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When sound modulates vision: VR applications for art and entertainment

机译:声音调制愿景:艺术和娱乐的VR应用

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The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring real life scenarios. In particular, we investigated the parameters that might enhance perception, and thus VR experiences when sound and vision are manipulated. A VR museum was created mimicking a real art gallery featuring Japanese paintings. Participants were exposed to the gallery via Samsung Gear VR, head mounted display, and could freely “walk” in. To half of the participants newly composed music clips were played, during the VR gallery “visit”. The other participants were exposed to the same environment, but no music was played (control condition). The results showed that music played altered the way people are engaged in, perceive and experience the VR art gallery. Opposite to our expectation, the VR experience was liked more when no music was played. The naturalness and presence were perceived to be relatively high, and did not differ significantly depending on whether music was played or not. Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The findings are summarised in a theoretical model. The study outcomes could be implemented to successfully develop efficient VR applications for art and entertainment.
机译:声音与视觉之间的相互作用是人类感知的关键决定因素。随着虚拟现实(VR)技术及其商业应用的发展,出现需要更好地了解在虚拟环境中操纵的视听信号如何影响感知和人类行为。目前的研究解决了模拟VR环境中的这一挑战,镜像现实生活场景。特别是,我们调查了可能增强感知的参数,因此在操纵声音和视力时VR经验。创建了VR博物馆,模仿了一个具有日本绘画的真正艺术画廊。参与者通过Samsung Gear VR,头部安装的显示屏接触到画廊,并且可以自由地“走路”。在VR Gallery“访问”期间,参加新组成的音乐剪辑的一半参与者。其他参与者接触到同一环境,但没有播放音乐(控制条件)。结果表明,音乐播放的乐观改变了人们从事,感知和体验VR艺术画廊。与我们的期望相反,当没有播放音乐时,VR体验就是更多的。自然和存在被认为是相对较高的,并且取决于音乐是否被播放或不存在显着差异。回归建模进一步探索了假设的参数与影响VR经验之间的关系。调查结果总结在理论模型中。可以实施研究结果以成功开发艺术和娱乐的高效VR应用。

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