TY - GEN
T1 - Effect of accompanying onomatopoeia to interaction sound for altering user perception in virtual reality
AU - Choi, Hyeonah
AU - Oh, Jiwon
AU - Chang, Minwook
AU - Kim, Gerard J.
N1 - Publisher Copyright:
© 2018 Copyright held by the owner/author(s).
Copyright:
Copyright 2019 Elsevier B.V., All rights reserved.
PY - 2018/11/28
Y1 - 2018/11/28
N2 - Onomatopoeia refers to a word that phonetically imitates, resembles the sound, or depict an event at hand. In languages like Korean and Japanese, it is used in everyday conversation to emphasize certain situation and enrich the prose. In this poster, we explore if the use of onomatopoeia, visualized and added to the usual sound feedback, could be taken advantage to increase or alter the perceived realism of the sound feedback itself, and furthermore of the situation at hand in virtual reality. A pilot experiment was run to compare the user’s subjective perceived realism and experience under four test conditions of presenting a simple physical interaction, accompanying it with: (1) just the “as-is” sound (baseline), (2) “as-is” sound and onomatopoeia, (3) a representative sound sample (e.g. one for all different collision conditions), and (4) a representative sound sample and onomatopoeia. Our pilot study has found that the use of onomatopoeia can alter and add on to the perceived realism/naturalness of the virtual situation such that the experiences of the single representative sound added with the onomatopoeia and “as-is” sound were deemed similar.
AB - Onomatopoeia refers to a word that phonetically imitates, resembles the sound, or depict an event at hand. In languages like Korean and Japanese, it is used in everyday conversation to emphasize certain situation and enrich the prose. In this poster, we explore if the use of onomatopoeia, visualized and added to the usual sound feedback, could be taken advantage to increase or alter the perceived realism of the sound feedback itself, and furthermore of the situation at hand in virtual reality. A pilot experiment was run to compare the user’s subjective perceived realism and experience under four test conditions of presenting a simple physical interaction, accompanying it with: (1) just the “as-is” sound (baseline), (2) “as-is” sound and onomatopoeia, (3) a representative sound sample (e.g. one for all different collision conditions), and (4) a representative sound sample and onomatopoeia. Our pilot study has found that the use of onomatopoeia can alter and add on to the perceived realism/naturalness of the virtual situation such that the experiences of the single representative sound added with the onomatopoeia and “as-is” sound were deemed similar.
KW - Onomatopoeia
KW - Realism.
KW - Sound feedback
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85060909109&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85060909109&partnerID=8YFLogxK
U2 - 10.1145/3281505.3281614
DO - 10.1145/3281505.3281614
M3 - Conference contribution
AN - SCOPUS:85060909109
T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
BT - Proceedings - VRST 2018
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery
T2 - 24th ACM Symposium on Virtual Reality Software and Technology, VRST 2018
Y2 - 28 November 2018 through 1 December 2018
ER -