2017
DOI: 10.1109/tvcg.2017.2657138
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The Plausibility of a String Quartet Performance in Virtual Reality

Abstract: -We describe an experiment that explores the contribution of auditory and other features to the illusion of plausibility in a virtual environment that depicts the performance of a string quartet. 'Plausibility' refers to the component of presence that is the illusion that the perceived events in the virtual environment are really happening. The features studied were: Gaze (the musicians ignored the participant, the musicians sometimes looked towards and followed the participant's movements), Sound Spatializati… Show more

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Cited by 60 publications
(44 citation statements)
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References 45 publications
(51 reference statements)
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“…Corroborating evidence is that observing at close hand a virtual musical string quartet, when the virtual performers looked toward the participant the level of plausibility was enhanced. Also the environmental auditory information matching visual elements in the scene also enhanced Psi (Bergstrom et al, 2017). The general issue of coherence between different aspects of the environment was also studied by (Skarbez et al, 2017).…”
Section: Presencementioning
confidence: 97%
See 1 more Smart Citation
“…Corroborating evidence is that observing at close hand a virtual musical string quartet, when the virtual performers looked toward the participant the level of plausibility was enhanced. Also the environmental auditory information matching visual elements in the scene also enhanced Psi (Bergstrom et al, 2017). The general issue of coherence between different aspects of the environment was also studied by (Skarbez et al, 2017).…”
Section: Presencementioning
confidence: 97%
“…The "Plausibility Illusion" (Psi) is the illusion that the events depicted in the VR are really occurring (Slater, 2009). This can be facilitated by (i) the virtual world responding to participant actions (ii) contingent events that refer personally to the participant (iii) the extent to which the portrayal of the virtual world and its events conforms to expectations where this is applicable (Bergstrom et al, 2017) and maintains internal consistency (Skarbez et al, 2017). Body ownership is the third illusion, referring to the extent that a virtual self-representation within the VR is illusorily experienced as the participant's own body (Slater et al, 2010b;Blanke et al, 1 https://www.youtube.com/watch?v=_z8pSTMfGSo&t=18s 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Several surveys are available for assessing the amount of presence in a mediated experience (Slater and Wilbur, 1997;Makransky et al, 2017). Slater's lab has led extensive research on presence and his group has also pioneered a method for assessing presence without the use of surveys (Bergstrom et al, 2017).…”
Section: Vocab Lesson: Vr Presence and Agencymentioning
confidence: 99%
“…To simulate natural acoustic perception in Virtual Reality (VR) these auditory spatial cues are usually rendered using Head Related Transfer Functions (HRTFs), which can either be generic or individualized. The use of HRTFs leads to accurate source localization and increased sense of presence within the virtual environment, when compared to non-spatialized audio (Hendrix and Barfield, 1996 ; Bergstrom et al, 2017 ). Individualized HRTFs are calibrated on a per user basis, and are therefore better suited to simulate one's natural acoustic environment.…”
Section: Introductionmentioning
confidence: 99%