| Literature DB >> 33262723 |
Chinmay Rajguru1, Marianna Obrist1, Gianluca Memoli1.
Abstract
There is increasing effort to characterize the soundscapes around us so that we can design more compelling and immersive experiences. This review paper focuses on the challenges and opportunities around sound perception, with a particular focus on spatial sound perception in a virtual reality (VR) cityscape. We review how research on temporal aspects has recently been extended to evaluating spatial factors when designing soundscapes. In particular, we discuss key findings on the human capability of localizing and distinguishing spatial sound cues for different technical setups. We highlight studies carried out in both real-world and virtual reality settings to evaluate spatial sound perception. We conclude this review by highlighting the opportunities offered by VR technology and the remaining open questions for virtual soundscape designers, especially with the advances in spatial sound stimulation.Entities:
Keywords: localization; sound perception; soundscape; spatial audio; virtual reality
Year: 2020 PMID: 33262723 PMCID: PMC7685989 DOI: 10.3389/fpsyg.2020.569056
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1(A) An example of how VR could be used to evaluate changes in a specific soundscape (e.g., due to works), highlighting the role of elevation and azimuth in source localization. The 3D cityscape in this figure was created by the authors for Oculus Quest using a free city asset for Unity (Dactilardesign, 2019). (B) Graphical representation of estimated error found for azimuth and elevation angles from a selection of the studies in Table 1, with numbers among parenthesis referring to entries in the Table.
A summary of the literature considered in this mini-review on the capability of locating sound sources.
| [1] Sodnik et al. ( | AR | Engine sound | min. 15 cm | Headphones | 24 fixed sources | 10 | Distance between perceived and |
| Rungta et al. ( | VR | Recorded | 1.7 m | Headphones | 7 fixed sources | 17 | Users overestimated distances <1 m |
| Kose et al. ( | VR | Audio clip from | 1.5 m | Headphones | 1 dynamic source | n/a | Elevation was misjudged |
| [2] Yang et al. ( | VR | Synthesized | Arbitrary | Headphones | 6 fixed sources | 21 | Mean azimuth error: 12.07° |
| [3] Ahrens et al. ( | VR | Pink noise burst | 2.4 m | 27 loudspeakers | 27 fixed sources: | 10 | Elevation error (max. 2°) |
| [4] Makous and Middlebrooks ( | Real | System generated signals | 1.2 m | 36 loudspeakers | 36 fixed sources | 6 | Azimuth error 2° |
| [5] Müller et al. ( | Real | Pulsed noise, speech, | 3 m | 56 real loudspeakers | Multiple virtual sources | 17 | Azimuth error <11.5 cm (i.e., 2.2°) |
| Sato et al. ( | Real | Low-frequency noise (100 Hz 500 Hz) | 1.5 m | 4 real loudspeakers | Multiple virtual sources | 7 | Performance of judging elevation reduced after 65° |
| [6] Kühnle et al. ( | Real | Gaussian noise bursts (250 ms) | 2.35 m | 14 loudspeakers | 14 fixed sources | 136 | 2 ± 1° near the front |
| Litovsky et al. ( | Real | Pink noise bursts (170 ms, 65 dB) | 1.4 m | 8 loudspeakers | 8 fixed sources | 17 | Root mean square error for bilateral signals approx. 30° |
In the typical experiment, the user is in a virtual or real environment and receives sound cue(s) from a specific distance. The stimuli are produced by a certain number of sources, located all around the user, both in the azimuth and the elevation directions. The study realizes a specific angular error in locating the sound source. References with number among parenthesis are represented graphically in the .