2015
DOI: 10.1007/s10055-015-0274-4
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An experimental study of spatial sound usefulness in searching and navigating through AR environments

Abstract: This paper presents an experimental study of spatial sound usefulness in searching and navigating through augmented reality environments. Participants were asked to find three objects hidden within no-sound and spatial sound AR environments. The experiment showed that the participants of the spatialized sound group performed faster and more efficiently than working in nosound configuration. What is more, 3D sound was a valuable cue for navigation in AR environment. The collected data suggest that the use of sp… Show more

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Cited by 24 publications
(11 citation statements)
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References 17 publications
(25 reference statements)
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“…The addition of spatialized sounds in the VE (e.g., ambient and feedback sounds) augments the level of immersion and enjoyment (Vorländer and Shinn-Cunningham, 2014), and significantly reduces the frequency of VRISE (Viirre et al, 2014). Spatialized sounds in VR assist the user to orient and navigate (Rumiński, 2015), and enhance the geometry of the VE without reducing the software's performance (Kobayashi et al, 2015). In Unity, a developer may use tools like SteamAudio, Oculus Audio Spatializer, or Microsoft Audio Spatializer for good quality and spatialization of the audio aspects.…”
Section: Soundmentioning
confidence: 99%
“…The addition of spatialized sounds in the VE (e.g., ambient and feedback sounds) augments the level of immersion and enjoyment (Vorländer and Shinn-Cunningham, 2014), and significantly reduces the frequency of VRISE (Viirre et al, 2014). Spatialized sounds in VR assist the user to orient and navigate (Rumiński, 2015), and enhance the geometry of the VE without reducing the software's performance (Kobayashi et al, 2015). In Unity, a developer may use tools like SteamAudio, Oculus Audio Spatializer, or Microsoft Audio Spatializer for good quality and spatialization of the audio aspects.…”
Section: Soundmentioning
confidence: 99%
“…The goal of immersive technology is to recreate the real world in all sensory domains; thus, all sensory attributes of reality must be mimicked [29,30]. Current work on the auditory component of VR has shown that spatialized sound (exploitation of sound localization through stereophonic headphones) augments the experience of 3-D space and increases presence, immersion, and VR task performance [29,31,32].…”
Section: Virtual Realitymentioning
confidence: 99%
“…Concrete 3D content representations are based on concepts whose meaning is specific to 3D graphics and animation, for example, texture, dimensions, coordinates and LODs [KCM06, BPKDT04, FSA*04, APP*05, SF08] as well as VR/AR environments, for example, interfaces, markers and models [RW14, Rum15]. Since such ontologies specify widely accepted classes and properties of 3D content, their use is not limited to particular domains, although some of them have been presented in particular contexts, for example, human simulation [Gut05, ARSF07] and tourist guide [RS05].…”
Section: Classification Of Ontology‐based Approachesmentioning
confidence: 99%