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Cognitive indicators for acoustic source localization and presence in a vivid 3D scene

Patrick Ruediger, Jan Spilski, Nûjîn Kartal, Sebastian Gsuck, Nils Ove Beese, Sabine Schlittmeier, Thomas Lachmann, Achim Ebert
2019 Proceedings of the ICA congress  
A VR headset with eye tracker was used to measure reaction times, accuracy and eye movements.  ...  A virtual representation of two realistic scenes (360° movie shot) was used to accurately place sound signals in the three-dimensional space using object-based audio.  ...  Reaction time in a visual search task and eye movements were measured as indicators for presence.  ... 
doi:10.18154/rwth-conv-239186 fatcat:rigsmjp35bbvfp7w33horney3m

Peripersonal Space: An Index of Multisensory Body–Environment Interactions in Real, Virtual, and Mixed Realities

Andrea Serino, Jean-Paul Noel, Robin Mange, Elisa Canzoneri, Elisa Pellencin, Javier Bello Ruiz, Fosco Bernasconi, Olaf Blanke, Bruno Herbelin
2018 Frontiers in ICT  
Here, we present a multisensory task that measures the spatial extent of human PPS in real, virtual, and augmented realities.  ...  We validated it in a mixed reality (MR) ecosystem in which real environment and virtual objects are blended together in order to administer and control visual, auditory, and tactile stimuli in ecologically  ...  Here, we present a multisensory task that measures the spatial extent of human PPS in real, virtual, and augmented realities.  ... 
doi:10.3389/fict.2017.00031 fatcat:jogwviiwdbh6towritin25nloq

Understanding Soundscapes

Nicholas Miller
2013 Buildings  
This paper offers a new approach to understanding, improving and designing soundscapes. "Soundscape" means all the sounds that can be heard in a specific location.  ...  Decades of experience have yielded in-depth understanding of how undesirable sounds may be controlled or reduced.  ...  A brief literature search will reveal many studies verifying the health benefits that can be derived from time spent viewing or being in nature; Maller [1] provides a readily accessible review of much  ... 
doi:10.3390/buildings3040728 fatcat:kjghcjo3ybbpxdylcrso4spbze

Disney's Aladdin

Randy Pausch, Jon Snoddy, Robert Taylor, Scott Watson, Eric Haseltine
1996 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH '96  
Disney Imagineering has developed a high-fidelity virtual reality (VR) attraction where guests fly a magic carpet through a virtual world based on the animated film "Aladdin."  ...  We can improve the experience by telling a pre-immersion "background story" and by giving the guest a concrete goal to perform in the virtual environment.  ...  ACKNOWLEDGMENTS This work is the effort of many talented people over several years; we mention here only a subset, but express our gratitude to all involved.  ... 
doi:10.1145/237170.237257 dblp:conf/siggraph/PauschSTWH96 fatcat:akmcrrisijcbtoqcl5z6se7eea

Adapting to altered auditory cues: Generalization from manual reaching to head pointing

Chiara Valzolgher, Michela Todeschini, Gregoire Verdelet, Julie Gatel, Romeo Salemme, Valerie Gaveau, Eric Truy, Alessandro Farnè, Francesco Pavani, Welber Marinovic
2022 PLoS ONE  
We assessed spatial hearing relearning in normal hearing adults with a plugged ear by using visual virtual reality and body motion tracking.  ...  of amplitude modulations in the sound).  ...  Acknowledgments We are grateful to all the participants in the study and to Dr. Stefania Benetti for comments on a previous version of the manuscript.  ... 
doi:10.1371/journal.pone.0263509 pmid:35421095 pmcid:PMC9009652 fatcat:fdnhho43anawrfikrxu2dv4nqe

Can the perception of depth in stereoscopic images be influenced by 3D sound?

Amy Turner, Jonathan Berry, Nick Holliman, Andrew J. Woods, Nicolas S. Holliman, Neil A. Dodgson
2011 Stereoscopic Displays and Applications XXII  
In our second experiment investigating both auditory and visual depth cues we setup a sound system and a stereoscopic display to test the experimental hypothesis that: participants judge a visual stimulus  ...  to be closer if they hear a closer sound when viewing the stimulus.  ...  Participants were presented with a navigation task in a virtual environment whereby they had to search for gates in a molecular structure.  ... 
doi:10.1117/12.871960 fatcat:rimerzdb6zg5xpuisac6t32pta

Virtual Reality Exploration With Different Head-Related Transfer Functions

Erik Sikström, Michele Geronazzo, Jari Kleimola, Federico Avanzini, Amalia De Götzen, Stefania Serafin
2018 Proceedings of the SMC Conferences  
who searched for a non-sounding object.  ...  In this work, we adopted a typical sound source localization task and the test was implemented in an immersive virtual reality environment consisted of a textured plane on which the subject is standing  ... 
doi:10.5281/zenodo.1422512 fatcat:dk2jyxni2zgyhhomslmg6tbc6u

Augmented, Virtual and Mixed Reality in Dentistry: A Narrative Review on the Existing Platforms and Future Challenges

Riccardo Monterubbianesi, Vincenzo Tosco, Flavia Vitiello, Giulia Orilisi, Franco Fraccastoro, Angelo Putignano, Giovanna Orsini
2022 Applied Sciences  
Clinicians can apply Virtual Reality for a digital wax-up that provides a pre-visualization of the final post treatment result.  ...  This narrative review aims to summarize the applications of Augmented Reality, Virtual Reality and Mixed Reality in dentistry and describes future challenges in digitalization, such as Artificial Intelligence  ...  Acknowledgments: The authors extend their gratitude to Valentina Ragni for their precious support in database searching. Andrell Hosein is kindly acknowledged for her support in English editing.  ... 
doi:10.3390/app12020877 fatcat:nt2w7wrltbaehhex4bp5clwd7u

