E. Sikström, M. H. Laursen, K. S. Pedersen, A. de Götzen, and S. Serafin, “Participatory Amplitude Level Adjustment of Gesture Controlled Upper Body Garment Sound in Immersive Virtual Reality,” in Proc. AES Convention 136, Apr. 2014, Paper 9074. [Online]. Available: https://aes.org/publications/elibrary-page/?id=17221
Sikström E, Laursen MH, Pedersen KS, de Götzen A, Serafin S. Participatory Amplitude Level Adjustment of Gesture Controlled Upper Body Garment Sound in Immersive Virtual Reality. In: AES Convention 136. Audio Engineering Society; 2014. Paper 9074. Available from: https://aes.org/publications/elibrary-page/?id=17221
@inproceedings{Sikstrom2014_17221,
author = {Sikström, Erik and Laursen, Morten Havemøller and Pedersen, Kasper Søndergaard and de Götzen, Amalia and Serafin, Stefania},
title = {{Participatory Amplitude Level Adjustment of Gesture Controlled Upper Body Garment Sound in Immersive Virtual Reality}},
booktitle = {AES Convention 136},
note = {Paper 9074},
year = {2014},
month = apr,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=17221}
}
TY - CPAPER
TI - Participatory Amplitude Level Adjustment of Gesture Controlled Upper Body Garment Sound in Immersive Virtual Reality
AU - Sikström, Erik
AU - Laursen, Morten Havemøller
AU - Pedersen, Kasper Søndergaard
AU - de Götzen, Amalia
AU - Serafin, Stefania
T2 - AES Convention 136
M1 - Paper 9074
PY - 2014
DA - 2014/04/06
UR - https://aes.org/publications/elibrary-page/?id=17221
PB - Audio Engineering Society
LA - en
AB - Gesture-controlled sounds from virtual clothes in immersive virtual environments, is a relatively unexplored topic. In this paper an experiment aiming to find a range between a highest acceptable amplitude level and a lowest acceptable level for the sounds of an upper-body garment was conducted. Participants were asked to set the two amplitude levels of the sound from the virtual clothes that were generated by the subjects’ gesture input, in relation to other sound sources with already predefined levels (footsteps and ambient sounds). This task was performed while walking around in a virtual park area. The results yielded two dynamic ranges that were differently placed depending on if the sound was initially presented at a loudest possible level, or the lowest possible level.
ER -