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Sonic Interactions in Virtual Environments

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About this book

This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are:

Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies

Sonic interaction: the human-computer interplay through auditory feedback in VE

VR systems: naturally support multimodal integration, impacting different application domains

Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond.

Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.

Table of Contents

Frontmatter

Introduction

Frontmatter

Open Access

Chapter 1. Sonic Interactions in Virtual Environments: The Egocentric Audio Perspective of the Digital Twin
Abstract
The relationships between the listener, physical world, and virtual environment (VE) should not only inspire the design of natural multimodal interfaces but should be discovered to make sense of the mediating action of VR technologies. This chapter aims to transform an archipelago of studies related to sonic interactions in virtual environments (SIVE) into a research field equipped with a first theoretical framework with an inclusive vision of the challenges to come: the egocentric perspective of the auditory digital twin. In a VE with immersive audio technologies implemented, the role of VR simulations must be enacted by a participatory exploration of sense-making in a network of human and non-human agents, called actors. The guardian of such locus of agency is the auditory digital twin that fosters intra-actions between humans and technology, dynamically and fluidly redefining all those configurations that are crucial for an immersive and coherent experience. The idea of entanglement theory is here mainly declined in an egocentric spatial perspective related to emerging knowledge of the listener’s perceptual capabilities. This is an actively transformative relation with the digital twin potentials to create movement, transparency, and provocative activities in VEs. The chapter contains an original theoretical perspective complemented by several bibliographical references and links to the other book chapters that have contributed significantly to the proposal presented here.
Michele Geronazzo, Stefania Serafin

Interactive and Immersive Audio

Frontmatter

Open Access

Chapter 2. Procedural Modeling of Interactive Sound Sources in Virtual Reality
Abstract
This chapter addresses the first building block of sonic interactions in virtual environments, i.e., the modeling and synthesis of sound sources. Our main focus is on procedural approaches, which strive to gain recognition in commercial applications and in the overall sound design workflow, firmly grounded in the use of samples and event-based logics. Special emphasis is placed on physics-based sound synthesis methods and their potential for improved interactivity. The chapter starts with a discussion of the categories, functions, and affordances of sounds that we listen to and interact with in real and virtual environments. We then address perceptual and cognitive aspects, with the aim of emphasizing the relevance of sound source modeling with respect to the senses of presence and embodiment of a user in a virtual environment. Next, procedural approaches are presented and compared to sample-based approaches, in terms of models, methods, and computational costs. Finally, we analyze the state of the art in current uses of these approaches for Virtual Reality applications.
Federico Avanzini

Open Access

Chapter 3. Interactive and Immersive Auralization
Abstract
Real-time auralization is essential in virtual reality (VR), gaming, and architecture to enable an immersive audio-visual experience. The audio rendering must be congruent with visual feedback and respond with minimal delay to interactive events and user motion. The wave nature of sound poses critical challenges for plausible and immersive rendering and leads to enormous computational costs. These costs have only increased as virtual scenes have progressed away from enclosures toward complex, city-scale scenes that mix indoor and outdoor areas. However, hard real-time constraints must be obeyed while supporting numerous dynamic sound sources, frequently within a tightly limited computational budget. In this chapter, we provide a general overview of VR auralization systems and approaches that allow them to meet such stringent requirements. We focus on the mathematical foundation, perceptual considerations, and application-specific design requirements of practical systems today, and the future challenges that remain.
Nikunj Raghuvanshi, Hannes Gamper

Open Access

Chapter 4. System-to-User and User-to-System Adaptations in Binaural Audio
Abstract
This chapter concerns concepts of adaption in a binaural audio context (i.e. headphone-based three-dimensional audio rendering and associated spatial hearing aspects), considering first the adaptation of the rendering system to the acoustic and perceptual properties of the user, and second the adaptation of the user to the rendering quality of the system. We start with an overview of the basic mechanisms of human sound source localisation, introducing expressions such as localisation cues and interaural differences, and the concept of the Head-Related Transfer Function (HRTF), which is the basis of most 3D spatialisation systems in VR. The chapter then moves to more complex concepts and processes, such as HRTF selection (system-to-user adaptation) and HRTF accommodation (user-to-system adaptation). State-of-the-art HRTF modelling and selection methods are presented, looking at various approaches and at how these have been evaluated. Similarly, the process of HRTF accommodation is detailed, with a case study employed as an example. Finally, the potential of these two approaches are discussed, considering their combined use in a practical context, as well as introducing a few open challenges for future research.
Lorenzo Picinali, Brian F. G. Katz

