2009
DOI: 10.1007/978-1-84882-733-2_8
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Auditory-Induced Presence in Mixed Reality Environments and Related Technology

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Cited by 49 publications
(32 citation statements)
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“…Similarly, Riecke et al [2008b] demonstrated that biomechanically induced circular vection (i.e., the illusion of self-rotation induced when sitting stationary above a rotating turntable and stepping along the turntable) can be enhanced by providing concurrently rotating sound fields. Apart from such specific vection-enhancing effect, adding spatialized auditory cues to VR simulations can have a number of further advantages, as is discussed in more detail in Larsson et al [2009], , and : Adding auditory cues is known to increase presence in the simulated world, especially if spatialized auditory cues are used that are perceived as properly externalized and can be well localized, for example by using generic HRTFs [Hendrix and Barfield 1996;Ozawa et al 2004] or individualized HRTFs [Väljamäe et al 2004]. This is in agreement with the observed presence-facilitating effect of spatialized auditory cues in the current study.…”
Section: Why Should Sound Be Added To a Vr Simulation?mentioning
confidence: 99%
“…Similarly, Riecke et al [2008b] demonstrated that biomechanically induced circular vection (i.e., the illusion of self-rotation induced when sitting stationary above a rotating turntable and stepping along the turntable) can be enhanced by providing concurrently rotating sound fields. Apart from such specific vection-enhancing effect, adding spatialized auditory cues to VR simulations can have a number of further advantages, as is discussed in more detail in Larsson et al [2009], , and : Adding auditory cues is known to increase presence in the simulated world, especially if spatialized auditory cues are used that are perceived as properly externalized and can be well localized, for example by using generic HRTFs [Hendrix and Barfield 1996;Ozawa et al 2004] or individualized HRTFs [Väljamäe et al 2004]. This is in agreement with the observed presence-facilitating effect of spatialized auditory cues in the current study.…”
Section: Why Should Sound Be Added To a Vr Simulation?mentioning
confidence: 99%
“…As far as the sensory dimension is concerned, on the one hand, the listed objectives were motivated by results indicating the importance of providing stimuli from different sensory modalities on the sense of presence in VEs (Dinh et al 1999;Biocca et al 2002;Larsson et al 2010;Fröh-lich and Wachsmuth 2013). On the other hand, those objectives were derived from the fact that temporal, spatial, and semantic coherences are important factors for multisensory integration (Spence 2007;Calvert et al 2004): Incoherence between stimuli provided to different sensory modalities affects negatively their binding into a unitary percept and this results in breaks in presence (Harvey and Sanchez-Vives 2005).…”
Section: Designing the User's Experiencementioning
confidence: 99%
“…Larson et al [18] suggest that the spatial properties of virtual auditory environments have been of significant importance since the introduction of stereo sound in the 1930s. Stating that spatial sound is used to simulate an auditory reality that gives the user the impression they are surrounded by a 3D virtual environment.…”
Section: The Importance Of Spatial Audiomentioning
confidence: 99%
“…The realistic reproduction of three-dimensional auditory environments through headphones, known as binaural-based spatial audio, is dependent upon the correct simulation of the interaural differences and spectral shaping cues caused by the torso, head and pinnae called Head Related Transfer Functions (HRTF) [31]. HRTF's are the functions of both frequency and position for both azimuth and elevation, containing direction-dependent information on how a free field sound source reaches the ear [32,33].…”
Section: Spatial Audio Renderingmentioning
confidence: 99%