ebook img

Sonic Interactions in Virtual Environments PDF

437 Pages·2022·10.103 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Sonic Interactions in Virtual Environments

Human-Computer Interaction Series Michele Geronazzo Stefania Serafin Editors Sonic Interactions in Virtual Environments Human–Computer Interaction Series Editors-in-Chief JeanVanderdonckt,LouvainSchoolofManagement,Universitécatholiquede Louvain,Louvain-La-Neuve,Belgium Q.VeraLiao,MicrosoftResearchCanada,Montréal,Canada TheHuman–ComputerInteractionSeries,launchedin2004,publishesbooksthat advancethescienceandtechnologyofdevelopingsystemswhichareeffectiveand satisfying for people in a wide variety of contexts. Titles focus on theoretical perspectives (such as formal approaches drawn from a variety of behavioural sciences), practical approaches (such as techniques for effectively integrating user needsinsystemdevelopment),andsocialissues(suchasthedeterminantsofutility, usabilityandacceptability). HCI is a multidisciplinary field and focuses on the human aspects in the development of computer technology. As technology becomes increasingly more pervasive the need to take a human-centred approach in the design and developmentofcomputer-basedsystemsbecomesevermoreimportant. TitlespublishedwithintheHuman–ComputerInteractionSeriesareincludedin Thomson Reuters’ Book Citation Index, The DBLP Computer Science BibliographyandTheHCIBibliography. · Michele Geronazzo Stefania Serafin Editors Sonic Interactions in Virtual Environments Editors MicheleGeronazzo StefaniaSerafin DepartmentofEngineering AalborgUniversity andManagement KøbenhavnSV,Denmark UniversityofPadova Padova,Italy DysonSchoolofDesignEngineering ImperialCollegeLondon London,UK DepartmentofHumanitiesandCultural Heritage UniversityofUdine Udine,Italy NordicSMCUniversityHub,NordForsk,Stensberggata27,0170Oslo,Norwayrepresented by:HansJørgenAndersen,Professor UniversitàdegliStudidiUdine,DipartimentodiStudiUmanisticiedelPatrimonioCulturale, VicoloFlorion.2/B,33100Udine,Italyrepresentedby:Prof.AndreaZannini,Department Director EU project SONICOM, funded by the Horizon 2020 research and innovation programme (grantagreementNo101017743),representedby:Dr.LorenzoPicinali,Reader ISSN 1571-5035 ISSN 2524-4477 (electronic) Human–ComputerInteractionSeries ISBN 978-3-031-04020-7 ISBN 978-3-031-04021-4 (eBook) https://doi.org/10.1007/978-3-031-04021-4 ©TheEditor(s)(ifapplicable)andTheAuthor(s)2023.Thebookisanopenaccesspublication. OpenAccessThisbookislicensedunderthetermsoftheCreativeCommonsAttribution4.0International License(http://creativecommons.org/licenses/by/4.0/),whichpermitsuse,sharing,adaptation,distribu- tionandreproductioninanymediumorformat,aslongasyougiveappropriatecredittotheoriginal author(s)andthesource,providealinktotheCreativeCommonslicenseandindicateifchangeswere made. Theimagesorotherthirdpartymaterialinthisbookareincludedinthebook’sCreativeCommonslicense, unlessindicatedotherwiseinacreditlinetothematerial.Ifmaterialisnotincludedinthebook’sCreative Commonslicenseandyourintendeduseisnotpermittedbystatutoryregulationorexceedsthepermitted use,youwillneedtoobtainpermissiondirectlyfromthecopyrightholder. Theuseofgeneraldescriptivenames,registerednames,trademarks,servicemarks,etc.inthispublication doesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexemptfromtherelevant protectivelawsandregulationsandthereforefreeforgeneraluse. Thepublisher,theauthors,andtheeditorsaresafetoassumethattheadviceandinformationinthisbook arebelievedtobetrueandaccurateatthedateofpublication.Neitherthepublishernortheauthorsor theeditorsgiveawarranty,expressedorimplied,withrespecttothematerialcontainedhereinorforany errorsoromissionsthatmayhavebeenmade.Thepublisherremainsneutralwithregardtojurisdictional