Lucas G. Gilberto, Fernando Bermejo, Fabián C. Tommasini, C. García Bauza
{"title":"Virtual Reality Audio Game for Entertainment & Sound Localization Training","authors":"Lucas G. Gilberto, Fernando Bermejo, Fabián C. Tommasini, C. García Bauza","doi":"10.1145/3676557","DOIUrl":null,"url":null,"abstract":"Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due to the inherent visual-oriented design of games. Audio games (AGs) are electronic games that rely primarily on auditory cues instead of visual interfaces. This study focuses on the creation of a virtual reality AG for cell phones that integrates natural head and torso movements involved in spatial hearing. Its assessment encompasses user experience, interface usability, and sound localization performance. The study engaged eighteen sighted participants in a pre-post test with a control group. The experimental group underwent 7 training sessions with the AG. Via interviews, facets of the gaming experience were explored, while horizontal plane sound source localization was also tested before and after the training. The results enabled the characterization of sensations related to the use of the game and the interaction with the interfaces. Sound localization tests demonstrated distinct enhancements in performance among trained participants, varying with assessed stimuli. These promising results show advances for future virtual AGs, presenting prospects for auditory training. These innovations hold potential for skill development, entertainment, and the integration of visually impaired individuals.","PeriodicalId":1,"journal":{"name":"Accounts of Chemical Research","volume":"24 38","pages":""},"PeriodicalIF":17.7000,"publicationDate":"2024-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Accounts of Chemical Research","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1145/3676557","RegionNum":1,"RegionCategory":"化学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"CHEMISTRY, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0
Abstract
Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due to the inherent visual-oriented design of games. Audio games (AGs) are electronic games that rely primarily on auditory cues instead of visual interfaces. This study focuses on the creation of a virtual reality AG for cell phones that integrates natural head and torso movements involved in spatial hearing. Its assessment encompasses user experience, interface usability, and sound localization performance. The study engaged eighteen sighted participants in a pre-post test with a control group. The experimental group underwent 7 training sessions with the AG. Via interviews, facets of the gaming experience were explored, while horizontal plane sound source localization was also tested before and after the training. The results enabled the characterization of sensations related to the use of the game and the interaction with the interfaces. Sound localization tests demonstrated distinct enhancements in performance among trained participants, varying with assessed stimuli. These promising results show advances for future virtual AGs, presenting prospects for auditory training. These innovations hold potential for skill development, entertainment, and the integration of visually impaired individuals.
在游戏和电子产业中,替代性应用不断发展。然而,由于游戏固有的视觉导向设计,对于残疾人,尤其是视障人士来说,无障碍使用电子游戏仍然是一个长期存在的障碍。音频游戏(AGs)是主要依靠听觉提示而非视觉界面的电子游戏。本研究的重点是为手机创建一个虚拟现实 AG,该 AG 整合了空间听觉所涉及的头部和躯干的自然运动。其评估包括用户体验、界面可用性和声音定位性能。这项研究让 18 名视力正常的参与者与对照组一起进行了一次前后测试。实验组接受了 7 次 AG 培训。通过访谈探讨了游戏体验的方方面面,同时还在培训前后测试了水平面声源定位。结果表明,与使用游戏和与界面互动有关的感觉都得到了描述。声源定位测试表明,受训者的表现明显提高,并随评估刺激的不同而变化。这些令人鼓舞的结果显示了未来虚拟 AG 的进步,为听觉训练提供了前景。这些创新为技能开发、娱乐和视障人士的融合带来了潜力。
期刊介绍:
Accounts of Chemical Research presents short, concise and critical articles offering easy-to-read overviews of basic research and applications in all areas of chemistry and biochemistry. These short reviews focus on research from the author’s own laboratory and are designed to teach the reader about a research project. In addition, Accounts of Chemical Research publishes commentaries that give an informed opinion on a current research problem. Special Issues online are devoted to a single topic of unusual activity and significance.
Accounts of Chemical Research replaces the traditional article abstract with an article "Conspectus." These entries synopsize the research affording the reader a closer look at the content and significance of an article. Through this provision of a more detailed description of the article contents, the Conspectus enhances the article's discoverability by search engines and the exposure for the research.