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When sound modulates vision: VR applications for art and entertainment

Bialkova, S and Van Gisbergen, MS (2017) When sound modulates vision: VR applications for art and entertainment. In: 2017 IEEE 3rd Workshop on Everyday Virtual Reality, WEVR 2017 . (3rd Workshop on Everyday Virtual Reality (WEVR), 19th March 2017, L.A. California, USA).

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Abstract

The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring real life scenarios. In particular, we investigated the parameters that might enhance perception, and thus VR experiences when sound and vision are manipulated. A VR museum was created mimicking a real art gallery featuring Japanese paintings. Participants were exposed to the gallery via Samsung Gear VR, head mounted display, and could freely walk in. To half of the participants newly composed music clips were played, during the VR gallery visit. The other participants were exposed to the same environment, but no music was played (control condition). The results showed that music played altered the way people are engaged in, perceive and experience the VR art gallery. Opposite to our expectation, the VR experience was liked more when no music was played. The naturalness and presence were perceived to be relatively high, and did not differ significantly depending on whether music was played or not. Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The findings are summarised in a theoretical model. The study outcomes could be implemented to successfully develop efficient VR applications for art and entertainment. © 2017 IEEE.

Item Type: Conference or Workshop Item (Paper)
Additional Information: © 2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Divisions: Business & Management (from Sep 19)
Publisher: IEEE
Date Deposited: 22 Feb 2021 09:40
Last Modified: 13 Apr 2022 15:18
DOI or ID number: 10.1109/WEVR.2017.7957714
URI: https://researchonline.ljmu.ac.uk/id/eprint/14493
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