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Disparity in horizontal correspondence of sound and source positioning: The impact on spatial presence for cinematic VR

机译:声音和声源定位在水平方向上的差异:电影VR对空间存在的影响

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This study examines the extent to which azimuth disparity between sound-cue and image-target can be varied in cinematic virtual reality (VR), before spatial presence is broken. Exploring conscious self-reporting and autonomic arousal via galvanic skin response, it varies displacement of sound source along the horizontal plane, in five otherwise identical sound-image events, for stimuli of human and object types. The displacements are applied either consistently (at 5°, 10° or 15° offset to image) or inconsistently (two orders of randomness using 5°, 10° and 15° offsets) at uniform distance from the user/ camera position. It hypothesizes that consistently applied disparity in audio-visual lateral correspondence elicits higher tolerance before presence is broken. Stimuli of a bell alarm clock, and separately, a human actor, were produced and rendered for headset viewing and dynamic binaural headphone listening. Content was presented to participants under controlled conditions including familiarization trials. For both experiments the visual targets were associated with the sound cues through synchronous corresponding visual movement. Thirty-five participants were tested during 70 trials, using the BBC R&D 360TV player and BBC Spatial Sound Renderer. No support was found for the hypothesis relating consistency to presence. Consistency as a detenninant of arousal proved significant, but inversely to the expected direction. Presence ratings were high throughout conditions, and though some participants verbally discriminated precision in localization judgments, this did not impact ratings. The novice status of participants for both VR and dynamic binaural sound, could account for high ratings, despite familiarization trials. The multimodal environment of VR has many potentially confounding factors which affected the current study; ultimately, azimuth sound-image disparity did not noticeably affect novice experience. Further work in study design, and on the impact (both subjective and objective) of exposure on presence in VR is required at this time, to better analyze the perceptual correlates of its spatial sound technologies.
机译:这项研究探讨了在改变空间存在之前,电影虚拟现实(VR)中声音提示和图像目标之间的方位角差异可以改变的程度。通过皮肤电反应探索有意识的自我报告和自主唤醒,在五个其他相同的声像事件中,它改变了声源沿水平面的位移,以刺激人类和物体类型。在距用户/摄像机位置均匀的距离处一致地(以与图像成5°,10°或15°的偏移量)或不一致地(以5°,10°和15°的偏移量的两个随机数)施加位移。它假设在视听横向对应中始终如一地应用视差会在存在被破坏之前引起更高的容忍度。制作并渲染了铃声闹钟(分别是人类演员)的刺激音,以供观看耳机和动态双耳耳机收听。在受控条件下(包括熟悉试验)向参与者展示了内容。对于这两个实验,视觉目标通过同步相应的视觉运动与声音提示相关联。在70个试验中,使用BBC R&D 360TV播放器和BBC Spatial Sound Renderer对35名参与者进行了测试。没有找到关于存在一致性的假设的支持。一致性是唤醒的决定因素,被证明是重要的,但与预期的方向相反。在所有情况下,出席率都很高,尽管一些参与者在口头判断中口头上区分了精度,但这并不影响评级。尽管进行了熟悉性试验,但VR和动态双耳声音的参与者的新手状态可能会获得很高的评价。 VR的多模式环境有许多潜在的混杂因素,影响了本研究。最终,方位声像差异并没有明显影响新手体验。目前需要进一步研究设计,以及暴露对VR中存在的影响(主观和客观),以更好地分析其空间声音技术的感知相关性。

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