The experimental design included three conditions in which the sounds produced by tapping with one's hand on a surface were spatially manipulated. Zero Distance (0D): the tapping sound originated at the tapping location; Double Distance (2D): the sound originated at double the distance to the tapping location; and Quadruple Distance (4D): the sound originated at four times the distance to the tapping location. Participants were instructed to tap at each marked point for ten times, with a frequency of 1 Hz, starting from the point marked in front of them (Figure 1A).We assessed the effects of the different audio-tactile 'tapping' conditions on the represented length
While rotating visual and auditory stimuli have long been known to elicit self-motion illusions ("circular vection"), audiovisual interactions have hardly been investigated. Here, two experiments investigated whether visually induced circular vection can be enhanced by concurrently rotating auditory cues that match visual landmarks (e.g., a fountain sound). Participants sat behind a curved projection screen displaying rotating panoramic renderings of a market place. Apart from a no-sound condition, headphone-based auditory stimuli consisted of mono sound, ambient sound, or low-/high-spatial resolution auralizations using generic head-related transfer functions (HRTFs). While merely adding nonrotating (mono or ambient) sound showed no effects, moving sound stimuli facilitated both vection and presence in the virtual environment. This spatialization benefit was maximal for a medium (20 • × 15 • ) FOV, reduced for a larger (54 • × 45 • ) FOV and unexpectedly absent for the smallest (10 • × 7.5 • ) FOV. Increasing auralization spatial fidelity (from low, comparable to five-channel home theatre systems, to high, 5 • resolution) provided no further benefit, suggesting a ceiling effect. In conclusion, both self-motion perception and presence can benefit from adding moving auditory stimuli. This has important implications both for multimodal cue integration theories and the applied challenge of building affordable yet effective motion simulators.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.