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- Larsson, Pontus, 1974, et al.
(författare)
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Effects of auditory information consistency and room acoustic cues on presence in virtual environments
- 2008
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Ingår i: Acoustical Science and Technology. - : Acoustical Society of Japan. - 1347-5177 .- 1346-3969. ; 29:2, s. 191-194
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Tidskriftsartikel (refereegranskat)abstract
- The influence of room acoustic cues and the consistency between sound information and sound specialization on the sense of presence within an auditory virtual environment has been explored. Presence is to great extent determined by spatial factors in sonic environments but as in the case of realism, source information or source content also is a crucial component of presence. It was observed that the addition of room acoustic cues resulted in higher presence ratings. The effect can be explained by the fact that adding reverb increases externalization in headphone-based systems, which in turn is believed to increase naturalness and presence. Significant effect can be observed, when comparing the increases in presence when adding room acoustic cues and altering the type of sound source. This suggests that a good sound design, which is consistent with the dynamics of the specialization, can be beneficial as increasing the quality of the specialization.
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2. |
- Väljamäe, Alexander, 1978, et al.
(författare)
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Binaural bone-conducted sound in virtual environments
- 2008
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Ingår i: Acoustical Science and Technology. - 1347-5177 .- 1346-3969. ; 29:2, s. 149 - 155
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Tidskriftsartikel (refereegranskat)abstract
- Virtual and augmented reality applications provide us with increasingly compelling il- lusory worlds by combinations of different sensory cues. Although spatial sound technologies are often used in such applications, headphone based sound reproduction can create an undesired “mediation awareness” for an end-user. An alternative can be provided by bone-conducted sound technologies, traditionally used in hearing aids applications. Recent studies with bilaterally fitted bone-conduction transducers suggest that binaural sound cues can be rendered using this technology. In this paper we used binaural bone-conducted sound reproduction for enhancing a multi-modal self-motion sim- ulator prototype. Similar to previous results from headphone based reproduction, the present study shows that the addition of moving sound images to visual stimuli significantly increase vection and spatial presence responses. These results provide empirical evidence that convincing auditory scenes can be created using spatial bone-conducted sound and HRTF’s of at least 600 horizontal resolu- tion. The present research demonstrates the feasibility of using binaural bone-conducted sound in mediated environments.
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