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Localization of self-generated synthetic footstep sounds on different walked-upon materials through headphones

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Abstract

This paper focuses on the localization of footstep sounds interactively generated during walking and provided through headphones. Three distinct experiments were conducted in a laboratory involving a pair of sandals enhanced with pressure sensors and a footstep synthesizer capable of simulating two typologies of surface materials: solid (e.g., wood) and aggregate (e.g., gravel). Different sound delivery methods (mono, stereo, binaural) as well as several surface materials, in the presence or absence of concurrent contextual auditory information provided as soundscapes, were evaluated in a vertical localization task. Results showed that solid surfaces were localized significantly farther from the walker’s feet than the aggregate ones. This effect was independent of the used rendering technique, of the presence of soundscapes, and of merely temporal or spectral attributes of sound. The effect is hypothesized to be due to a semantic conflict between auditory and haptic information such that the higher the semantic incongruence the greater the distance of the perceived sound source from the feet. The presented results contribute to the development of further knowledge toward a basis for the design of continuous multimodal feedback in virtual reality applications .

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Notes

  1. Audio examples of the involved stimuli can be found at http://www.ahws-project.net/audio.html. A video of an apparatus similar to that involved in the experiment can be found at http://www.youtube.com/watch?v=kRKcKgYCPCY.

  2. Such values were chosen according to the results of a previous experiment whose goal was to find the appropriate level of amplitude for those synthesized sounds (Turchet and Serafin 2013). Measurements were conducted by placing the microphone of an SPL meter inside one of the two headphones: Such microphone was inserted in a hole, having its same diameter, created in a piece of hardwood which was subsequently sealed against one of the two headphones. The amplitude peak value of the footstep sound was considered.

  3. The mean ILDs were extracted from the CIPIC HRTF database (Algazi et al. 2001).

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Acknowledgments

The work of the first author was supported by the Danish Council for Independent Research, Grant No. 12-131985.

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Correspondence to Luca Turchet.

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Turchet, L., Spagnol, S., Geronazzo, M. et al. Localization of self-generated synthetic footstep sounds on different walked-upon materials through headphones. Virtual Reality 20, 1–16 (2016). https://doi.org/10.1007/s10055-015-0272-6

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  • DOI: https://doi.org/10.1007/s10055-015-0272-6

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