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Crossmodal perception in virtual reality

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Abstract

With the proliferation of low-cost, consumer level, head-mounted displays (HMDs) we are witnessing a reappearance of virtual reality. However, there are still important stumbling blocks that hinder the achievable visual quality of the results. Knowledge of human perception in virtual environments can help overcome these limitations. In this work, within the much-studied area of perception in virtual environments, we look into the less explored area of crossmodal perception, that is, the interaction of different senses when perceiving the environment. In particular, we look at the influence of sound on visual perception in a virtual reality scenario. First, we assert the existence of a crossmodal visuo-auditory effect in a VR scenario through two experiments, and find that, similar to what has been reported in conventional displays, our visual perception is affected by auditory stimuli in a VR setup. The crossmodal effect in VR is, however, lower than that present in a conventional display counterpart. Having asserted the effect, a third experiment looks at visuo-auditory crossmodality in the context of material appearance perception. We test different rendering qualities, together with the presence of sound, for a series of materials. The goal of the third experiment is twofold: testing whether known interactions in traditional displays hold in VR, and finding insights that can have practical applications in VR content generation (e.g., by reducing rendering costs).

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Notes

  1. The original experiment [49] reported frames in a regular analog screen whose typical framerate is 25 frames per second. Since the framerate of our screen and the HMD (Oculus Rift) were very different, we adjusted the pause to last 1/25 seconds. Therefore, throughout the paper the terminology is as follows: one frame is equivalent to 1/25 seconds, and two frames are equivalent to 2/25 seconds.

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Appendix

Appendix

Data processing in Experiments 1 and 2

We first processed the collected data by rejecting those users with stereo vision problems. In order to do this, we discarded a user if during the training the percentage of successful answers was equal or under 70%. We further processed the data by rejecting outliers. To do this, we first calculated for each participant and for each of the twelve conditions the percentage of bouncing answers over the ten trials. Then we used the first and third quartiles (Q1 and Q3), and the interquartile difference (Qd) to find outliers for each condition [21]. We discarded a condition if it fulfilled any of the following inequalities:

$$ \begin{array}{ll} condition < (Q_{1} - K_{d}*Q_{d}) \\ condition > (Q_{3} + K_{d}*Q_{d}) \end{array} $$
(1)

with Qd = Q3Q1 and Kd = 1.5. Additionally, if a participant was marked as an outlier for more than one condition, all the answers of the participant were discarded.

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Malpica, S., Serrano, A., Allue, M. et al. Crossmodal perception in virtual reality. Multimed Tools Appl 79, 3311–3331 (2020). https://doi.org/10.1007/s11042-019-7331-z

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