Virtual Reality Audio Game for Entertainment & Sound Localization Training
- Autores
- Gilberto, Lucas Guillermo; Bermejo, Fernando Raul; Tommasini, Fabián Carlos; Garcia Bauza, Cristian Dario
- Año de publicación
- 2024
- Idioma
- inglés
- Tipo de recurso
- artículo
- Estado
- versión publicada
- Descripción
- Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due to the inherent visual-oriented design of games. Audio games (AGs) are electronic games that rely primarily on auditory cues instead of visual interfaces. This study focuses on the creation of a virtual reality AG for cell phones that integrates natural head and torso movements involved in spatial hearing. Its assessment encompasses user experience, interface usability, and sound localization performance. The study engaged eighteen sighted participants in a pre-post test with a control group. The experimental group underwent 7 training sessions with the AG. Via interviews, facets of the gaming experience were explored, while horizontal plane sound source localization was also tested before and after the training. The results enabled the characterization of sensations related to the use of the game and the interaction with the interfaces. Sound localization tests demonstrated distinct enhancements in performance among trained participants, varying with assessed stimuli. These promising results show advances for future virtual AGs, presenting prospects for auditory training. These innovations hold potential for skill development, entertainment, and the integration of visually impaired individuals.
Fil: Gilberto, Lucas Guillermo. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; Argentina
Fil: Bermejo, Fernando Raul. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; Argentina
Fil: Tommasini, Fabián Carlos. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; Argentina
Fil: Garcia Bauza, Cristian Dario. Universidad Nacional del Centro de la Provincia de Buenos Aires. Facultad de Ciencias Exactas. Grupo de Plasmas Densos Magnetizados. Provincia de Buenos Aires. Gobernación. Comision de Investigaciones Científicas. Grupo de Plasmas Densos Magnetizados; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Tandil; Argentina - Materia
-
AUDIO GAMES
SPATIAL HEARING TRAINING
NATURAL INTERFACES - Nivel de accesibilidad
- acceso abierto
- Condiciones de uso
- https://creativecommons.org/licenses/by-nc-sa/2.5/ar/
- Repositorio
- Institución
- Consejo Nacional de Investigaciones Científicas y Técnicas
- OAI Identificador
- oai:ri.conicet.gov.ar:11336/241687
Ver los metadatos del registro completo
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Virtual Reality Audio Game for Entertainment & Sound Localization TrainingGilberto, Lucas GuillermoBermejo, Fernando RaulTommasini, Fabián CarlosGarcia Bauza, Cristian DarioAUDIO GAMESSPATIAL HEARING TRAININGNATURAL INTERFACEShttps://purl.org/becyt/ford/2.2https://purl.org/becyt/ford/2Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due to the inherent visual-oriented design of games. Audio games (AGs) are electronic games that rely primarily on auditory cues instead of visual interfaces. This study focuses on the creation of a virtual reality AG for cell phones that integrates natural head and torso movements involved in spatial hearing. Its assessment encompasses user experience, interface usability, and sound localization performance. The study engaged eighteen sighted participants in a pre-post test with a control group. The experimental group underwent 7 training sessions with the AG. Via interviews, facets of the gaming experience were explored, while horizontal plane sound source localization was also tested before and after the training. The results enabled the characterization of sensations related to the use of the game and the interaction with the interfaces. Sound localization tests demonstrated distinct enhancements in performance among trained participants, varying with assessed stimuli. These promising results show advances for future virtual AGs, presenting prospects for auditory training. These innovations hold potential for skill development, entertainment, and the integration of visually impaired individuals.Fil: Gilberto, Lucas Guillermo. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; ArgentinaFil: Bermejo, Fernando Raul. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; ArgentinaFil: Tommasini, Fabián Carlos. