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Sound Representing Self-Motion in Virtual Environments Enhances Linear Vection

机译:虚拟环境中代表声音的自运动增强了线性运动

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摘要

Sound is an important, but often neglected, component for creating a self-motion illusion (vection) in Virtual Reality applications, for example, motion simulators. Apart from auditory motion cues, sound can provide contextual information representing self-motion in a virtual environment. In two experiments we investigated the benefits of hearing an engine sound when presenting auditory (Experiment I) or auditory-vibrotactile (Experiment 2) virtual environments inducing linear vection. The addition of the engine sound to the auditory scene significantly enhanced subjective ratings of vection intensity in Experiment I and vection onset times but not subjective ratings in Experiment 2. Further analysis using individual imagery vividness scores showed that this disparity between vection measures was created by participants with higher kinesthetic imagery. On the other hand, for participants with lower kinesthetic imagery scores, the engine sound enhanced vection sensation in both experiments. A high correlation with participants' kinesthetic imagery vividness scores suggests the influence of a first person perspective in the perception of the engine sound. We hypothesize that self-motion sounds (e.g., the sound of footsteps, engine sound) represent a specific type of acoustic body-centered feedback in virtual environments. Therefore, the results may contribute to a better understanding of the role of self-representation sounds (sonic self-avatars), in virtual and augmented environments.
机译:声音是在虚拟现实应用程序(例如,运动模拟器)中创建自我运动幻觉(运动)的重要但经常被忽略的组件。除了听觉运动提示以外,声音还可以提供表示虚拟环境中自我运动的上下文信息。在两个实验中,我们研究了在呈现线性运动的听觉(实验I)或听觉振动触觉(实验2)虚拟环境时听到引擎声音的好处。在听觉场景中添加引擎声音可以显着提高实验I中的力度强度和起风时间的主观评分,但实验2中则不增强主观评分。使用单个图像生动度评分的进一步分析表明,参与者之间存在这种差距具有更高的动觉意象。另一方面,对于动觉图像得分较低的参与者,在两个实验中,引擎声音都增强了对运动的感觉。与参与者的动觉图像生动度得分高度相关,表明第一人称视角在引擎声音感知中的影响。我们假设自我运动声音(例如脚步声,引擎声音)代表虚拟环境中以人体为中心的特定类型的反馈。因此,结果可能有助于更好地理解在虚拟和增强环境中自我表现声音(声音自我化身)的作用。

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