“当大象胜过”:360º视频中定位空间音频的比较研究

Paulo Bala, Raul Masu, Valentina Nisi, N. Nunes
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引用次数: 12

摘要

定向是电影虚拟现实(VR)中的一个新兴问题,因为观众可能无法定位感兴趣的点。最近解决这一问题的策略是研究线索的作用,特别是叙事音效。在本文中,我们通过研究多轨音轨的不同空间化条件(“无”、“部分”和“完全”空间操作)来研究声音空间化在定向目的中的应用。在Cue Control(我们开发的用于动态空间声音编辑和数据收集/分析的工具)的帮助下,我们对36名参与者进行了受试者之间的混合方法研究。基于现有的关于360度方向线索的文献和人类听力理论,我们讨论了空间化更有效的情况(即仅使用音乐和结合音乐和叙事效果时的“完全”空间操作),以及360度视频创作者如何使用这一点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
"When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360º Videos
Orientation is an emerging issue in cinematic Virtual Reality (VR), as viewers may fail in locating points of interest. Recent strategies to tackle this research problem have investigated the role of cues, specifically diegetic sound effects. In this paper, we examine the use of sound spatialization for orientation purposes, namely by studying different spatialization conditions ("none", "partial", and "full" spatial manipulation) of multitrack soundtracks. We performed a between-subject mixed-methods study with 36 participants, aided by Cue Control, a tool we developed for dynamic spatial sound editing and data collection/analysis. Based on existing literature on orientation cues in 360º and theories on human listening, we discuss situations in which the spatialization was more effective (namely, "full" spatial manipulation both when using only music and when combining music and diegetic effects), and how this can be used by creators of 360º videos.
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