claimsinpublishedmapsandinstitutionalaffiliations. ThisSpringerimprintispublishedbytheregisteredcompanySpringerNatureSwitzerlandAG Theregisteredcompanyaddressis:Gewerbestrasse11,6330Cham,Switzerland Betweenstimulusandresponsethereisa space.Inthatspaceisourpowertochoose ourresponse.Inourresponseliesourgrowth andourfreedom. —ViktorE.Frankl Preface SonicInteractionDesign(SID)isthestudyandexploitationofsoundbeingoneofthe principalchannels conveying information,meaning,esthetic,andemotionalquali- tiesininteractivecontexts.ThefieldofSonicInteractionsinVirtualEnvironments (SIVE)extendsSIDtoimmersivemedia,i.e.,virtual/augmented/mixedreality(XR). Consideringavirtualitycontinuum,thisbookmainlyfocusedonvirtualreality(VR) alsofacingoccasionallymixedandhybridrealitysettings. Thebasicandmostobviousassumptionthatmotivatesthisvolumeis:itishard toliveinaworldwithoutsoundanditishardinvirtualenvironments(VE)too.VR without plausible and convincing sounds feels unnatural to users. Auditory infor- mation is a powerful omnidirectional source of learning for our interaction in real and virtual environments. The good news brought by this book is that VR finally soundsplausible.Advancesinseveralfieldsarenowabletoprovideanimmersive listeningexperiencethatisperceptuallyindistinguishablefromrealitywhichmeans thatimmersivesoundscouldmakeinteractionintrinsicallynatural.Auralizationand spatialaudiotechnologiesplayafundamentalroleinprovidingimmersionandpres- enceinVRapplicationsatanunprecedentedlevel.Thecombinationofrecentdevel- opmentsinVRheadsetsandearablesfurtherstrengthenstheperceptualvalidityof multimodalvirtualenvironmentsandexperiences. We can therefore promote a true audio-centered and audio-first design for VR withlevelsofrealismandimmersivenessthatcanevensurpassthevisualcounterpart. Visuals,althoughrightlyemphasizedbymanystudiesandproducts,areoftennotvery effectivelyenhancedandstrengthenedbysound.Thefinalresultisaweakeningof multisensoryintegrationandthecorrespondingVRpotentialsthatstronglydetermine thequalityanddurabilityoftheexperience. Theeditorswouldliketoidentifytwostartingpointsinthepast10yearsthathave given rise and awareness to the SIVE research area and studies. The first episode is symbolic: we would like to anecdotally bring back from our memories the first meetingbetweenus,thetwoeditorsofthebook.Theyearwas2011,exactly10years ago. Michele had recently started his Ph.D. at the Sound and Music Computing Group of the Department of Information Engineering at the University of Padua, underthesupervisionofDr.Avanzini.TheItalianAssociationofMusicalInformatics vii viii Preface (AIMI)organizedtheworkshop“SoundandMusicComputingforHuman-Computer Interaction” at the ninth edition of the Biannual Conference of the Italian ACM SIGCHIChapter(CHItaly)atthebeautifulAlgheroinSardiniainearlySeptember. Agreatperiodfortheseaside. Michelewasaskedtowritehisfirstconferencepapertobepresentedatthework- shopentitled“Customized3DSoundforInnovativeInteractionDesign,”Anarticle withahigh-soundingtitlethatpromisesalotbutprovideslittle:inshort,anarticleof whichnottobeproud.Ontheotherhand,thereweresomevaluablereferencestothe egocentricaudioperspectivethatwillbeformalizedintheintroductorychapterof thisbook.However,thereasonwhywetellthisanecdoteisthatathisfirstpresentation atascientificconferenceforthePh.D.studentMicheleGeronazzo,amongthevery smallaudience,therewasDr.StefaniaSerafin.Tenyearsago,webegantodiscuss issuesthatconnectedsonicinteractiondesignwithimmersive3DaudioinVR.The AIMI president of that time failed to get the workshop’s contributions included in the official ACM CHItaly proceedings despite a regular peer-review process. The poorPh.D.studentMichelefoundhimselfwithoutanofficialpublication,athisfirst