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  1. The Spatial Audio Data Immersive Experience (SADIE) project aims to identify new foundational relationships pertaining to human spatial aural perception, and to validate existing relationships. Our infrastructure consists of an intuitive interaction interface, an immersive exocentric sonification environment, and a layer-based amplitude-panning algorithm. Here we highlight the systemメs unique capabilities and provide findings from an initial externally funded study that focuses on the assessment of human aural spatial perception capacity. When compared to the existing body of literature focusing on egocentric spatial perception, our data show that an immersive exocentric environment enhances spatial perception, and that the physical implementation using high density loudspeaker arrays enables significantly improved spatial perception accuracy relative to the egocentric and virtual binaural approaches. The preliminary observations suggest that human spatial aural perception capacity in real-world-like immersive exocentric environments that allow for head and body movement is significantly greater than in egocentric scenarios where head and body movement is restricted. Therefore, in the design of immersive auditory displays, the use of immersive exocentric environments is advised. Further, our data identify a significant gap between physical and virtual human spatial aural perception accuracy, which suggests that further development of virtual aural immersion may be necessary before such an approach may be seen as a viable alternative. 
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  2. Locus is a NIME designed specifically for an interactive, immersive high density loudspeaker array environment. The system is based on a pointing mechanism to interact with a sound scene comprising 128 speakers. Users can point anywhere to interact with the system, and the spatial interaction utilizes motion capture, so it does not require a screen. Instead it is completely controlled via hand gestures using a glove that is populated with motion-tracking markers. The main purpose of this system is to offer intuitive physical interaction with the perimeter based spatial sound sources. Further, its goal is to minimize user-worn technology and thereby enhance freedom of motion by utilizing environmental sensing devices, such as motion capture cameras or infrared sensors. The ensuing creativity enabling technology is applicable to a broad array of possible scenarios, from researching limits of human spatial hearing perception to facilitating learning and artistic performances, including dance. Below we describe our NIME design and implementation, its preliminary assessment, and offer a Unity-based toolkit to facilitate its broader deployment and adoption. 
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  3. The following paper presents a cross-disciplinary snapshot of 21st century research in sonification and leverages the review to identify a new immersive exocentric approach to studying human capacity to perceive spatial aural cues. The paper further defines immersive exocentric sonification, highlights its unique affordances, and presents an argument for its potential to fundamentally change the way we understand and study the human capacity for location-aware audio pattern recognition. Finally, the paper describes an example of an externally funded research project that aims to tackle this newfound research whitespace. 
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