“…One of the major goals of A/VR systems is to create virtual environments that are perceived as realistic. A/VR has applications in communications, entertainment, gaming, and architecture (e.g., Jeon & Jo, 2019 ; Vorländer, 2020 ). While historically the emphasis in A/VR systems has been on the visual display, the audio component is gaining more and more attention.…”
Section: Externalization and Hearing Technologiesmentioning
Sound externalization, or the perception that a sound source is outside of the head, is an intriguing phenomenon that has long interested psychoacousticians. While previous reviews are available, the past few decades have produced a substantial amount of new data.In this review, we aim to synthesize those data and to summarize advances in our understanding of the phenomenon. We also discuss issues related to the definition and measurement of sound externalization and describe quantitative approaches that have been taken to predict the outcomes of externalization experiments. Last, sound externalization is of practical importance for many kinds of hearing technologies. Here, we touch on two examples, discussing the role of sound externalization in augmented/virtual reality systems and bringing attention to the somewhat overlooked issue of sound externalization in wearers of hearing aids.
“…One of the major goals of A/VR systems is to create virtual environments that are perceived as realistic. A/VR has applications in communications, entertainment, gaming, and architecture (e.g., Jeon & Jo, 2019 ; Vorländer, 2020 ). While historically the emphasis in A/VR systems has been on the visual display, the audio component is gaining more and more attention.…”
Section: Externalization and Hearing Technologiesmentioning
Sound externalization, or the perception that a sound source is outside of the head, is an intriguing phenomenon that has long interested psychoacousticians. While previous reviews are available, the past few decades have produced a substantial amount of new data.In this review, we aim to synthesize those data and to summarize advances in our understanding of the phenomenon. We also discuss issues related to the definition and measurement of sound externalization and describe quantitative approaches that have been taken to predict the outcomes of externalization experiments. Last, sound externalization is of practical importance for many kinds of hearing technologies. Here, we touch on two examples, discussing the role of sound externalization in augmented/virtual reality systems and bringing attention to the somewhat overlooked issue of sound externalization in wearers of hearing aids.
“…Visual rendering 3ds Max [56,57] HMD [5,15,42,[52][53][54][55][56][57][58][59][60][61] Google SketchUp [5,15,54,60] WorldViz [53][54][55] Unity [57,58] Kubity [60] Panoramic views [52,58,60,61] Notably, owing to the fact that the entire IVR industry is driven by both hardware and software upgrades, older ecological validity studies on virtual environments face limitations in terms of their utility or efficacy. It would be expected that the advancement in the computation of IVR simulations would ultimately increase the ecological validity of participatory studies conducted in laboratories.…”
Section: Visual Construction Methodsmentioning
confidence: 99%
“…They found that the visibility of a source is not a significant influencing factor for noise perception for the kinds of chillers examined in the study. In 2019, Jeon and Jo [60] carried out a study to assess the noise in urban high-rise residential buildings. They reported that the directional and visual information generated by HRTFs and HMDs could affect sound perception and virtual environmental immersion.…”
Section: Ecological Validity With Subjective Responsesmentioning
confidence: 99%
“…The spatial recognition is influenced by the use of the HMD, and the impact of perceived realism will significantly increase compared with the condition without HMD [59]. Simulated visual environments can also be built using software including-but not limited to-3ds Max [56,57], Google SketchUp [5,15,54,60], Unity [57,58], Kubity [60] and WorldViz [53][54][55]. In 2019, Hong et al [59] reported no significant differences in perceived dominant sound sources and affective soundscape quality between reproduction and in situ results.…”
Section: Reproduction Systemsmentioning
confidence: 99%
“…Playback Binaural audio signal recordings [15,[53][54][55][56]58] Headphones [15,52,54,57,58,60,61] Ambisonics recordings [5,52,57,59,61] A number of loudspeakers, and a sub-woofer [55,56] Headphones with a sub-woofer [53] 5.1-format loudspeaker configuration [5]…”
Immersive Virtual Reality (IVR) is a simulated technology used to deliver multisensory information to people under different environmental conditions. When IVR is generally applied in urban planning and soundscape research, it reveals attractive possibilities for the assessment of urban sound environments with higher immersion for human participation. In virtual sound environments, various topics and measures are designed to collect subjective responses from participants under simulated laboratory conditions. Soundscape or noise assessment studies during virtual experiences adopt an evaluation approach similar to in situ methods. This paper aims to review the approaches that are utilized to assess the ecological validity of IVR for the perception of urban sound environments and the necessary technologies during audio–visual reproduction to establish a dynamic IVR experience that ensures ecological validity. The review shows that, through the use of laboratory tests including subjective response surveys, cognitive performance tests and physiological responses, the ecological validity of IVR can be assessed for the perception of urban sound environments. The reproduction system with head-tracking functions synchronizing spatial audio and visual stimuli (e.g., head-mounted displays (HMDs) with first-order Ambisonics (FOA)-tracked binaural playback) represents the prevailing trend to achieve high ecological validity. These studies potentially contribute to the outcomes of a normalized evaluation framework for subjective soundscape and noise assessments in virtual environments.
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