. Participants were introduced to a fictional experimental protocol progressively constructing increasingly dense auditory reconstruction around them. At the end of the experience, all virtual reconstructions abruptly disappeared, leaving participants alone in the now silent physical room, revealing the extent to which virtual events had progressively contaminated their perception of reality. Qualitative observations suggest that coherent multimodal staging and expectation shaping play an important role in perceptual acceptance alongside rendering realism itself. Beyond the presented prototype, the project highlights how current XR and spatial audio tools already enable new forms of immersive narrative experiences based on persistent ambiguity between reality and virtual reconstruction.
Artificial intelligence is increasingly being integrated into professional audio production workflows, yet a gap persists between the tools developers produce and the requirements of practising sound designers. This paper investigates this gap through a mixed-methods study comprising a survey of 76 practitioners and follow-up semi-structured interviews with 20 industry professionals. Results were analysed using descriptive statistical analysis and thematic analysis to identify patterns across both datasets. Five themes emerged from our analysis: Context, Workflow, Potential, Risks, and Right Use. Our work indicates that current AI tools perform adequately in fast-consumption media contexts but lack the narrative sophistication required for high-end sound design (films,immersive experiences etc). Practitioners demonstrate a preference for assistive, task-specific applications, particularly in audio restoration and library management, over end-to-end generative systems. This work contributes to the on-going discussion on the use of AI and AI-enhanced tools in the creative industries. We report on the current status of the field from the point of view of sound designers and creative audio practitioners, and offer a set of recommendation for sound technologist and developers based on our findings to guide the development of more informed AI tools for sound design.
Spatial audio in extended reality (XR) has traditionally been framed as a localization tool, guiding users toward discrete virtual objects or events. This paper reframes this object-centered paradigm by presenting audio formgiving, an approach in which sound defines continuous zones demarcated by boundaries that users encounter through embodied movement. We present a mixed-reality study that investigates how participants perceive, reconstruct, and navigate such sound zones. We report our findings on reconstruction accuracy and boundary ambiguities across different sound zone shapes and sizes, and how movement trajectories relate to zone recognition, as well as participants’ strategies for navigating and identifying different types of sound zones.