Paper
12 March 2013 The effects of 5.1 sound presentations on the perception of stereoscopic imagery in video games
Brian Cullen, Daniel Galperin, Karen Collins, Andrew Hogue, Bill Kapralos
Author Affiliations +
Proceedings Volume 8648, Stereoscopic Displays and Applications XXIV; 864815 (2013) https://doi.org/10.1117/12.2003136
Event: IS&T/SPIE Electronic Imaging, 2013, Burlingame, California, United States
Abstract
Stereoscopic 3D (S3D) content in games, film and other audio-visual media has been steadily increasing over the past number of years. However, there are still open, fundamental questions regarding its implementation, particularly as it relates to a multi-modal experience that involves sound and haptics. Research has shown that sound has considerable impact on our perception of 2D phenomena, but very little research has considered how sound may influence stereoscopic 3D. Here we present the results of an experiment that examined the effects of 5.1 surround sound (5.1) and stereo loudspeaker setups on depth perception in relation to S3D imagery within a video game environment. Our aim was to answer the question: “can 5.1 surround sound enhance the participant’s perception of depth in the stereoscopic field when compared to traditional stereo sound presentations?” In addition, our study examined how the presence or absence of Doppler frequency shift and frequency fall-off audio effects can also influence depth judgment under these conditions. Results suggest that 5.1 surround sound presentations enhance the apparent depth of stereoscopic imagery when compared to stereo presentations. Results also suggest that the addition of audio effects such as Doppler shift and frequency fall-off filters can influence the apparent depth of S3D objects.
© (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Brian Cullen, Daniel Galperin, Karen Collins, Andrew Hogue, and Bill Kapralos "The effects of 5.1 sound presentations on the perception of stereoscopic imagery in video games", Proc. SPIE 8648, Stereoscopic Displays and Applications XXIV, 864815 (12 March 2013); https://doi.org/10.1117/12.2003136
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KEYWORDS
Doppler effect

Visualization

Cameras

Video

Televisions

Standards development

Statistical analysis

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