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Reverberation divergence in VR applications

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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
This project aimed to investigate the correlation between virtual reality (VR) imagery and ambisonic sound. With the increasing popularity of VR applications, understanding how sound is perceived in virtual environments is crucial for enhancing the immersiveness of the experience. In the experiment, participants were immersed in a virtual environment that replicated a concert hall. Their task was to assess the correspondence between sound scenes (which differed in reverberation times and their characteristics) and the observed invariant visual scene. The research was conducted using paired tests. Participants were asked to identify the sound scene they considered more closely matched the concert hall seen in the VR goggles for each pair. Each sound scene differed in the employed impulse response. All the impulse responses were recorded in real venues such as concert halls, auditoriums, churches, etc. To provide a realistic auditory experience, the sound scenes were processed using third-order ambisonics and decoded using binaural techniques with HRTFs. The virtual concert hall was generated using the Unreal Engine and was the same for all the tests. One of the major conclusions drawn from the conducted research was confirming the role of spatial sound in creating immersive VR experiences. The study demonstrated that appropriately matching spatial sound to the VR visual scene is essential for achieving complete immersion. Additionally, expectations and preferences regarding reverberation characteristics in different types of spaces were discovered. These findings have significant implications for the design of virtual environments, and understanding these aspects can contribute to improving VR technology and creating more immersive and realistic virtual experiences for users.
Słowa kluczowe
Rocznik
Strony
373--380
Opis fizyczny
Bibliogr. 15 poz., il., tab., wykr.
Twórcy
  • Gdańsk University of Technology, Poland
autor
  • Gdańsk University of Technology, Poland
  • Gdańsk University of Technology, Poland
Bibliografia
  • [1] L. Freina, and M. Ott, “A literature review on immersive virtual reality in education: state of the art and perspectives,” in Proc. of The International Scientific Conference eLearning and Software for Education, Bucharest, pp. 133-141, 2015. https://doi.org/10.12753/2066-026X-15-020.
  • [2] P. J. Costello, “Health and Safety Issues associated with Virtual Reality - A Review of Current Literature,” pp. 1-23, 1997.
  • [3] M. A. Gerzon, „Periphony: With-height sound reproduction,” Journal of the Audio Engineering Society, vol. 21, pp. 2-10, 1973.
  • [4] C. I. Cheng, and G. H. Wakefield, “Introduction to Head-Related Transfer Functions (HRTFs): Representations of HRTFs in Time, Frequency, and Space,” Journal of the Audio Engineering Society, vol. 49, pp. 231-249, 2001.
  • [5] K. Iida, “Head-Related Transfer Function and Acoustic Virtual Reality,” Springer, Singapore, 2019. https://doi.org/10.1007/978-981-13-9745-5.
  • [6] S. Li, R. Schlieper, A. Tobbala and J. Peissig, “The Influence of Binaural Room Impulse Responses on Externalization in Virtual Reality Scenarios,” Applied Sciences, vol. 11, 2021. https://doi.org/10.3390/app112110198.
  • [7] K. Kitapci, and Z. Al-Bayyar, “A Room Acoustics Evaluation Framework Based on the Sense of Place Constructs,” Forum Acusticum, pp. 1753-1761, 2021. https://dx.doi.org/10.48465/fa.2020.0788.
  • [8] S. Werner, F. Klein, T. Mayenfels, and K. Brandenburg, “A summary on acoustic room divergence and its effect on externalization of auditory events,” In Proc. of the 2016 Eighth International Conference on Quality of Multimedia Experience, Lisbon, pp. 1-6, 2016. https://doi.org/10.1109/QoMEX.2016.7498973.
  • [9] Y. A. Zhang, “A method to predict reverberation time in concert hall preliminary design stage,” A Dissertation, Georgia Institute of Technology, 2005.
  • [10] R. Bogacz, E. Brown, J. Moehlis, P. Holmes, and J. D. Cohen, “The physics of optimal decision making: a formal analysis of models of performance in two-alternative forced-choice tasks,” Psychological review, vol. 113, pp. 700-765, 2006. https://doi.org/10.1037/0033-295X.113.4.700.
  • [11] J. Pätynen, V. Pulkki, and T. Lokki, “Anechoic recording system for symphony orchestra,” Acta Acustica united with Acustica, vol. 94, pp. 856-865, 2008. https://doi.org/10.3813/AAA.918104.
  • [12] Convolution reverb definition, https://science-of-sound.net/2016/09/does-convolution-reverb-work-part-1/
  • [13] J. Merimaa, T. Peltonen, and T. Lokki, “Concert Hall Impulse Responses - Pori, Finland: Reference,” pp. 1-19, 2005.
  • [14] D. Murphy, and S. Shelley, “Openair-The open acoustic impulse response library,” https://www.openairlib.net/
  • [15] Report of Audio-Technica ATH-M50x headphones, http://reference-audio-analyzer.pro/en/param6.php?&idhp0=529&idmain=529&ls=1&titplace=1&tit_head=1&tit_graph=6&tit_channel=2&tit_stand=2&ad_dlistgroup=-2&cl0=%23094a78&stand0=HDM-X
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-f9f614a8-13a0-4200-a9fb-5e6981cbf0aa
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