TY - GEN
T1 - Investigating Textual Visual Sound Effects in a Virtual Environment and their impacts on Object Perception and Sound Perception
AU - Fabre, Thibault
AU - Verhulst, Adrien
AU - Balandra, Alfonso
AU - Sugimoto, Maki
AU - Inami, Masahiko
N1 - Funding Information:
This project was supported by JST ERATO Grant Number JPM-JER1701, Japan.
Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - In comics, Textual Sound Effects (TE) can describe sounds, but also actions, events, etc. TE could be used in Virtual Environment to efficiently create an easily recognizable scene and add more information to objects at a relatively low design cost. We investigate the impact of TE in a Virtual Environment on objects’ material perception (on category and properties) and on sound perception (on volume [dB] and spatial position). Participants (N=13, repeated measures) categorized metallic and wooden spheres and significantly changed their reaction time depending on the TE congruence with the spheres’ material/sound. They then rated a sphere’s properties (i.e., wetness, warmness, softness, smoothness, and dullness) and significantly changed their rating depending on the TE. When comparing 2 sound volumes, they perceived a sound associated with a shrinking TE as less loud and a sound associated with a growing TE as louder. When locating an audio source location, they located it significantly closer to a TE.
AB - In comics, Textual Sound Effects (TE) can describe sounds, but also actions, events, etc. TE could be used in Virtual Environment to efficiently create an easily recognizable scene and add more information to objects at a relatively low design cost. We investigate the impact of TE in a Virtual Environment on objects’ material perception (on category and properties) and on sound perception (on volume [dB] and spatial position). Participants (N=13, repeated measures) categorized metallic and wooden spheres and significantly changed their reaction time depending on the TE congruence with the spheres’ material/sound. They then rated a sphere’s properties (i.e., wetness, warmness, softness, smoothness, and dullness) and significantly changed their rating depending on the TE. When comparing 2 sound volumes, they perceived a sound associated with a shrinking TE as less loud and a sound associated with a growing TE as louder. When locating an audio source location, they located it significantly closer to a TE.
KW - Human computer interaction (HCI)
KW - Human-centered computing
KW - Interaction paradigms
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85126391520&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85126391520&partnerID=8YFLogxK
U2 - 10.1109/ISMAR52148.2021.00048
DO - 10.1109/ISMAR52148.2021.00048
M3 - Conference contribution
AN - SCOPUS:85126391520
T3 - Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
SP - 320
EP - 328
BT - Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
A2 - Marchal, Maud
A2 - Ventura, Jonathan
A2 - Olivier, Anne-Helene
A2 - Wang, Lili
A2 - Radkowski, Rafael
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 20th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
Y2 - 4 October 2021 through 8 October 2021
ER -