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; ArgentinaFil: Garcia Bauza, Cristian Dario. Universidad Nacional del Centro de la Provincia de Buenos Aires. Facultad de Ciencias Exactas. Grupo de Plasmas Densos Magnetizados. Provincia de Buenos Aires. Gobernación. Comision de Investigaciones Científicas. Grupo de Plasmas Densos Magnetizados; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Tandil; ArgentinaAssociation for Computing Machinery2024-07info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/resource_type/c_6501info:ar-repo/semantics/articuloapplication/pdfapplication/pdfhttp://hdl.handle.net/11336/241687Gilberto, Lucas Guillermo; Bermejo, Fernando Raul; Tommasini, Fabián Carlos; Garcia Bauza, Cristian Dario; Virtual Reality Audio Game for Entertainment & Sound Localization Training; Association for Computing Machinery; Acm Transactions On Applied Perception; 7-2024; 1-221544-3558CONICET DigitalCONICETenginfo:eu-repo/semantics/altIdentifier/url/https://dl.acm.org/doi/10.1145/3676557info:eu-repo/semantics/altIdentifier/doi/10.1145/3676557info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-sa/2.5/ar/reponame:CONICET Digital (CONICET)instname:Consejo Nacional de Investigaciones Científicas y Técnicas2025-09-29T10:47:07Zoai:ri.conicet.gov.ar:11336/241687instacron:CONICETInstitucionalhttp://ri.conicet.gov.ar/Organismo científico-tecnológicoNo correspondehttp://ri.conicet.gov.ar/oai/requestdasensio@conicet.gov.ar; lcarlino@conicet.gov.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:34982025-09-29 10:47:07.984CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicasfalse |
dc.title.none.fl_str_mv |
Virtual Reality Audio Game for Entertainment & Sound Localization Training |
title |
Virtual Reality Audio Game for Entertainment & Sound Localization Training |
spellingShingle |
Virtual Reality Audio Game for Entertainment & Sound Localization Training Gilberto, Lucas Guillermo AUDIO GAMES SPATIAL HEARING TRAINING NATURAL INTERFACES |
title_short |
Virtual Reality Audio Game for Entertainment & Sound Localization Training |
title_full |
Virtual Reality Audio Game for Entertainment & Sound Localization Training |
title_fullStr |
Virtual Reality Audio Game for Entertainment & Sound Localization Training |
title_full_unstemmed |
Virtual Reality Audio Game for Entertainment & Sound Localization Training |
title_sort |
Virtual Reality Audio Game for Entertainment & Sound Localization Training |
dc.creator.none.fl_str_mv |
Gilberto, Lucas Guillermo Bermejo, Fernando Raul Tommasini, Fabián Carlos Garcia Bauza, Cristian Dario |
author |
Gilberto, Lucas Guillermo |
author_facet |
Gilberto, Lucas Guillermo Bermejo, Fernando Raul Tommasini, Fabián Carlos Garcia Bauza, Cristian Dario |
author_role |
author |
author2 |
Bermejo, Fernando Raul Tommasini, Fabián Carlos Garcia Bauza, Cristian Dario |
author2_role |
author author author |
dc.subject.none.fl_str_mv |
AUDIO GAMES SPATIAL HEARING TRAINING NATURAL INTERFACES |
topic |
AUDIO GAMES SPATIAL HEARING TRAINING NATURAL INTERFACES |
purl_subject.fl_str_mv |
https://purl.org/becyt/ford/2.2 https://purl.org/becyt/ford/2 |
dc.description.none.fl_txt_mv |
Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due to the inherent visual-oriented design of games. Audio games (AGs) are electronic games that rely primarily on auditory cues instead of visual interfaces. This study focuses on the creation of a virtual reality AG for cell phones that integrates natural head and torso movements involved in spatial hearing. Its assessment encompasses user experience, interface usability, and sound localization performance. The study engaged eighteen sighted participants in a pre-post test with a control group. The experimental group underwent 7 training sessions with the AG. Via interviews, facets of the gaming experience were explored, while horizontal plane sound source localization was also tested before and after the training. The results enabled the characterization of sensations related to the use of the game and the interaction with the interfaces. Sound localization tests demonstrated distinct enhancements in performance among trained participants, varying with assessed stimuli. These promising results show advances for future virtual AGs, presenting prospects for auditory training. These innovations hold potential for skill development, entertainment, and the integration of visually impaired individuals. Fil: Gilberto, Lucas Guillermo. