G. C. Stecker, T. M. Moore, M. Folkerts, D. Zotkin, and R. Duraiswami, “Toward Objective Measures of Auditory Co-Immersion in Virtual and Augmented Reality,” in Proc. AES Conference: 2018 AES International Conference on Audio for Virtual and Augmented Reality, Aug. 2018, Paper P2-3. [Online]. Available: https://aes.org/publications/elibrary-page/?id=19668
Stecker GC, Moore TM, Folkerts M, Zotkin D, Duraiswami R. Toward Objective Measures of Auditory Co-Immersion in Virtual and Augmented Reality. In: AES Conference: 2018 AES International Conference on Audio for Virtual and Augmented Reality. Audio Engineering Society; 2018. Paper P2-3. Available from: https://aes.org/publications/elibrary-page/?id=19668
@inproceedings{Stecker2018_19668,
author = {Stecker, G. Christopher and Moore, Travis M. and Folkerts, Monica and Zotkin, Dmitry and Duraiswami, Ramani},
title = {{Toward Objective Measures of Auditory Co-Immersion in Virtual and Augmented Reality}},
booktitle = {AES Conference: 2018 AES International Conference on Audio for Virtual and Augmented Reality},
note = {Paper P2-3},
year = {2018},
month = aug,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=19668}
}
TY - CPAPER
TI - Toward Objective Measures of Auditory Co-Immersion in Virtual and Augmented Reality
AU - Stecker, G. Christopher
AU - Moore, Travis M.
AU - Folkerts, Monica
AU - Zotkin, Dmitry
AU - Duraiswami, Ramani
T2 - AES Conference: 2018 AES International Conference on Audio for Virtual and Augmented Reality
M1 - Paper P2-3
PY - 2018
DA - 2018/08/06
UR - https://aes.org/publications/elibrary-page/?id=19668
PB - Audio Engineering Society
LA - en
AB - “Co-immersion” refers to the perception of real or virtual objects as contained within or belonging to a shared multisensory scene. Environmental features such as lighting and reverberation contribute to the experience of co-immersion even when awareness of those features is not explicit. Objective measures of co-immersion are needed to validate user experience and accessibility in augmented-reality applications, particularly those that aim for “face-to-face” quality. Here, we describe an approach that combines psychophysical measurement with virtual-reality games to assess users’ sensitivity to room-acoustic differences across concurrent talkers in a simulated complex scene. Eliminating the need for explicit judgments, Odd-one-out tasks allow psychophysical thresholds to be measured and compared directly across devices, algorithms, and user populations. Supported by NIH-R41-DC16578.
ER -