When sound modulates vision: VR applications for art and entertainment

S. Bialkova, M. V. Gisbergen
{"title":"When sound modulates vision: VR applications for art and entertainment","authors":"S. Bialkova, M. V. Gisbergen","doi":"10.1109/WEVR.2017.7957714","DOIUrl":null,"url":null,"abstract":"The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring real life scenarios. In particular, we investigated the parameters that might enhance perception, and thus VR experiences when sound and vision are manipulated. A VR museum was created mimicking a real art gallery featuring Japanese paintings. Participants were exposed to the gallery via Samsung Gear VR, head mounted display, and could freely “walk” in. To half of the participants newly composed music clips were played, during the VR gallery “visit”. The other participants were exposed to the same environment, but no music was played (control condition). The results showed that music played altered the way people are engaged in, perceive and experience the VR art gallery. Opposite to our expectation, the VR experience was liked more when no music was played. The naturalness and presence were perceived to be relatively high, and did not differ significantly depending on whether music was played or not. Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The findings are summarised in a theoretical model. The study outcomes could be implemented to successfully develop efficient VR applications for art and entertainment.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/WEVR.2017.7957714","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 14

Abstract

The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring real life scenarios. In particular, we investigated the parameters that might enhance perception, and thus VR experiences when sound and vision are manipulated. A VR museum was created mimicking a real art gallery featuring Japanese paintings. Participants were exposed to the gallery via Samsung Gear VR, head mounted display, and could freely “walk” in. To half of the participants newly composed music clips were played, during the VR gallery “visit”. The other participants were exposed to the same environment, but no music was played (control condition). The results showed that music played altered the way people are engaged in, perceive and experience the VR art gallery. Opposite to our expectation, the VR experience was liked more when no music was played. The naturalness and presence were perceived to be relatively high, and did not differ significantly depending on whether music was played or not. Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The findings are summarised in a theoretical model. The study outcomes could be implemented to successfully develop efficient VR applications for art and entertainment.
当声音调节视觉:艺术和娱乐的VR应用
声音和视觉之间的相互作用是人类感知的关键决定因素。随着虚拟现实(VR)技术及其商业应用的发展,迫切需要更好地了解在虚拟环境中操纵的视听信号如何影响感知和人类行为。目前的研究在反映现实生活场景的模拟VR环境中解决了这一挑战。我们特别研究了在声音和视觉被操纵的情况下,可能会增强感知的参数,从而增强VR体验。一个虚拟现实博物馆模仿了一个真实的艺术画廊,展示了日本绘画。参与者通过三星Gear VR头戴式显示器进入画廊,可以自由地“走”进去。在VR画廊“参观”期间,有一半的参与者播放了新创作的音乐片段。其他参与者也被暴露在同样的环境中,但没有播放音乐(控制条件)。结果显示,播放的音乐改变了人们参与、感知和体验VR艺术画廊的方式。与我们的预期相反,当没有播放音乐时,VR体验更受欢迎。自然度和在场度被认为相对较高,并且与是否播放音乐没有显著差异。回归模型进一步探讨了影响VR体验的假设参数之间的关系。这些发现被总结成一个理论模型。研究结果可以成功地用于开发艺术和娱乐的高效虚拟现实应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信