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Reaching nearby sources : comparison between real and virtual sound and visual targets

机译:到达附近的来源:真实和虚拟声音与视觉目标之间的比较

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摘要

Sound localization studies over the past century have predominantly been concerned with directional accuracy for far-field sources. Few studies have examined the condition of near-field sources and distance perception. The current study concerns localization and pointing accuracy by examining source positions in the peripersonal space, specifically those associated with a typical tabletop surface. Accuracy is studied with respect to the reporting hand (dominant or secondary) for auditory sources. Results show no effect on the reporting hand with azimuthal errors increasing equally for the most extreme source positions. Distance errors show a consistent compression towards the center of the reporting area. A second evaluation is carried out comparing auditory and visual stimuli to examine any bias in reporting protocol or biomechanical difficulties. No common bias error was observed between auditory and visual stimuli indicating that reporting errors were not due to biomechanical limitations in the pointing task. A final evaluation compares real auditory sources and anechoic condition virtual sources created using binaural rendering. Results showed increased azimuthal errors, with virtual source positions being consistently overestimated to more lateral positions, while no significant distance perception was observed, indicating a deficiency in the binaural rendering condition relative to the real stimuli situation. Various potential reasons for this discrepancy are discussed with several proposals for improving distance perception in peripersonal virtual environments.
机译:过去一个世纪的声音定位研究主要关注远场声源的方向精度。很少有研究检查近场源和距离感知的情况。当前的研究通过检查人际空间中的源位置,特别是与典型桌面相关的位置,来关注定位和指向准确性。关于听觉来源的举报手(主要或次要),研究了准确性。结果显示对报告手没有影响,方位角误差对于最极端的源头位置平均增加。距离误差显示朝报告区域中心的一致压缩。进行第二次评估,比较听觉和视觉刺激,以检查报告方案或生物力学困难方面的任何偏见。听觉和视觉刺激之间未观察到常见的偏倚错误,表明报告错误并非由于指向任务中的生物力学限制。最终评估将比较真实的听觉来源和使用双耳渲染创建的消声条件虚拟来源。结果显示方位误差增加,虚拟源位置始终被高估到更多的横向位置,而未观察到明显的距离感知,这表明相对于真实刺激情况,双耳渲染条件存在缺陷。讨论了这种差异的各种潜在原因,并提出了一些建议,以改善个人虚拟环境中的距离感知。

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