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OpenVR is a software development kit (SDK) and application programming interface (API) developed by Valve for supporting the SteamVR [1] [2] and other virtual reality headset devices. [ 3 ] [ 4 ] The SteamVR platform uses it as the default application programming interface and runtime. [ 5 ]
A spin-off organization, Astro Gaming manufactures gaming headsets. [5] [6] In 2008, the Astro Gaming A40 Audio System became the official licensed headset of Major League Gaming. [7] [6] Astro Studios has received several awards including Red Dot, [8] the American Institute of Graphic Arts (AIGA) 365 Awards. [9]
Anti-sidetone circuitry in the telephone hybrid brought sidetone under control in the early 20th century, leaving enough feedback signal to assure the user that the telephone is working. [2] Almost all land-line (wired and wireless) telephones have employed sidetone, so it was an expected convention for cellular telephony, but is not standard.
In VirtualLink mode, there were six high-speed lanes active in the USB-C connector and cable: four lanes transmit four DisplayPort HBR 3 video streams from the PC to the headset while two lanes implement a bidirectional USB 3.1 Gen 2 channel between the PC and the headset. Unlike the classic DisplayPort USB-C alternate mode, VirtualLink has no ...
Delayed Auditory Feedback (DAF), also called delayed sidetone, is a type of altered auditory feedback that consists of extending the time between speech and auditory perception. [1] It can consist of a device that enables a user to speak into a microphone and then hear their voice in headphones a fraction of a second later.
In the latter role, they were soon replaced by coaxial DC power connectors. 2.5 mm phone jacks have also been used as headset jacks on mobile telephones (see § Mobile devices). The 1 ⁄ 8 in and 1 ⁄ 10 in sizes, approximately 3.5 mm and 2.5 mm respectively in mm, though those dimensions are only approximations. [26]
HRTF filtering effect. A head-related transfer function (HRTF) is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others.
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