Title :
Audio-visual attractors for capturing attention to the screens when walking in CAVE systems
Author :
Grani, F. ; Serafin, S. ; Argelaguet, F. ; Gouranton, V. ; Badawi, M. ; Gaugne, R. ; Lecuyer, A.
Author_Institution :
Aalborg Univ. Copenhagen, Aalborg, Denmark
Abstract :
In four-sided CAVE-like VR systems, the absence of the rear wall has been shown to decrease the level of immersion and can introduce breaks in presence. In this paper it is investigated to which extent user\´s attention can be driven by visual and auditory stimuli in a four-sided CAVE-like system. An experiment was conducted in order to analyze how user attention is diverted while physically walking in a virtual environment, when audio and/or visual attractors are present. The foursided CAVE used in the experiment allowed to walk up to 9m in straight line. An additional key feature in the experiment is the fact that auditory feedback was delivered through binaural audio rendering techniques via non-personalized head related transfer functions (HRTFs). The audio rendering was dependent on the user\´s head position and orientation, enabling localized sound rendering. The experiment analyzed how different "attractors" (audio and/or visual, static or dynamic) modify the user\´s attention. The results of the conducted experiment show that audio-visual attractors are the most efficient attractors in order to keep the user\´s attention toward the inside of the CAVE. The knowledge gathered in the experiment can provide guidelines to the design of virtual attractors in order to keep the attention of the user and avoid the "missing wall".
Keywords :
audio user interfaces; audio-visual systems; rendering (computer graphics); transfer functions; virtual reality; attention capturing; audio-visual attractors; auditory feedback; auditory stimuli; binaural audio rendering techniques; four-sided CAVE-like VR systems; localized sound rendering; nonpersonalized head related transfer functions; screens; user attention; user head orientation; user head position; virtual environments; visual stimuli; Analysis of variance; Legged locomotion; Navigation; Rendering (computer graphics); Virtual environments; Visualization;
Conference_Titel :
VR Workshop: Sonic Interaction in Virtual Environments (SIVE), 2014 IEEE
Conference_Location :
Minneapolis, MN
DOI :
10.1109/SIVE.2014.7006282