Effect of Visibility of Auditory Stimulus Location on Ventriloquism Effect using AR-Head-Mounted Display

Kaoru Kawai, K. Muto
{"title":"Effect of Visibility of Auditory Stimulus Location on Ventriloquism Effect using AR-Head-Mounted Display","authors":"Kaoru Kawai, K. Muto","doi":"10.54941/ahfe1002089","DOIUrl":null,"url":null,"abstract":"Virtual reality (VR) or augmented reality (AR) games using head-mounted displays (HMDs) are becoming increasingly popular in recent games. These games can present wider visual stimuli than TVs or handheld games. Moreover, the location of auditory stimuli is presented to the same location as visual stimuli. Therefore, we propose presenting visual stimuli to auditory stimuli rather than presenting auditory stimuli to visual stimuli. When we present visual stimuli to auditory stimuli, it is necessary to clarify how far the locations of the sound source and visual stimuli can be shifted. Thus, we examined varying degrees of spatial disparity between auditory and visual stimuli to determine whether they are still perceived as originating from the same location. The ventriloquism effect is known as a cross-modality between the locations of auditory and visual stimuli. Many researchers investigated the ventriloquism effect; however, there is no research on the effect of visibility of a loudspeaker playing a sound on the ventriloquism effect. In this study, we aim to clarify the effect of visibility of a loudspeaker playing a sound on the ventriloquism effect. For this purpose, we conducted two experiments to determine whether auditory and visual stimuli are originating from the same location when there are varying degrees of spatial disparity between them and measure their angle of origin. One was an AR condition experiment in which measurements were made with the loudspeaker visible, whereas the other was a VR condition experiment in which the loudspeaker was not visible. From the experimental results, the discrimination threshold of angle was more significant under the condition in which the loudspeaker was visible (AR condition experiment) than under the condition in which the loudspeaker was not visible (VR condition experiment). The results show that the ventriloquism effect is more substantial when the loudspeaker is visible.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"55 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Factors in Virtual Environments and Game Design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1002089","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Virtual reality (VR) or augmented reality (AR) games using head-mounted displays (HMDs) are becoming increasingly popular in recent games. These games can present wider visual stimuli than TVs or handheld games. Moreover, the location of auditory stimuli is presented to the same location as visual stimuli. Therefore, we propose presenting visual stimuli to auditory stimuli rather than presenting auditory stimuli to visual stimuli. When we present visual stimuli to auditory stimuli, it is necessary to clarify how far the locations of the sound source and visual stimuli can be shifted. Thus, we examined varying degrees of spatial disparity between auditory and visual stimuli to determine whether they are still perceived as originating from the same location. The ventriloquism effect is known as a cross-modality between the locations of auditory and visual stimuli. Many researchers investigated the ventriloquism effect; however, there is no research on the effect of visibility of a loudspeaker playing a sound on the ventriloquism effect. In this study, we aim to clarify the effect of visibility of a loudspeaker playing a sound on the ventriloquism effect. For this purpose, we conducted two experiments to determine whether auditory and visual stimuli are originating from the same location when there are varying degrees of spatial disparity between them and measure their angle of origin. One was an AR condition experiment in which measurements were made with the loudspeaker visible, whereas the other was a VR condition experiment in which the loudspeaker was not visible. From the experimental results, the discrimination threshold of angle was more significant under the condition in which the loudspeaker was visible (AR condition experiment) than under the condition in which the loudspeaker was not visible (VR condition experiment). The results show that the ventriloquism effect is more substantial when the loudspeaker is visible.
听觉刺激位置可见性对ar头戴式显示器腹语效果的影响
使用头戴式显示器(hmd)的虚拟现实(VR)或增强现实(AR)游戏在最近的游戏中越来越受欢迎。这些游戏可以呈现比电视或手持游戏更广泛的视觉刺激。此外,听觉刺激的位置被呈现到与视觉刺激相同的位置。因此,我们建议将视觉刺激呈现给听觉刺激,而不是将听觉刺激呈现给视觉刺激。当我们将视觉刺激呈现给听觉刺激时,有必要澄清声源和视觉刺激的位置可以移动多远。因此,我们研究了听觉和视觉刺激之间不同程度的空间差异,以确定它们是否仍然被认为来自同一位置。腹语效应被称为听觉和视觉刺激位置之间的交叉模态。许多研究者研究了腹语效应;然而,目前还没有研究扬声器播放声音的可见度对腹语效应的影响。在本研究中,我们旨在阐明扬声器播放声音的可见度对腹语效应的影响。为此,我们进行了两个实验,确定听觉和视觉刺激在存在不同程度空间差异的情况下是否来自同一位置,并测量它们的起源角度。其中一个是AR条件实验,测量是在扬声器可见的情况下进行的,而另一个是VR条件实验,扬声器不可见。从实验结果来看,扬声器可见条件下(AR条件实验)的角度判别阈值比扬声器不可见条件下(VR条件实验)的角度判别阈值更显著。结果表明,当扬声器可见时,腹语效应更为明显。
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