DOI: 10.5281/zenodo.4629759
title: IHTApark. Multi-detailed 3D architectural model for sound perception research in Virtual Reality

description: <strong>IHTApark – Multi-detailed 3D architecture model</strong> This dataset describes visual and acoustic 3D architectural models of the park next to the IHTA. Institute of Hearing Technology and Acoustics (IHTA), RWTH Aachen, 52056 Aachen, Germany Files are stored in FBX format for geometry, JPEG format for visual textures, and Unreal Engine for the virtual reality scenes. <strong>VERSION 1: Visual photogrammetry + Acoustic model</strong> As used in the publication: [1] Llorca-Bofí, J. and Vorländer, M. (2021). Multi-Detailed 3D Architectural Framework for Sound Perception Research in Virtual Reality. Front. Built Environ. 7:687237.doi: https://doi.org/10.3389/fbuil.2021.687237 Data is available separately for each definition, and for each visual and acoustic cue. The level of detail for each definition is shown here: Visual cues Geometries HighLOD Acoustic cues Geometries HighLOD This version of the model includes only the modules used for the description of the referenced paper. The authors reserve the right to complete other levels of detail if future applications require them. An additional data file contains a unique file in [IHTApark_UnrealEngine] Unreal Engine format, with the set up scenario. The instructions to open the final scenario are described here: Download the [IHTApark_UnrealEgine] file, and save it in your working space. Extract the content of the [IHTApark_UnrealEngine]. The folder naming and arrangement are prepared for the scenario. Run the .uproject file. Open a <strong>Content Browser</strong> tab to navigate through the folder hierarchy. You can open the <strong>Content Browser</strong> under the tabs <strong>Window &gt; Content Browser</strong> Open the <strong>IHTApark</strong> map under the folder <strong>Content &gt; Maps</strong> by double clicking on it. The scenario will be visible in the <strong>Viewport 1</strong> tab. Go to <strong>Window &gt; Viewports &gt; Viewport 1</strong> to open the tab. Press key <strong>G</strong> to hide or unhide the helpers and editor actors. Press keys <strong>0,</strong> <strong>1</strong>, <strong>2</strong>, <strong>3</strong>… <strong>9</strong> to jump into different saved view positions. Drag the mouse while pressing right click to rotate the viewer direction While pressing right click, press key <strong>W</strong> to navigate through the scenario. <strong>VERSION 2: Object-based visualization in three different weather conditions</strong> As used and described in the publication: [2] Submitted to journal. The file [IHTApark_3weath_comp] Unreal Engine format contains the set up scenario. The instructions to open the final scenario are described here: Download the [IHTApark_3weath_comp] file, and save it in your working space. Extract the content of the [IHTApark_3weath_comp]. The folder naming and arrangement are prepared for the scenario. Run the .uproject file. Open a <strong>Content Browser</strong> tab to navigate through the folder hierarchy. You can open the <strong>Content Browser</strong> under the tabs <strong>Window &gt; Content Browser</strong> Open the <strong>IHTApark_warm</strong>, <strong>IHTApark_wet </strong>or<strong> IHTApark_snowy</strong> maps under the folder <strong>Content &gt; Maps</strong> by double clicking on it to visualize each weather condition. The scenario will be visible in the <strong>Viewport 1</strong> tab. Go to <strong>Window &gt; Viewports &gt; Viewport 1</strong> to open the tab. Press key <strong>G</strong> to hide or unhide the helpers and editor actors. Press keys <strong>0,</strong> <strong>1</strong>, <strong>2</strong>, <strong>3</strong>… <strong>9</strong> to jump into different saved view positions. Drag the mouse while pressing right click to rotate the viewer direction While pressing right click, press key <strong>W</strong> to navigate through the scenario. The folder [IHTApark_3weathers_audio] contains the sound signals, as .wav files, in fist order ambisonics format (B-format).