An Empirical Study of Hear-Through Augmented Reality: Using Bone Conduction to Deliver Spatialized Audio

R. Lindeman, H. Noma, P. D. Barros
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引用次数: 29

Abstract

Augmented reality (AR) is the mixing of computer-generated stimuli with real-world stimuli. In this paper, we present results from a controlled, empirical study comparing three ways of delivering spatialized audio for AR applications: a speaker array, headphones, and a bone-conduction headset. Analogous to optical-see-through AR in the visual domain, hear-through AR allows users to receive computer-generated audio using the bone-conduction headset, and real-world audio using their unoccluded ears. Our results show that subjects achieved the best accuracy using a speaker array physically located around the listener when stationary sounds were played, but that there was no difference in accuracy between the speaker array and the bone-conduction device for sounds that were moving, and that both devices outperformed standard headphones for moving sounds. Subjective comments by subjects following the experiment support this performance data.
通过听觉增强现实的实证研究:利用骨传导传递空间化音频
增强现实(AR)是计算机生成的刺激与现实世界刺激的混合。在本文中,我们展示了一项对照实证研究的结果,比较了为AR应用提供空间化音频的三种方式:扬声器阵列、耳机和骨传导耳机。与视觉领域的光学透视增强现实类似,透耳增强现实允许用户使用骨传导耳机接收计算机生成的音频,并使用未封闭的耳朵接收真实世界的音频。我们的研究结果表明,当播放静止的声音时,受试者使用放置在听者周围的扬声器阵列获得了最好的准确性,但是对于移动的声音,扬声器阵列和骨传导装置之间的准确性没有差异,并且这两种设备在移动声音方面都优于标准耳机。实验后受试者的主观评价支持这一表现数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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