conference,inanunknownscientificcommunity.Weliketothinkthatatthatevent andwiththatmeetingstartedsomethingmuchmorerelevantandimpactful:SIVE. Weareheretogiveitashapeinthisbookeditedandstructuredtogether. Anothertemporalcoincidencebringsustoconnectthisstorywiththesecondand officialstartingpointofthisadventure.Michele’sunpublishedconferencepaperwas finallypublishedwithinhisdoctoralthesis,defendedin2014,theyearinwhichthe IEEE Virtual Reality workshop series “Sonic Interactions in Virtual Environments (SIVE)”started(https://sive.create.aau.dk/).ThemissionofIEEEVRSIVEwasto increaseamongthevirtualrealitycommunityandjuniorresearcherstheawareness oftheimportanceofsonicelementswhendesigningimmersiveXRenvironments. However, we can also identify a certain degree of reciprocity while considering thefragmentednatureandspecificityofthosestudiesaimatdevelopingimmersive XR environments for sound and music. First, we, therefore, refer to our beloved Sound and Music Computing (SMC) network, and then we consider the Interna- tional Community for Auditory Display (ICAD), the Audio Engineering Society (AES), and the communities linked to the International Conference on New Inter- faces for Musical Expression (NIME), the Digital Audio Effects (DAFX), and the SonicInteractionDesignCOSTAction(COST-SIDIC601,endedin2012).Allthese communitiesaddressaspectsoftheSIVEtopicsaccordingtotheirspecificities.No institutionalnorcontextualreferencesthatcollecttechnologicaldevelopments,best practices,andcreativeeffortsrelatedtothepeculiaritiesofimmersiveVEsexisted before the SIVE workshop. The book follows a similar philosophy trying to give anexhaustiveviewofthosemultidisciplinarytopicsalreadymentionedinourtwo recentreviews.1 Itfeaturesstate-of-the-artresearchonreal-timeauralization,sonic 1S.Serafin,M.Geronazzo,N.C.Nilsson,C.Erkut,andR.Nordahl,“Sonicinteractionsinvirtual reality:stateoftheart,currentchallengesandfuturedirections,”IEEEComputerGraphicsand Applications,vol.38,no.2,pp.31–43,2018. S. Serafin et al., “Reflections from five years of Sonic Interactions in Virtual Environments workshops,”JournalofNewMusicResearch,vol.49,no.1,pp.24–34,Jan.2020. Preface ix interactiondesigninVR,qualityoftheexperienceinmultimodalenvironments,and applications. We aim to provide an organized starting point on which to develop a new generation of immersive experiences and applications. Since the editors are awareoftheveryfastsocialtransformationbytheaccelerationinthedevelopment ofdigitaltechnologies,allchaptersshouldbereadasentrypoints.Futurescenarios andsolutionswillnecessarilyevolvebycombiningemergingresearchareassuchas artificial intelligence, ubiquitous and pervasive computing, quantum technologies, as well as continuous discoveries in the neuroscientific field and anthropological reflectionsontheauthenticityoftheexperienceinVR. Forthisreason,contributingauthorsandeditorsincludeinterdisciplinaryexperts from the fields of computer science, engineering, acoustics, psychology, design, humanities,andbeyond.Sothatwecangivetothereaderabroadviewandaclear introduction to the state-of-the-art technologies and design principles, and to the challengesthatmightbeawaitingusinthefuture. Throughanoverviewofemergingtopics,theories,methods,tools,andpractices insonicinteractionsinvirtualenvironmentsresearch,thebookaimstoestablishthe basisforfurtherdevelopmentofthisnewresearcharea.Theauthorswereinvitedto contributetospecifictopicsaccordingtotheirwell-knownexpertise.Theyfollowed apredefinedstructureoutlinedbytheeditors. Thebookisdividedintofourparts: Part I, Introduction: this theoretical part frames the background and the key themesinSIVE.Theeditorsaddressseveralphenomenologicalfoundationalissues