THANK YOU FOR YOUR INTEREST IN OSSIC
Thank you for taking the time to learn more about OSSIC. We're glad you're here. Consider this page as your digital press kit. Here you'll find company and product overviews, hi-res images, video archive, and launch details. Oh, and if you have ANY questions whatsoever, don't hesitate to reach out to the email below or give us a call.
Looking forward to hearing from you.
PRE-ORDERS NOW LIVE FOR MAR 2017 SHIPMENT
LAUNCH DATEs: FEBRUARY 23. 2016 Through April 21. 2016
REsults: $2,708,472 Raised by 10,263 backers
PRESS CONTACT: email@example.com
instantly calibrate to every listener FOR Real 3D Sound
OSSIC X is the world’s first 3D audio headphone that instantly calibrates to the listener. By pairing advanced 3D audio algorithms with head-tracking and individual anatomy calibration we deliver incredibly accurate 3D sound to your ears — no custom laboratory or setup needed. This increases a sense of auditory space, improves sound quality, and acoustically recreates the way you hear the world everyday. Get more immersed in virtual reality. Bring gaming to the next level. Experience music like never before. Finally, immersive 3D audio that’s made for you.
Everyone hears the world slightly differently based on their anatomy
How we hear the world is not a one-size-fits all situation. It's our physical anatomy that plays a critical role in defining how sound enters our ears. The anatomy that matters most is our torso, head size, and ear shape. Combined, these pieces make up what is called an HRTF, or head-related-transfer-function, and they are different for each and every one of us.
HEADPHONES TODAY DON'T ACCOUNT FOR THE LISTENER's UNIQUE ANATOMY
With traditional headphones the listeners anatomy and HRTF is not taken into account. In effect, the listener is completely removed from the listening equation. This makes for an incredibly small listening experience, where sound remains close to your head rather than around you.
EVEN CURRENT 3D AUDIO TECHNOLOGIES ARE LIMITED
3D audio technology, until now, has been limited by several factors. Either they use a “one-size-fits-all” approach to the listeners anatomy, or they require several hours of calibration in a million-dollar sound lab, which most of us will never have access to. With generic algorithms, you are in-effect listening through someone else’s ears, leading to poor sound-location accuracy and a detriment to overall sound quality.
THE OSSIC SOLUTION
Instant calibration for a 10x audio experience
OSSIC X calibrates to the individual listener’s head and ear feature, increasing overall sound quality and ensuring the most accurate sound placement, making for a listening experience that’s ten times more immersive than current technologies.
By incorporating head tracking into the OSSIC X, sounds will appear to come from outside your head and stay fixed in space, enabling a higher sense of acoustic presence.
OSSIC X instantly calibrates to your head and torso calibration, without any lab needed. This enables incredibly accurate sound placement for higher level of sound quality and immersion.
Eight individual drivers work in tandem to play back sound to the correct portion of your ear. This allows your unique ear shape to naturally interact with the 3D sound field the same way it does in real life.
THE BENEFITS OF OSSIC 3D AUDIO
INCREASED IMMERSION IN VIRTUAL REALITY
In virtual reality, sound is key. While the world may be 360 degrees around you, you're only seeing roughly 10% of that at a time, while sound is always around you. With accurate 3D sound we can give a sense of space and direct your attention to elements outside your field of view for a more immersive experience.
UNLOCK DIMENSIONAL AUDIO WITH GAMING
Having accurate sound in gaming can make or break the experience, allowing you to know what’s going on in the spaces of the game that you can’t see. With OSSIC X, we can track the locations of objects in games using the physics engines that run in games today, and play them back to your ear at the correct location in space.
HEAR MOVIES AND MUSIC LIKE NEVER BEFORE
3D audio can completely change the way you hear any content, including existing stereo and surround-sound recordings of your favorite movies and music. Imagine being able to listen to any song from your collection on the best speaker setup money can buy, or hear a concert from the best seats in your favorite concert hall — from anywhere.
HEADPHONES HAVEN't FUNDAMENTALLY CHANGED IN OVER 65 YEARS
Audio and visual content is becoming more immersive, real, and detailed. Movies and music can be mixed with more audio channels than ever. Experiences like virtual reality are bringing an unprecedented level of immersion for all content, but headphones themselves haven’t fundamentally changed in over 65 years. This rapid growth in visual immersion brings into focus how important sound is, and headphones today just can’t unlock its true potential for the experiences we want.
A MISSION TO CHANGE THE WAY WE HEAR SOUND
After working in the audio industry for a combined fifty years, our founding team realized there was a large gap in what was currently available for 3D sound, and what was possible. The technology was available, but limited by intensive laboratory calibration and typically coming at very high cost. The team believed that everyone should have access to the highest level of audio experience possible, so they formed OSSIC in 2015 with one mission: to redefine the way we hear sound by taking the final leap between reproduced audio and audio that's indistinguishable from reality.
A team built on audio
The founding team have spent their entire careers in the field of audio, with over fifty years of combined audio experience for companies such as Logitech and Pioneer. They have collectively shipped over five billion dollars-worth of audio products, including some of the most popular gaming headphones and speaker systems on the market. Our knowledge runs from research and development, to software — all the way through final production. You can read the founding team bio's in their entirety here.