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; Argentina Fil: Bermejo, Fernando Raul. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; Argentina Fil: Tommasini, Fabián Carlos. Universidad Tecnológica Nacional. Facultad Regional Córdoba. Centro de Investigación y Transferencia en Acústica. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Centro de Investigación y Transferencia en Acústica; Argentina Fil: Garcia Bauza, Cristian Dario. Universidad Nacional del Centro de la Provincia de Buenos Aires. Facultad de Ciencias Exactas. Grupo de Plasmas Densos Magnetizados. Provincia de Buenos Aires. Gobernación. Comision de Investigaciones Científicas. Grupo de Plasmas Densos Magnetizados; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Tandil; Argentina |
description |
Within the gaming and electronics industry, there is a continuous evolution of alternative applications. Nevertheless, accessibility to video games remains a persistent hurdle for individuals with disabilities, especially those with visual impairments due to the inherent visual-oriented design of games. Audio games (AGs) are electronic games that rely primarily on auditory cues instead of visual interfaces. This study focuses on the creation of a virtual reality AG for cell phones that integrates natural head and torso movements involved in spatial hearing. Its assessment encompasses user experience, interface usability, and sound localization performance. The study engaged eighteen sighted participants in a pre-post test with a control group. The experimental group underwent 7 training sessions with the AG. Via interviews, facets of the gaming experience were explored, while horizontal plane sound source localization was also tested before and after the training. The results enabled the characterization of sensations related to the use of the game and the interaction with the interfaces. Sound localization tests demonstrated distinct enhancements in performance among trained participants, varying with assessed stimuli. These promising results show advances for future virtual AGs, presenting prospects for auditory training. These innovations hold potential for skill development, entertainment, and the integration of visually impaired individuals. |
publishDate |
2024 |
dc.date.none.fl_str_mv |
2024-07 |
dc.type.none.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion http://purl.org/coar/resource_type/c_6501 info:ar-repo/semantics/articulo |
format |
article |
status_str |
publishedVersion |
dc.identifier.none.fl_str_mv |
http://hdl.handle.net/11336/241687 Gilberto, Lucas Guillermo; Bermejo, Fernando Raul; Tommasini, Fabián Carlos; Garcia Bauza, Cristian Dario; Virtual Reality Audio Game for Entertainment & Sound Localization Training; Association for Computing Machinery; Acm Transactions On Applied Perception; 7-2024; 1-22 1544-3558 CONICET Digital CONICET |
url |
http://hdl.handle.net/11336/241687 |
identifier_str_mv |
Gilberto, Lucas Guillermo; Bermejo, Fernando Raul; Tommasini, Fabián Carlos; Garcia Bauza, Cristian Dario; Virtual Reality Audio Game for Entertainment & Sound Localization Training; Association for Computing Machinery; Acm Transactions On Applied Perception; 7-2024; 1-22 1544-3558 CONICET Digital CONICET |
dc.language.none.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
info:eu-repo/semantics/altIdentifier/url/https://dl.acm.org/doi/10.1145/3676557 info:eu-repo/semantics/altIdentifier/doi/10.1145/3676557 |
dc.rights.none.fl_str_mv |
info:eu-repo/semantics/openAccess https://creativecommons.org/licenses/by-nc-sa/2.5/ar/ |
eu_rights_str_mv |
openAccess |
rights_invalid_str_mv |
https://creativecommons.org/licenses/by-nc-sa/2.5/ar/ |
dc.format.none.fl_str_mv |
application/pdf application/pdf |
dc.publisher.none.fl_str_mv |
Association for Computing Machinery |
publisher.none.fl_str_mv |
Association for Computing Machinery |
dc.source.none.fl_str_mv |
reponame:CONICET Digital (CONICET) instname:Consejo Nacional de Investigaciones Científicas y Técnicas |
reponame_str |
CONICET Digital (CONICET) |
collection |
CONICET Digital (CONICET) |
instname_str |
Consejo Nacional de Investigaciones Científicas y Técnicas |
repository.name.fl_str_mv |
CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicas |
repository.mail.fl_str_mv |
dasensio@conicet.gov.ar; lcarlino@conicet.gov.ar |
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1844614514364907520 |
score |
13.070432 |