intendingtoshapeanewresearchfieldfromanarchipelagoofstudiesscatteredin differentresearchcommunities. Part II, Interactive and Immersive Audio: we cover the system requirement partwithfourchaptersintroducingandanalyzingaudio-relatedtechnologicalaspects andchallenges.Withsomeoverlapsandconnections,thefourchaptersdealwiththe plausibilityofanimmersiverenderingabletotacklethecomputationalburden.Todo so,wedealwithmethodsandalgorithmsforreal-timerenderingconsideringsound production, propagation, and spatialization, respectively. Finally, the reproduction andevaluationphaseallowsclosingthedevelopmentloopofnewaudiotechnologies. PartIII,SonicInteractions:asonicinteractiondesignpartdevotedtoempha- sizingthepeculiaraspectsofsoundinimmersivemedia.Inparticular,spatialinterac- tionsareimportantwherewewouldliketoproduceandtransformideasandactions to create meaning with VR, as well as the virtual auditory space is an informa- tion container that could be shaped by users. As the VR systems enter people’s lives,manufacturers,developers,andcreatorsshouldcarefullyconsideranembodied experiencereadytoshareacommonspacewithpeers,collaboratively. Part IV, Sonic Experiences: the last part focuses on multimodal integration for sonic experiences in VR with the help of several case studies. Starting from a literature review of multimodal experiments and experiences with sound, this last part offers some reflections on the concept of audio-visual immersion and audio- hapticintegrationabletoformourecologyofeverydayormusicalsounds.Finally, thepotentialsofVRtotransportartistsandspectatorsintoaworldofimaginationand x Preface unprecedentedexpressionistakenasanexemplarofwhatmultimodalandimmersive experiencescanelicitintermsofemotionalandrationalengagement. In the following, a summary for each chapter is provided to help the reader to followtheproposednarrativestructure. PartI Chapter1illustratestheeditors’visionoftheSIVEresearchfield.Themainconcept introduced here is the egocentric audio perspective in a technologically mediated environment.Thelistenersshouldbeentangledwiththeirauditorydigitaltwinsin aparticipatoryandenactedexplorationforsense-makingcharacterizedbyaperson- alized and multisensory first-person spatial reference frame. Intra-actions between humansandnon-humanagents/actorsdynamicallyandfluidlydetermineimmersion andcoherenceoftheexperience,participatively.SIDaimstofacilitatethediffraction ofknowledgeindifferenttasksandcontexts. PartII Chapter2addressesthefirstbuildingblockofSIVE,i.e.,themodelingandsynthesis ofsoundsources,focusingonproceduralapproaches.Specialemphasisisplacedon physics-basedsoundsynthesismethodsandtheirpotentialforimprovedinteractivity concerningthesenseofpresenceandembodimentofauserinavirtualenvironment. InChap.3,criticalchallengesinauralizationsystemsinvirtualrealityandgames areidentified,includingprogressingfrommodelingenclosurestocomplex,general scenessuchasacityblockwithbothindoorandoutdoorareas.Theauthorsprovide a general overview of real-time auralization systems, their historical design and motivations,andhownovelsystemshavebeendesignedtotacklethenewchallenges. Chapter4dealswiththeconceptsofadaptationinabinauralaudiocontext,consid- eringfirsttheadaptationoftherenderingsystemtotheacousticandperceptualprop- ertiesoftheuser,andsecondtheadaptationoftheusertotherenderingqualityofthe system. The authors introduce the topics of head-related transfer function (HRTF) selection (system-to-user adaptation) and HRTF accommodation (user-to-system adaptation). Finally, Chap. 5 concludes the second part of the book by introducing audio reproductiontechniquesforvirtualreality,theconceptsofaudioquality,andquality oftheexperienceinVR.

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.