
Learn about the integration of 3D audio in Strangeland, a virtual reality world based on Manhattan with unique features like flying cars. Developed by Cornell Tech and Georgia Tech, it serves as a research environment with the Swan sonification lab project.
Welcome to the world of Strangeland, a virtual reality environment based on Manhattan but featuring unique elements like flying cars. In this first semester, the integration of 3D audio is being introduced, aiming to enhance the immersive experience for users. Developed by Cornell Tech and Georgia Tech, Strangeland serves as a research environment and hosts the Swan sonification lab project.


The integration of 3D audio in Strangeland aims to add a new layer of immersion to the virtual reality world. By simulating sound sources in three-dimensional space, users can experience a more realistic and engaging auditory environment. This technology opens up possibilities for innovative experiences not achievable with traditional stereo audio.

The Swan project within Strangeland focuses on sonification, the use of non-speech audio to convey information or perceptualize data. By leveraging 3D audio, the Swan lab aims to explore new ways of representing complex information through sound. This intersects with diverse fields such as accessibility, data visualization, and immersive experiences.
Driven by the collaboration between Cornell Tech and Georgia Tech, the Swan project serves as a hub for research and experimentation. It seeks to push the boundaries of 3D audio applications, fostering interdisciplinary exploration and innovation within the immersive technologies domain.
See the links below for the gatech_swan cross-cultural driving git branch that contains swan-related changes in assets/_Studies/swan and in CrowdAgent.cs and CrowdAgentManager.cs, and for the link to our Spring 2024 team Google Drive folder containing our check-ins, final presentation, and notes.