Open Access

Chapter 5. Audio Quality Assessment for Virtual Reality
Abstract
A variety of methods for audio quality evaluation are available ranging from classic psychoacoustic methods like alternative forced-choice tests to more recent approaches such as quality taxonomies and plausibility. This chapter introduces methods that are deemed to be relevant for audio evaluation in virtual and augmented reality. It details in how far these methods can directly be used for testing in virtual reality or have to be adapted with respect to specific aspects. In addition, it highlights new areas, for example, quality of experience and presence that arise from audiovisual interactions and the mediation of virtual reality. After briefly introducing 3D audio reproduction approaches for virtual reality, the quality that these approaches can achieve is discussed along with the aspects that influence the quality. The concluding section elaborates on current challenges and hot topics in the field of audio quality evaluation and audio reproduction for virtual reality. To bridge the gap between theory and practice useful resources, software and hardware for 3D audio production and research are pointed out.
Fabian Brinkmann, Stefan Weinzierl

Sonic Interactions

Frontmatter

Open Access

Chapter 6. Spatial Design Considerations for Interactive Audio in Virtual Reality
Abstract
Space is a fundamental feature of virtual reality (VR) systems, and more generally, human experience. Space is a place where we can produce and transform ideas and act to create meaning. It is also an information container. When working with sound and space interactions, making VR systems becomes a fundamentally interdisciplinary endeavour. To support the design of future systems, designers need an understanding of spatial design decisions that impact audio practitioners’ processes and communication. This chapter proposes a typology of VR interactive audio systems, focusing on their function and the role of space in their design. Spatial categories are proposed to be able to analyse the role of space within existing interactive audio VR products. Based on the spatial design considerations explored in this chapter, a series of implications for design are offered that future research can exploit.
Thomas Deacon, Mathieu Barthet

Open Access

Chapter 7. Embodied and Sonic Interactions in Virtual Environments: Tactics and Exemplars
Abstract
As the next generation of active video games (AVG) and virtual reality (VR) systems enter people’s lives, designers may wrongly aim for an experience decoupled from bodies. However, both AVG and VR clearly afford opportunities to bring experiences, technologies, and users’ physical and experiential bodies together, and to study and teach these open-ended relationships of enaction and meaning-making in the framework of embodied interaction. Without such a framework, an aesthetic pleasure, lasting satisfaction, and enjoyment would be impossible to achieve in designing sonic interactions in virtual environments (SIVE). In this chapter, we introduce this framework and focus on design exemplars that come from a soma design ideation workshop and balance rehabilitation. Within the field of physiotherapy, developing new conceptual interventions, with a more patient-centered approach, is still scarce but has huge potential for overcoming some of the challenges facing health care. We indicate how the tactics such as making space, subtle guidance, defamiliarization, and intimate correspondence have informed the exemplars, both in the workshop and also in our ongoing physiotherapy case. Implications for these tactics and design strategies for our design, as well as for general practitioners of SIVE are outlined.
Sophus Béneé Olsen, Emil Rosenlund Høeg, Cumhur Erkut

Open Access

Chapter 8. Supporting Sonic Interaction in Creative, Shared Virtual Environments
Abstract
This chapter examines user experience design for collaborative music making in shared virtual environments (SVEs). Whilst SVEs have been extensively researched for many application domains including education, entertainment, work and training, there is limited research on the creative aspects. This results in many unanswered design questions such as how to design the user experience without being detrimental to the creative output, and how to design spatial configurations to support both individual creativity and collaboration. Here, we explore multi-modal approaches to supporting creativity in collaborative music making in SVEs. We outline an SVE, LeMo, which allows two people to create music collaboratively. We then present two studies; the first explores how free-form visual 3D annotations instead of spoken communication can support collaborative composition processes and human–human interaction. Five classes of use of annotation were identified in the study, three of which are particularly relevant to the future design of sonic interactions in virtual environments. The second study used a modified version of LeMo to test the support for a creative collaboration of two different spatial audio settings, which according to the results, changed participants’ behaviour and affected their collaboration. Finally, design implications for the auditory design of SVEs focusing on supporting creative collaboration are given.
Liang Men, Nick Bryan-Kinns

