Abstract

Although the focus of Virtual Reality (VR) lies predominantly on the visual world, acoustic components enhance the functionality of a 3D environment. To study the interaction between visual and auditory modalities in a 3D environment, we investigated the effect of auditory cues on visual searches in 3D virtual environments with both visual and auditory noise. In an experiment, we asked participants to detect visual targets in a 360° video in conditions with and without environmental noise. Auditory cues indicating the target location were either absent or one of simple stereo or binaural audio, both of which assisted sound localization. To investigate the efficacy of these cues in distracting environments, we measured participant performance using a VR headset with an eye tracker. We found that the binaural cue outperformed both stereo and no auditory cues in terms of target detection irrespective of the environmental noise. We used two eye movement measures and two physiological measures to evaluate task dynamics and mental effort. We found that the absence of a cue increased target search duration and target search path, measured as time to fixation and gaze trajectory lengths, respectively. Our physiological measures of blink rate and pupil size showed no difference between the different stadium and cue conditions. Overall, our study provides evidence for the utility of binaural audio in a realistic, noisy and virtual environment for performing a target detection task, which is a crucial part of everyday behaviour—finding someone in a crowd.

Highlights

  • The feeling of being “immersed” in virtual environments (VEs) has long been an essential element in the design of user experiences for developers and content creators [1].Virtual environments are immersive when they afford perception of the environment through sensorimotor relationships that mimic our natural existence [2]

  • We compared the effect of three types of auditory cues on visual search behaviour in two types of virtual environments using four measures—time to first fixation (TFF), gaze trajectory length (GTL), blink rate and pupil size

  • We found a performance advantage for binaural cue in comparison to trials where cue was absent, whereas, such an advantage was not present for stereo cues. This improved performance was visible in the target search duration (TFF)

Read more

Summary

Introduction

The feeling of being “immersed” in virtual environments (VEs) has long been an essential element in the design of user experiences for developers and content creators [1]. The authors found that binaurally presented cues facilitated RTs more than stereo cues or the absence of cues by being spatially and temporally synchronous with the visual elements of the display This finding is significant because it essentially shows that sound localization was better with binaural audio in a virtual environment. In our study, we tested the efficacy of different types of spatial sounds, stereo and binaural, in a virtual environment with and without environmental noise. We expect that the binaural cues will result in shorter search times (TFF) and shorter search paths (GTL) than the stereo and no cue cases in the noise-free environment Such a result would indicate quicker target detection with binaural cues in a realistic environment, which would strengthen the case for binaural sound use in VEs. We do not have a specific prediction about whether the same results will be obtained in the condition with environmental noise.

Materials and Methods
Participants
Stimuli
Data Acquisition
Procedure
Data Analysis
Figures andwould
Blink Rate
Pupil Size
Statistical Analysis
Hit Rate
Discussion
Behavioural and Eye Position Measures
Physiological Measures
Eye Tracking and Immersive VR

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.