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Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence

For effective virtual realities, “presence,” the feeling of “being there” in a virtual environment (VR), is deemed an essential prerequisite. Several studies have assessed the effect of the (non-)availability of auditory stimulation on presence, but due to differences in study design (e.g., virtual...

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Autores principales: Kern, Angelika C., Ellermeier, Wolfgang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7805954/
https://www.ncbi.nlm.nih.gov/pubmed/33501189
http://dx.doi.org/10.3389/frobt.2020.00020
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author Kern, Angelika C.
Ellermeier, Wolfgang
author_facet Kern, Angelika C.
Ellermeier, Wolfgang
author_sort Kern, Angelika C.
collection PubMed
description For effective virtual realities, “presence,” the feeling of “being there” in a virtual environment (VR), is deemed an essential prerequisite. Several studies have assessed the effect of the (non-)availability of auditory stimulation on presence, but due to differences in study design (e.g., virtual realities used, types of sounds included, rendering technologies employed), generalizing the results and estimating the effect of the auditory component is difficult. In two experiments, the influence of an ambient nature soundscape and movement-triggered step sounds were investigated regarding their effects on presence. In each experiment, approximately forty participants walked on a treadmill, thereby strolling through a virtual park environment reproduced via a stereoscopic head-mounted display (HMD), while the acoustical environment was delivered via noise-canceling headphones. In Experiment 1, conditions with the ambient soundscape and the step sounds either present or absent were combined in a 2 × 2 within-subjects design, supplemented with an additional “no-headphones” control condition. For the synchronous playback of step sounds, the probability of a step being taken was estimated by an algorithm using the HMD's sensor data. The results of Experiment 1 show that questionnaire-based measures of presence and realism were influenced by the soundscape but not by the reproduction of steps, which might be confounded with the fact that the perceived synchronicity of the sensor-triggered step sounds was rated rather low. Therefore, in Experiment 2, the step-reproduction algorithm was improved and judged to be more synchronous by participants. Consequently, large and statistically significant effects of both kinds of audio manipulations on perceived presence and realism were observed, with the effect of the soundscape being larger than that of including footstep sounds, possibly due to the remaining imperfections in the reproduction of steps. Including an appropriate soundscape or self-triggered footsteps had differential effects on subscales of presence, in that both affected overall presence and realism, while involvement was improved and distraction reduced by the ambient soundscape only.
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spelling pubmed-78059542021-01-25 Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence Kern, Angelika C. Ellermeier, Wolfgang Front Robot AI Robotics and AI For effective virtual realities, “presence,” the feeling of “being there” in a virtual environment (VR), is deemed an essential prerequisite. Several studies have assessed the effect of the (non-)availability of auditory stimulation on presence, but due to differences in study design (e.g., virtual realities used, types of sounds included, rendering technologies employed), generalizing the results and estimating the effect of the auditory component is difficult. In two experiments, the influence of an ambient nature soundscape and movement-triggered step sounds were investigated regarding their effects on presence. In each experiment, approximately forty participants walked on a treadmill, thereby strolling through a virtual park environment reproduced via a stereoscopic head-mounted display (HMD), while the acoustical environment was delivered via noise-canceling headphones. In Experiment 1, conditions with the ambient soundscape and the step sounds either present or absent were combined in a 2 × 2 within-subjects design, supplemented with an additional “no-headphones” control condition. For the synchronous playback of step sounds, the probability of a step being taken was estimated by an algorithm using the HMD's sensor data. The results of Experiment 1 show that questionnaire-based measures of presence and realism were influenced by the soundscape but not by the reproduction of steps, which might be confounded with the fact that the perceived synchronicity of the sensor-triggered step sounds was rated rather low. Therefore, in Experiment 2, the step-reproduction algorithm was improved and judged to be more synchronous by participants. Consequently, large and statistically significant effects of both kinds of audio manipulations on perceived presence and realism were observed, with the effect of the soundscape being larger than that of including footstep sounds, possibly due to the remaining imperfections in the reproduction of steps. Including an appropriate soundscape or self-triggered footsteps had differential effects on subscales of presence, in that both affected overall presence and realism, while involvement was improved and distraction reduced by the ambient soundscape only. Frontiers Media S.A. 2020-02-21 /pmc/articles/PMC7805954/ /pubmed/33501189 http://dx.doi.org/10.3389/frobt.2020.00020 Text en Copyright © 2020 Kern and Ellermeier. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Robotics and AI
Kern, Angelika C.
Ellermeier, Wolfgang
Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence
title Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence
title_full Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence
title_fullStr Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence
title_full_unstemmed Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence
title_short Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence
title_sort audio in vr: effects of a soundscape and movement-triggered step sounds on presence
topic Robotics and AI
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7805954/
https://www.ncbi.nlm.nih.gov/pubmed/33501189
http://dx.doi.org/10.3389/frobt.2020.00020
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