Open Access

Chapter 9. Spatial Audio Mixing in Virtual Reality
Abstract
The development of Virtual Reality (VR) systems and multimodal simulations presents possibilities in spatial-music mixing, be it in virtual spaces, for ensembles and orchestral compositions or for surround sound in film and music. Traditionally, user interfaces for mixing music have employed the channel-strip metaphor for controlling volume, panning and other audio effects that are aspects that also have grown into the culture of mixing music spatially. Simulated rooms and two-dimensional panning systems are simply implemented on computer screens to facilitate the placement of sound sources within space. In this chapter, we present design aspects for mixing in VR, investigating already existing virtual music mixing products and creating a framework from which a virtual spatial-music mixing tool can be implemented. Finally, the tool will be tested against a similar computer version to examine whether or not the sensory benefits and palpable spatial proportions of a VE can improve the process of mixing 3D sound.
Anders Riddershom Bargum, Oddur Ingi Kristjánsson, Péter Babó, Rasmus Eske Waage Nielsen, Simon Rostami Mosen, Stefania Serafin

Sonic Experiences

Frontmatter

Open Access

Chapter 10. Audio in Multisensory Interactions: From Experiments to Experiences
Abstract
In the real and virtual world, we usually experience sounds in combination with at least an additional modality, such as vision, touch or proprioception. Understanding how sound enhances, substitutes or modifies the way we perceive and interact with the world is an important element when designing interactive multimodal experiences. In this chapter, we present an overview of sound in a multimodal context, ranging from basic experiments in multimodal perception to more advanced interactive experiences in virtual reality.
Stefania Serafin

Open Access

Chapter 11. Immersion in Audiovisual Experiences
Abstract
Understanding the concept of immersion and its influencing factors is critical for enabling engaging audiovisual experiences. However, a lack of definitional consensus and suitable methods for assessing immersion hinder research on the subject. This chapter discusses the idea of immersion based on a non-exhaustive literature review of the topic and presents an adaptable definition of immersion that is not limited to virtual reality applications. Additionally, an exploratory experimental paradigm for measuring immersion in audiovisual experiences is described. The description of immersion and the experimental framework presented in this chapter are a starting point for resolving the difference in opinion and developing novel methods to thoroughly explore the concept of immersion respectively.
Sarvesh R. Agrawal, Søren Bech

Open Access

Chapter 12. Augmenting Sonic Experiences Through Haptic Feedback
Abstract
Sonic experiences are usually considered as the result of auditory feedback alone. From a psychological standpoint, however, this is true only when a listener is kept isolated from concurrent stimuli targeting the other senses. Such stimuli, in fact, may either interfere with the sonic experience if they distract the listener, or conversely enhance it if they convey sensations coherent with what is being heard. This chapter is concerned with haptic augmentations having effects on auditory perception, for example how different vibrotactile cues provided by an electronic musical instrument may affect its perceived sound quality or the playing experience. Results from different experiments are reviewed showing that the auditory and somatosensory channels together can produce constructive effects resulting in measurable perceptual enhancement. That may affect sonic dimensions ranging from basic auditory parameters, such as the perceived intensity of frequency components, up to more complex perceptions which contribute to forming our ecology of everyday or musical sounds.
Federico Fontana, Hanna Järveläinen, Stefano Papetti

Open Access

Chapter 13. From the Lab to the Stage: Practical Considerations on Designing Performances with Immersive Virtual Musical Instruments
Abstract
Immersive virtual musical instruments (IVMIs) lie at the intersection between music technology and virtual reality. Being both digital musical instruments (DMIs) and elements of virtual environments (VEs), IVMIs have the potential to transport the musician into a world of imagination and unprecedented musical expression. But when the final aim is to perform live on stage, the employment of these technologies is anything but straightforward, for sharing the virtual musical experience with the audience gets quite arduous. In this chapter, we assess in detail the several technical and conceptual challenges linked to the composition of IVMI performances on stage, i.e., their scenography, providing a new critical perspective on IVMI performance and design. We first propose a set of dimensions meant to analyse IVMI scenographies, as well as to evaluate their compatibility with different instrument metaphors and performance rationales. Such dimensions are built from the specifics and constraints of DMIs and VEs; they include the level of immersion of musicians and spectators and provide an insight into the interaction techniques afforded by 3D user interfaces in the context of musical expression. We then analyse a number of existing IVMIs and stage setups, and finally suggest new ones, with the aim to facilitate the design of future immersive performances.
Victor Zappi, Dario Mazzanti, Florent Berthaut
Backmatter
Metadata
Title
Sonic Interactions in Virtual Environments
Editors
Michele Geronazzo
Stefania Serafin
Copyright Year
2023
Electronic ISBN
978-3-031-04021-4
Print ISBN
978-3-031-04020-7
DOI
https://doi.org/10.1007/978-3-031-04021-4