少即是多:减少现实的听觉策略

Q1 Social Sciences
Mark Grimshaw-Aagaard, Mads Walther-Hansen
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引用次数: 0

摘要

在本文中,我们提出了一个 "少即是多 "的还原现实(RR)概念,虚拟现实(VR)设计者可以利用这一概念来创建技术框架,从而减少感官过载,使人们能够更好地集中注意力,减轻压力,创造新奇的场景。我们对扩展现实(XR)研究领域的学者们所采取的方法提出质疑,该领域的研究重点通常是设计和使用能为用户的感知领域增加感官信息的技术。为了解决后一种术语上的混淆,我们将现实定义为我们对环境的有意识体验,一种新出现的感知,并以这一定义为基础,讨论声音在平衡感官信息以及构建不那么杂乱和压力较小的感知环境中的作用。我们进一步讨论了当前减少和改变听觉刺激的听觉策略,并提出了使用跨模态设计方法、掩蔽和过滤技术的 RR 的潜在未来策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Less-is-more: auditory strategies for reduced reality

Less-is-more: auditory strategies for reduced reality

In this paper, we propose a reduced reality [RR] concept of less-is-more that virtual reality [VR] designers can use to create technological frameworks which reduce sensory overload and allow for better concentration and focus, less stress, and novel scenarios. We question the approach taken by scholars in the field of extended reality [XR] research, where the focus is typically to design and use technology that adds sensory information to the user’s perceptual field, and we address some of the confusion related to the typical uses of the term reality. To address the latter terminological muddle, we define reality as our conscious experience of the environment, an emergent perception, and we use this definition as the basis for a discussion on the role of sound in balancing sensory information and in the construction of less cluttered and less stressful perceptual environments. We further discuss current auditory strategies that reduce and alter auditory stimuli, and we suggest potential future strategies for RR that use crossmodal design approaches, masking, and filtering techniques.

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来源期刊
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing 工程技术-电信学
CiteScore
6.60
自引率
0.00%
发文量
35
审稿时长
6-12 weeks
期刊介绍: Personal and Ubiquitous Computing publishes peer-reviewed multidisciplinary research on personal and ubiquitous technologies and services. The journal provides a global perspective on new developments in research in areas including user experience for advanced digital technologies, the Internet of Things, big data, social technologies and mobile and wearable devices.
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