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
CONICET Digital (CONICET)
Institución
Consejo Nacional de Investigaciones Científicas y Técnicas
OAI Identificador
oai:ri.conicet.gov.ar:11336/241687

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spelling 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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