Advertisement

Masking Distracting Ambient Sound in an Adaptive VR-Application to Increase Presence

  • Felix Born
  • Maic Masuch
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10507)

Abstract

The perception of disruptive outside sound while being inside a virtual reality simulation can break the experience of presence. Even with noise cancelling headphones external sound cannot be blocked completely. In this paper, we present an acoustic compensation method to sustain the virtual illusion. We developed a testbed VR prototype that allows to classify real-life sound and to adapt the virtual world accordingly by activating pre-defined playable content. The application analyzes and classifies outside sound in real time and triggers a suitable in-game object that matches the outside sound. Our implementation is a first approach, we want to use it to further examine the possibility of adaptive audio to mask external disruptive sounds resulting in an enhanced VR experience.

Keywords

Virtual reality gaming Immersion Presence Adaptivity Auditory immersion Audio masking 

References

  1. 1.
    Cummings, J.J., Bailenson, J.N.: How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychol. 19(2), 272–309 (2016)CrossRefGoogle Scholar
  2. 2.
    Eladhari, M., Nieuwdorp, R., Fridenfalk, M.: The soundtrack of your mind: mind music-adaptive audio for game characters. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 54. ACM (2006)Google Scholar
  3. 3.
    Gan, W.S., Kuo, S.M.: An integrated audio and active noise control headset. IEEE Trans. Consum. Electron. 48(2), 242–247 (2002)CrossRefGoogle Scholar
  4. 4.
    Heeter, C.: Being there: the subjective experience of presence. Presence Teleoperators Virtual Environ. 1(2), 262–271 (1992)CrossRefGoogle Scholar
  5. 5.
    Hendrix, C., Barfield, W.: The sense of presence within auditory virtual environments. Presence Teleoperators Virtual Environ. 5(3), 290–301 (1996)CrossRefGoogle Scholar
  6. 6.
    Hoffman, H.G., Doctor, J.N., Patterson, D.R., Carrougher, G.J., Furness, T.A.: Virtual reality as an adjunctive pain control during burn wound care in adolescent patients. Pain 85(1), 305–309 (2000)CrossRefGoogle Scholar
  7. 7.
    Hoffman, H.G., Patterson, D.R., Seibel, E., Soltani, M., Jewett-Leahy, L., Sharar, S.R.: Virtual reality pain control during burn wound debridement in the hydrotank. Clin. J. Pain 24(4), 299–304 (2008)CrossRefGoogle Scholar
  8. 8.
    Hoffman, H.G., Seibel, E.J., Richards, T.L., Furness, T.A., Patterson, D.R., Sharar, S.R.: Virtual reality helmet display quality influences the magnitude of virtual reality analgesia. J. Pain 7(11), 843–850 (2006)CrossRefGoogle Scholar
  9. 9.
    Karalar, M., Keles, I., Doğantekin, E., Kahveci, O.K., Sarici, H.: Reduced pain and anxiety with music and noise-canceling headphones during shockwave lithotripsy. J. Endourol. 30(6), 674–677 (2016)CrossRefGoogle Scholar
  10. 10.
    Molesworth, B.R., Burgess, M., Gunnell, B., Löffler, D., Venjakob, A., et al.: The effect on recognition memory of noise cancelling headphones in a noisy environment with native and nonnative speakers. Noise Health 16(71), 240 (2014)CrossRefGoogle Scholar
  11. 11.
    Poeschl, S., Wall, K., Doering, N.: Integration of spatial sound in immersive virtual environments an experimental study on effects of spatial sound on presence. In: 2013 IEEE Virtual Reality (VR), pp. 129–130. IEEE (2013)Google Scholar
  12. 12.
    Riecke, B.E., Feuereissen, D.: To move or not to move: can active control and user-driven motion cueing enhance self-motion perception (vection) in virtual reality? In: Proceedings of the ACM Symposium on Applied Perception, pp. 17–24. ACM (2012)Google Scholar
  13. 13.
    Slater, M.: A note on presence terminology. Presence Connect 3(3), 1–5 (2003)Google Scholar
  14. 14.
    Wharton, A., Collins, K.: Subjective measures of the influence of music customization on the video game play experience: a pilot study. Game Stud. Int. J. Comput. Game Res. 11(2) (2011)Google Scholar
  15. 15.
    Wickens, C.: Processing resources in attention, dual task performance, and workload assessment (no. epl-81-3/onr-81-3). Illinois University at Urbana Engineering-Psychology Research Lab (1981)Google Scholar
  16. 16.
    Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: a presence questionnaire. Presence Teleoperators Virtual Environ. 7(3), 225–240 (1998)CrossRefGoogle Scholar
  17. 17.
    Wood, R.T., Griffiths, M.D., Chappell, D., Davies, M.N.: The structural characteristics of video games: a psycho-structural analysis. CyberPsychology Behav. 7(1), 1–10 (2004)CrossRefGoogle Scholar

Copyright information

© IFIP International Federation for Information Processing 2017

Authors and Affiliations

  1. 1.Entertainment Computing GroupUniversity of Duisburg-EssenDuisburgGermany

Personalised recommendations