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Sound localization in web-based 3D environments

Sound delivery is a key aspect of immersivity in virtual and augmented reality (VR/AR), with studies hinting at a correlation between users’ ability to locate sounds around them and the ‘feeling of being there’. This is particularly true for WebVR, a method of delivering immersive experiences throug...

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Autores principales: Rajguru, Chinmay, Brianza, Giada, Memoli, Gianluca
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9287443/
https://www.ncbi.nlm.nih.gov/pubmed/35840617
http://dx.doi.org/10.1038/s41598-022-15931-y
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author Rajguru, Chinmay
Brianza, Giada
Memoli, Gianluca
author_facet Rajguru, Chinmay
Brianza, Giada
Memoli, Gianluca
author_sort Rajguru, Chinmay
collection PubMed
description Sound delivery is a key aspect of immersivity in virtual and augmented reality (VR/AR), with studies hinting at a correlation between users’ ability to locate sounds around them and the ‘feeling of being there’. This is particularly true for WebVR, a method of delivering immersive experiences through a local web browser that has recently captured attention in multiple industries. In WebVR, audio is the main spatial cue. Designers need to select the correct number of sound sources so that users perceive the location of incoming sound correctly. Information on how users localize sound is essential. Sound localization experiments, so far, have been run only in empty spaces or closed rooms, without clear indications for designers in WebVR. Thus, in this study, we investigate sound localization directly through WebVR. To do so, we designed a traditional empty room for training and a city-like virtual environment for testing purposes. In our paper, we also discuss key design parameters, differences in perception for vertical and horizontal directions, the impact of training, and the role of changing virtual environments. In addition, we introduce and test a new sound cue along with the traditional pink noise sound to measure and explore the impact of different sound cues in different environments. The results demonstrate the potential of exploring sound localization using WebVR, and our study will support the development of virtual experiences in human-computer interaction that may be able to reach a large number of participants using a local web browser.
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spelling pubmed-92874432022-07-17 Sound localization in web-based 3D environments Rajguru, Chinmay Brianza, Giada Memoli, Gianluca Sci Rep Article Sound delivery is a key aspect of immersivity in virtual and augmented reality (VR/AR), with studies hinting at a correlation between users’ ability to locate sounds around them and the ‘feeling of being there’. This is particularly true for WebVR, a method of delivering immersive experiences through a local web browser that has recently captured attention in multiple industries. In WebVR, audio is the main spatial cue. Designers need to select the correct number of sound sources so that users perceive the location of incoming sound correctly. Information on how users localize sound is essential. Sound localization experiments, so far, have been run only in empty spaces or closed rooms, without clear indications for designers in WebVR. Thus, in this study, we investigate sound localization directly through WebVR. To do so, we designed a traditional empty room for training and a city-like virtual environment for testing purposes. In our paper, we also discuss key design parameters, differences in perception for vertical and horizontal directions, the impact of training, and the role of changing virtual environments. In addition, we introduce and test a new sound cue along with the traditional pink noise sound to measure and explore the impact of different sound cues in different environments. The results demonstrate the potential of exploring sound localization using WebVR, and our study will support the development of virtual experiences in human-computer interaction that may be able to reach a large number of participants using a local web browser. Nature Publishing Group UK 2022-07-15 /pmc/articles/PMC9287443/ /pubmed/35840617 http://dx.doi.org/10.1038/s41598-022-15931-y Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Rajguru, Chinmay
Brianza, Giada
Memoli, Gianluca
Sound localization in web-based 3D environments
title Sound localization in web-based 3D environments
title_full Sound localization in web-based 3D environments
title_fullStr Sound localization in web-based 3D environments
title_full_unstemmed Sound localization in web-based 3D environments
title_short Sound localization in web-based 3D environments
title_sort sound localization in web-based 3d environments
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9287443/
https://www.ncbi.nlm.nih.gov/pubmed/35840617
http://dx.doi.org/10.1038/s41598-022-15931-y
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