96 research outputs found

    Perceptual evaluation of personal, location-aware spatial audio

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    This thesis entails an analysis, synthesis and evaluation of the medium of personal, location aware spatial audio (PLASA). The PLASA medium is a specialisation of locative audio—the presentation of audio in relation to the listener’s position. It also intersects with audio augmented reality—the presentation of a virtual audio reality, superimposed on the real world. A PLASA system delivers binaural (personal) spa- tial audio to mobile listeners, with body-position and head-orientation interactivity, so that simulated sound source positions seem fixed in the world reference frame. PLASA technical requirements were analysed and three system architectures identified, employing mobile, remote or distributed rendering. Knowledge of human spatial hearing was reviewed to ascertain likely perceptual effects of the unique factors of PLASA compared to static spatial audio. Human factors identified were multimodal perception of body-motion interaction and coincident visual stimuli. Technical limitations identified were rendering method, individual binaural rendering, and accuracy and latency of position- and orientation-tracking. An experimental PLASA system was built and evaluated technically, then four perceptual experiments were conducted to investigate task-related perceptual per- formance. These experiments tested the identified human factors and technical limitations against performance measures related to localisation and navigation tasks, under conditions designed to be ecologically valid to PLASA application scenarios. A final experiment assessed navigation task performance with real sound sources and un-mediated spatial hearing for comparison with virtual source performance. Results found that body-motion interaction facilitated correction of front–back confusions. Body-motion and the multi-modal stimuli of virtual–audible and real–visible objects supported lower azimuth errors than stationary, mono-modal localisation of the same audio-only stimuli. PLASA users navigated efficiently to stationary virtual sources, despite varied rendering quality and head-turn latencies between 176 ms and 976 ms. Factors of rendering method, individualisation and head-turn latency showed interaction effects such as greater sensitivity to latency for some rendering methods than others. In general, PLASA task performance levels agreed with expectations from static or technical performance tests, and some results demonstrated similar performance levels to those achieved in the real-source baseline test

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    Engineering data compendium. Human perception and performance, volume 3

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design of military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by system designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is Volume 3, containing sections on Human Language Processing, Operator Motion Control, Effects of Environmental Stressors, Display Interfaces, and Control Interfaces (Real/Virtual)

    ESCOM 2017 Book of Abstracts

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