虚拟现实中伴声拟声对用户感知的影响

Hyeonah Choi, Jiwon Oh, Minwook Chang, G. Kim
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引用次数: 1

摘要

拟声词是指在语音上模仿、类似声音或描绘手边事件的词。在像韩语和日语这样的语言中,它被用于日常对话中,以强调某些情况并丰富散文。在这张海报中,我们探索了拟声词的使用,将其可视化并添加到通常的声音反馈中,是否可以利用它来增加或改变声音反馈本身的感知真实感,进而改变虚拟现实中的情况。我们进行了一项试点实验,比较了用户在四种测试条件下的主观感知真实感和体验,即呈现简单的物理交互,伴随着:(1)只有“原样”声音(基线),(2)“原样”声音和拟声词,(3)代表性声音样本(例如,一个用于所有不同碰撞条件),以及(4)代表性声音样本和拟声词。我们的初步研究发现,拟声词的使用可以改变和增加虚拟情境的真实感/自然性,这样,添加了拟声词的单一代表性声音和“as-is”声音的体验被认为是相似的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effect of accompanying onomatopoeia to interaction sound for altering user perception in virtual reality
Onomatopoeia refers to a word that phonetically imitates, resembles the sound, or depict an event at hand. In languages like Korean and Japanese, it is used in everyday conversation to emphasize certain situation and enrich the prose. In this poster, we explore if the use of onomatopoeia, visualized and added to the usual sound feedback, could be taken advantage to increase or alter the perceived realism of the sound feedback itself, and furthermore of the situation at hand in virtual reality. A pilot experiment was run to compare the user's subjective perceived realism and experience under four test conditions of presenting a simple physical interaction, accompanying it with: (1) just the "as-is" sound (baseline), (2) "as-is" sound and onomatopoeia, (3) a representative sound sample (e.g. one for all different collision conditions), and (4) a representative sound sample and onomatopoeia. Our pilot study has found that the use of onomatopoeia can alter and add on to the perceived realism/naturalness of the virtual situation such that the experiences of the single representative sound added with the onomatopoeia and "as-is" sound were deemed similar.
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