HearThere

Spencer Russell, Gershon Dublon, Joseph A. Paradiso
2016 Proceedings of the 7th Augmented Human International Conference 2016 on - AH '16  
In this paper we present a vision for scalable indoor and outdoor auditory augmented reality (AAR), as well as HearThere, a wearable device and infrastructure demonstrating the feasibility of that vision  ...  HearThere preserves the spatial alignment between virtual audio sources and the user's environment, using head tracking and bone conduction headphones to achieve seamless mixing of real and virtual sounds  ...  Auditory Augmented Reality Azuma [3] provides a simple and useful definition of Augmented Reality: it combines real and virtual, is interactive in real time, and is registered in 3-D.  ... 
doi:10.1145/2875194.2875247 dblp:conf/aughuman/RussellDP16 fatcat:ziwqepzsrbezlaspjpk2y7bx64

Binaural technology for virtual reality

Tobias Lentz
2008 Journal of the Acoustical Society of America  
The system is based on the binaural technology (binaural: "concerning both ears") and aims at reproducing a sound for the ears of the user, that is equivalent to the sound in an original surrounding.  ...  Furthermore the integration of this spatial audio system into a Virtual Reality display system (fivesided CAVE-like environment) at the Center for Computing and Communication, RWTH Aachen University, is  ...  Introduction Virtual Reality (VR) denotes an environment in which human senses will be addressed by a computer generated representation of a virtual scene.  ... 
doi:10.1121/1.3020604 fatcat:ubcg2y73hzh53dodxqblrrvmee

Influence of the Modern Web Communication on the Psychological Characteristics of the Rising Generation (12-13 Year Old) from the View of the Information Images Theory

Alexander Y. Petukhov, Sophia A. Polevaya, Natalia S. Chuprakova
2016 Procedia Computer Science  
The authors conducted an experimental study of the influence of modern virtualcommunication tools on the basic psychological and psychophysical characteristics of schoolchildren (12-13 years old) in terms  ...  A stimulus can be presented both monaurally and binaurally, when the equivalent short sound clicks with a regulated time delays are fed into every ear separately through stereo earphones.  ...  Therefore, activity in the virtual reality has a significant impact on the right hemisphere.  ... 
doi:10.1016/j.procs.2016.07.459 fatcat:ddznqyo77bbwlh2udpmmqcnwoi

Acoustic Rendering and Auditory-Visual Cross-Modal Perception and Interaction [article]

Vedad Hulusic, Carlo Harvey, Nicolas Tsingos, Kurt Debattista, Steve Walker, David Howard, Alan Chalmers
2011 Eurographics State of the Art Reports  
However, simulation of light and sound wave propagation is still unachievable at a physically accurate spatio-temporal quality in real-time.  ...  In recent years research in the 3-Dimensional sound generation field has been primarily focussed upon new applications of spatialised sound.  ...  Furthermore, Van der Burg et al. showed that in a visual search task, a single synchronised auditory pip, regardless of its position, significantly decreases the search time [VdBOBT08] .  ... 
doi:10.2312/eg2011/stars/151-184 fatcat:3yhnfs3nwjfh7i6fp7lew52emm

Acoustic Rendering and Auditory-Visual Cross-Modal Perception and Interaction

Vedad Hulusic, Carlo Harvey, Kurt Debattista, Nicolas Tsingos, Steve Walker, David Howard, Alan Chalmers
2012 Computer graphics forum (Print)  
However, simulation of light and sound wave propagation is still unachievable at a physically accurate spatio-temporal quality in real-time.  ...  In recent years research in the 3-Dimensional sound generation field has been primarily focussed upon new applications of spatialised sound.  ...  Furthermore, Van der Burg et al. showed that in a visual search task, a single synchronised auditory pip, regardless of its position, significantly decreases the search time [VdBOBT08].  ... 
doi:10.1111/j.1467-8659.2011.02086.x fatcat:wjtdqzvfffemlfv7dckbsp6kze

Sonic Interactions in Virtual Environments: the Egocentric Audio Perspective of the Digital Twin [article]

Michele Geronazzo, Stefania Serafin
2022 arXiv   pre-print
This chapter aims to transform an archipelago of studies related to sonic interactions in virtual environments (SIVE) into a research field equipped with a first theoretical framework with an inclusive  ...  In a VE with immersive audio technologies implemented, the role of VR simulations must be enacted by a participatory exploration of sense-making in a network of human and non-human agents, called actors  ...  The second aims at finding congruence and reducing variability in the redundant sensory information in search of greater perceptual reliability.  ... 
arXiv:2204.09919v1 fatcat:gzjb7fke3jca5oubltjdh4ayte

Freely Available Virtual Reality Experiences as Tools to Support Mental Health Therapy: a Systematic Scoping Review and Consensus Based Interdisciplinary Analysis

Paul Best, Matilde Meireles, Franziska Schroeder, Lorna Montgomery, Alan Maddock, Gavin Davidson, Karen Galway, David Trainor, Anne Campbell, Tom Van Daele
2021 Journal of Technology in Behavioral Science  
Research has shown that virtual reality (VR) may be useful to extend existing guided imagery-based practices found in traditional mental health therapy.  ...  Guidance of a qualified mental health practitioner was recommended in all cases to maximise the benefit of the VR experiences retrieved.  ...  Paul Quinn for their support in the early development of this project. Funding Funding for this work was obtained through a Medical Research Council (MRC) Proximity to Discovery Grant. Declarations  ... 
doi:10.1007/s41347-021-00214-6 pmid:34179349 pmcid:PMC8219512 fatcat:mytc2vxadbfhbpkyngrrhirfk4
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