TY - GEN
T1 - The Impact of Sound Systems on the Perception of Cinematic Content in Immersive Audiovisual Productions
AU - Korshunova, Victoria
AU - Remijn, Gerard B.
AU - Elischka, Synes
AU - Mendonca, Catarina
N1 - Funding Information:
ACKNOWLEDGMENTS The research leading to these results has received funding from the European Union's Horizon 20202 research and innovation programme under the Marie Sklodowska-Curie grant no. 659114 and Aalto ARTS Supported Internship Programme. We would like to thank to all 54 persons, who voluntarily participated in the experiment and made this research possible. Very special gratitude goes to Aalto University and its Department of Signal Processing and Acoustics, Department of Media and Department of Film, Television and Scenography. We are also grateful to Kyushu University and Department of Human Science, especially to the PhD students of Perceptual Psychology Laboratory, who provided important comments to improve this manuscript. Thanks go to the following people for their technical assistance: Juha Tanhuanpaa, Tarmo Simonen, Aleksi Oyry, Vilppu Pekkanen and Janne Riionheimo. And also, great appreciation to Javier Gómez Bolaños and Archontis Politis for their enormous advice during experiment development, to Jorma Kaulanen for provided audio material, to Antti Ikonen for his mentoring, to Professor Ville Pulkki and Professor Yoshitaka Nakajima for their guidance.
Publisher Copyright:
© 2019 IEEE.
PY - 2019/5/7
Y1 - 2019/5/7
N2 - With fast technological developments, traditional perceptual environments disappear and new ones emerge. These changes make the human senses adapt to new ways of perceptual understanding, for example, regarding the perceptual integration of sound and vision. Proceeding from the fact that hearing cooperates with visual attention processes, the aim of this study is to investigate the effect of different sound design conditions on the perception of cinematic content in immersive audiovisual reproductions. Here we introduce the results of a visual selective attention task (counting objects) performed by participants watching a 270-degree immersive audiovisual display, on which a movie (»Ego Cure») was shown. Four sound conditions were used, which employed an increasing number of loudspeakers, i.e., mono, stereo, 5.1 and 7.1.4. Eye tracking was used to record the participant's eye gaze during the task. The eye tracking data showed that an increased number of speakers and a wider spatial audio distribution diffused the participants' attention from the task-related part of the display to non-task-related directions. The number of participants looking at the task-irrelevant display in the 7.1.4 condition was significantly higher than in the mono audio condition. This implies that additional spatial cues in the auditory modality automatically influence human visual attention (involuntary eye movements) and human analysis of visual information. Sound engineers should consider this when mixing educational or any other information-oriented productions.
AB - With fast technological developments, traditional perceptual environments disappear and new ones emerge. These changes make the human senses adapt to new ways of perceptual understanding, for example, regarding the perceptual integration of sound and vision. Proceeding from the fact that hearing cooperates with visual attention processes, the aim of this study is to investigate the effect of different sound design conditions on the perception of cinematic content in immersive audiovisual reproductions. Here we introduce the results of a visual selective attention task (counting objects) performed by participants watching a 270-degree immersive audiovisual display, on which a movie (»Ego Cure») was shown. Four sound conditions were used, which employed an increasing number of loudspeakers, i.e., mono, stereo, 5.1 and 7.1.4. Eye tracking was used to record the participant's eye gaze during the task. The eye tracking data showed that an increased number of speakers and a wider spatial audio distribution diffused the participants' attention from the task-related part of the display to non-task-related directions. The number of participants looking at the task-irrelevant display in the 7.1.4 condition was significantly higher than in the mono audio condition. This implies that additional spatial cues in the auditory modality automatically influence human visual attention (involuntary eye movements) and human analysis of visual information. Sound engineers should consider this when mixing educational or any other information-oriented productions.
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U2 - 10.1109/APMAR.2019.8709163
DO - 10.1109/APMAR.2019.8709163
M3 - Conference contribution
AN - SCOPUS:85066332801
T3 - Proceedings of the 2019 12th Asia Pacific Workshop on Mixed and Augmented Reality, APMAR 2019
BT - Proceedings of the 2019 12th Asia Pacific Workshop on Mixed and Augmented Reality, APMAR 2019
A2 - Weng, Dongdong
A2 - Chan, Liwei
A2 - Lee, Youngho
A2 - Liang, Xiaohui
A2 - Sakata, Nobuchika
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 12th Asia Pacific Workshop on Mixed and Augmented Reality, APMAR 2019
Y2 - 28 March 2019 through 29 March 2019
ER -