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Exploring Sonification Mapping Strategies for Spatial Auditory Guidance in Immersive Virtual Environments

Zihan Gao, Huiqiang Wang, Guangsheng Feng, Hongwu Lv
2022 ACM Transactions on Applied Perception  
potentially impact the effectiveness of auditory guidance.  ...  However, due to the limited fidelity of spatial sounds rendered by generic Head-Related Transfer Functions (HRTFs), sound localization usually has a limited accuracy, especially in elevation, which can  ...  This work is supported by the Natural Science Foundation of China (No. 61872104), the Fundamental Research Fund for the Central Universities in China (No. 3072020CF0603, XK2060021015).  ... 
doi:10.1145/3528171 fatcat:enp6v7g3evgklij37orzo2uwgu

Current Use and Future Perspectives of Spatial Audio Technologies in Electronic Travel Aids

Simone Spagnol, György Wersényi, Michał Bujacz, Oana Bălan, Marcelo Herrera Martínez, Alin Moldoveanu, Runar Unnthorsson
2018 Wireless Communications and Mobile Computing  
Since visually impaired persons rely on spatial audio cues as their primary sense of orientation, providing an accurate virtual auditory representation of the environment is essential.  ...  This paper gives an overview of the current state of spatial audio technologies that can be incorporated in ETAs, with a focus on user requirements.  ...  Acknowledgments This project has received funding from the European Union's Horizon 2020 Research and Innovation Programme under Grant Agreement no. 643636.  ... 
doi:10.1155/2018/3918284 fatcat:5z2tc4rsx5amhihuq7w4dnlgha

VES: A Mixed-Reality System to Assist Multisensory Spatial Perception and Cognition for Blind and Visually Impaired People

Real, Araujo
2020 Applied Sciences  
In this paper, the Virtually Enhanced Senses (VES) System is described. It is an ARCore-based, mixed-reality system meant to assist blind and visually impaired people's navigation.  ...  It provides users with specific, runtime-configurable stimuli according to their pose, i.e., position and orientation, and the information of the environment recorded in a virtual replica.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/app10020523 fatcat:chgflhkqjbc4rj2dhllr7p6rne

Virtual Audio Systems

B. Kapralos, M. R. Jenkin, E. Milios
2008 Presence - Teleoperators and Virtual Environments  
With the use of HRTFs, many of the localization limitations inherent within models based on the use of ITD and ILD alone are overcome.  ...  To be immersed in a virtual environment, the user must be presented with plausible sensory input including auditory cues.  ...  The financial support of the Natural Science and Engineering Research Council of Canada (NSERC)is gratefully acknowledged. The authors also thank Antonin Pribetic for his editorial assistance.  ... 
doi:10.1162/pres.17.6.527 fatcat:ornnrjvlazfpxgoa553zu43bpe

Creating an Audio Story with Interactive Binaural Rendering in Virtual Reality

Michele Geronazzo, Amalie Rosenkvist, David Sebastian Eriksen, Camilla Kirstine Markmann-Hansen, Jeppe Køhlert, Miicha Valimaa, Mikkel Brogaard Vittrup, Stefania Serafin
2019 Wireless Communications and Mobile Computing  
For the evaluation of the experience, a short story based on the horror narrative of Stephen King's Strawberry Springs is adapted and designed in virtual environments.  ...  Results identify a clear trend for an increase in immersion with our prototype compared to traditional audiobooks, showing also an emphasis on story-specific emotions, i.e., terror and fear.  ...  Acknowledgments is study was supported by the internationalization grant of the 2016-2021 strategic program ''Knowledge for the World" awarded by Aalborg University to Michele Geronazzo.  ... 
doi:10.1155/2019/1463204 fatcat:s43aftu4mvbfnekrhslnquq754

Enabling People with Visual Impairments to Navigate Virtual Reality with a Haptic and Auditory Cane Simulation

Yuhang Zhao, Cynthia L. Bennett, Hrvoje Benko, Edward Cutrell, Christian Holz, Meredith Ringel Morris, Mike Sinclair
2018 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18  
Traditional virtual reality (VR) mainly focuses on visual feedback, which is not accessible for people with visual impairments.  ...  with a virtual object; (2) vibrotactile feedback that simulates the vibrations when a cane hits an object or touches and drags across various surfaces; and (3) spatial 3D auditory feedback simulating the  ...  We continued with a tutorial session, an indoor scenario exploration session, and an outdoor scenario exploration session.  ... 
doi:10.1145/3173574.3173690 dblp:conf/chi/ZhaoBBCHMS18 fatcat:v7u42pqoxrcdrml7gnnavf62ii

Combining VR Visualization and Sonification for Immersive Exploration of Urban Noise Standards

Markus Berger, Ralf Bill
2019 Multimodal Technologies and Interaction  
We present a virtual reality application that seeks to offer an audiovisual glimpse into the background workings of one of these standards, by employing a multisensory, immersive analytics approach that  ...  allows users to interactively explore and listen to an approximate rendering of the data in the same environment that the noise simulation occurs in.  ...  Acknowledgments: The authors want to thank the Rostock cadastral office for creating and supplying the Rostock CityGML dataset.  ... 
doi:10.3390/mti3020034 fatcat:wjwknqauovgmvo4xjcys67qtoq

Reaching to sounds in virtual reality: A multisensory-motor approach to re-learn sound localisation [article]

