Virtual Reality Audio Game for Entertainment & Sound Localization Training

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING ACM Transactions on Applied Perception Pub Date : 2024-07-08 DOI:10.1145/3676557
Lucas G. Gilberto, Fernando Bermejo, Fabián C. Tommasini, C. García Bauza
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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.
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用于娱乐和声音本地化培训的虚拟现实音频游戏
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。
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来源期刊
ACM Transactions on Applied Perception
ACM Transactions on Applied Perception 工程技术-计算机:软件工程
CiteScore
3.70
自引率
0.00%
发文量
22
审稿时长
12 months
期刊介绍: ACM Transactions on Applied Perception (TAP) aims to strengthen the synergy between computer science and psychology/perception by publishing top quality papers that help to unify research in these fields. The journal publishes inter-disciplinary research of significant and lasting value in any topic area that spans both Computer Science and Perceptual Psychology. All papers must incorporate both perceptual and computer science components.
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