Designing Interactive Systems Conference 2021 2021
DOI: 10.1145/3461778.3462106
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A Taxonomy of Sounds in Virtual Reality

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Cited by 18 publications
(5 citation statements)
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“…As suggested by Jain et al [68], "designers make creative decisions for sounds in VR to be more pleasant and manageable". In our design process, we iterated the vehicle sounds multiple times to test different characteristics and how they interacted with the virtual environment.…”
Section: Virtual Urban Field Studies For Evaluating Interaction Designmentioning
confidence: 99%
See 1 more Smart Citation
“…As suggested by Jain et al [68], "designers make creative decisions for sounds in VR to be more pleasant and manageable". In our design process, we iterated the vehicle sounds multiple times to test different characteristics and how they interacted with the virtual environment.…”
Section: Virtual Urban Field Studies For Evaluating Interaction Designmentioning
confidence: 99%
“…Our sound production approach focused on applying just enough processing to situate the sound effectively in the VE. We employed some reverb to introduce approximations of diffused reflections based on suggestions by Jain et al [27], which decreased as the autonomous vehicle approached the user. More accurate simulation of the acoustic reverberation conditions would be possible through measuring multiple spatial impulse responses in the testing environment [42].…”
Section: Virtual Av Sound Designmentioning
confidence: 99%
“…Audio can serve many functions within an interactive experience [18]. In games audio can provide specific information to a player [20], improve performance [19], affect player behaviour (e.g.…”
Section: Aural Presence In Vrmentioning
confidence: 99%
“…• Dynamic Audio: Automatically lower VR application audio (to 25% the starting volume) based prior work [31] • Remove Sound Effect Audio: Remove sound effect audio, background audio remains at full volume [18,35,37,38] • Remove Background Audio: Remove background audio, sound effect audio remains at full volume [18,35,37,38] • Remove All Audio: Remove background and sound effect audio (all audio) [33,39] Dynamic Audio was included as prior work [31] found it could effectively direct a VR user's attention toward nearby sounds but did not investigate how effectively it could facilitate a bystander-VR user interaction. Removing partial audio (Remove Sound Effect Audio & Remove Background Audio) were included to explore how the phenomena of removing audio without altering a VR user's presence [35,37,38] might be used to facilitate verbal bystander-VR user interactions.…”
Section: Design Of Our Audio Manipulationsmentioning
confidence: 99%
“…Thus, future work should also explore the addition of new branches in the design space to create multi-modal feedback including auditory and haptic feedback for contact augmentation. A starting point could be the work of [16] who proposed a taxonomy for sound in VR, or the works of [39] which explores the interactions between visual and haptic feedback mechanisms. Finally, even if we focused on two very representative XR application scenarios (industrial and entertainment), other scenarios could also be explored in future work.…”
Section: Limitations and Future Workmentioning
confidence: 99%