Chiara Valzolgher, Grègoire Verdelet, Romeo Salemme, Luigi Lombardi, Valerie Gaveau, Alessandro Farné, Francesco Pavani
2020 bioRxiv   pre-print
Here, we overcome these limitations by using a novel methodology, based on virtual reality and real-time kinematic tracking, to study the role of active multisensory-motor interactions with sounds in the  ...  Participants were immersed in a virtual reality scenario showing 17 speakers at ear-level. From each visible speaker a free-field real sound could be generated.  ...  F.P. was supported by a grant of the Agence Nationale de la Recherche (ANR-16-CE17-0016, VIRTUALHEARING3D, France) and by a prize of the Fondation Medisite (France).  ... 
doi:10.1101/2020.03.23.003533 fatcat:g2u5oont3zcfvcriwdp2vx5b6y

The Plausibility of a String Quartet Performance in Virtual Reality

Ilias Bergstrom, Sergio Azevedo, Panos Papiotis, Nuno Saldanha, Mel Slater
2017 IEEE Transactions on Visualization and Computer Graphics  
We describe an experiment that explores the contribution of auditory and other features to the illusion of plausibility in a virtual environment that depicts the performance of a string quartet.  ...  We adopted the methodology based on color matching theory, where 20 participants were first able to assess their feeling of plausibility in the environment with each of the four features at their highest  ...  ACKNOWLEDGMENTS This research was supported by the European Union FP7 AAT project VR-HYPERSPACE (#285681) and by the European Union FP7-People project GOLEM (#251415).  ... 
doi:10.1109/tvcg.2017.2657138 pmid:28141523 fatcat:eimskoxpbvezdjpn6vwitahrfu

16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)

Lorenzo J. Tardón, Isabel Barbancho, Ana M. Barbancho, Alberto Peinado, Stefania Serafin, Federico Avanzini
2019 Applied Sciences  
The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019.  ...  (ATIC) of the University of Malaga (UMA).  ...  Acknowledgments: The 16th Sound and Music Computing Conference (SMC 2019) was made possible thanks to the hard work of many people including the authors, the reviewers, all the members of the Conference  ... 
doi:10.3390/app9122492 fatcat:tcacoupffjewnpjhpw4oy7x6h4

Audiovisual reproduction in surrounding display: Effect of spatial width of audio and video

Olli Rummukainen, Ville Pulkki
2012 2012 Fourth International Workshop on Quality of Multimedia Experience  
In this work, audiovisual perception was studied with an immersive audiovisual display.  ...  The results show that video width is the dominant element in defining the degradation of a stimulus. Also audio width had an impact when the video width was at maximum.  ...  Apart from home theaters, virtual reality and immersive audiovisual systems have matured during two decades since the birth of the first CAVE Automatic Virtual Environment in 1991 [14] to a point not  ... 
doi:10.1109/qomex.2012.6263861 dblp:conf/qomex/RummukainenP12 fatcat:rv5ag4yqdbaxrelsfqnwcmnbwa

Interpolating the Directional Room Impulse Response for Dynamic Spatial Audio Reproduction

Jiahong Zhao, Xiguang Zheng, Christian Ritz, Daeyoung Jang
2022 Applied Sciences  
Virtual reality (VR) is increasingly important for exploring the real world, which has partially moved to virtual workplaces.  ...  Results indicate that the most accurate interpolation is obtained by the proposed method over two comparative approaches, particularly in a simulated small room where most direction of arrival estimation  ...  Introduction Virtual reality (VR) is one of the most fundamental efforts of humans to explore the real world using a simulated environment.  ... 
doi:10.3390/app12042061 fatcat:t4c2fem4qrg77jhrjbna645444

Overview of auditory representations in human-machine interfaces

Ádám Csapó, György Wersényi
2013 ACM Computing Surveys  
In recent years, a large number of research projects have focused on the use of auditory representations in a broadened scope of application scenarios.  ...  Results in such projects have shown that auditory elements can effectively complement other modalities not only in the traditional desktop computer environment but also in virtual and augmented reality  ...  The second, which we refer to as the interactive paradigm, focuses on natural forms of interaction with the sound-producing model rather than on the use-case scenario of an application.  ... 
doi:10.1145/2543581.2543586 fatcat:54wd6ip6xjh65ahjekvzc2ucli

Sound Synthesis, Propagation, and Rendering: A Survey [article]

Shiguang Liu, Dinesh Manocha
2021 arXiv   pre-print
Sound, as a crucial sensory channel, plays a vital role in improving the reality and immersiveness of a virtual environment, following only vision in importance.  ...  This paper gives a broad overview of research works on sound simulation in virtual reality, games, multimedia, computer-aided design.  ...  Footstep sound Walking sounds are particularly important for enhancing the immersiveness of computer games and virtual reality systems.  ... 
arXiv:2011.05538v5 fatcat:pqyl7j3cirfnbbiv2rylrp67se

Three-dimensional point-cloud room model in room acoustics simulations

Milos Markovic, So/ren K. Olesen, Dorte Hammersho/i
2013 Journal of the Acoustical Society of America  
Our study finds that 362 virtual sources, distributed on an icosahedral grid, can synthesize the HRTF in the horizontal plane up to 9 kHz with a log-spectral distance below 5 dB.  ...  However, no previous studies have looked into the optimal arrangement for the virtual sources. We evaluate the effects of the virtual source distribution on the accuracy of the synthesized HRTF.  ...  The inversion component of the problem is approached with an efficient approach, which relies on a novel implementation of linearization of the relationship that links parameters of the propagation medium  ... 
doi:10.1121/1.4806371 fatcat:ln4w6j7cjvchrckf2gzfmeiwoi
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