Audio-visual attractors for capturing attention to the screens when walking in CAVE systems

2014 
In four-sided CAVE-like VR systems, the absence of the rear wall has been shown to decrease the level of immersion and can introduce breaks in presence. In this paper it is investigated to which extent user’s attention can be driven by visual and auditory stimuli in a four-sided CAVE-like system. An experiment was conducted in order to analyze how user attention is diverted while physically walking in a virtual environment, when audio and/or visual attractors are present. The foursided CAVE used in the experiment allowed to walk up to 9m in straight line. An additional key feature in the experiment is the fact that auditory feedback was delivered through binaural audio rendering techniques via non-personalized head related transfer functions (HRTFs). The audio rendering was dependent on the user's head position and orientation, enabling localized sound rendering. The experiment analyzed how different "attractors" (audio and/or visual, static or dynamic) modify the user's attention. The results of the conducted experiment show that audio-visual attractors are the most efficient attractors in order to keep the user's attention toward the inside of the CAVE. The knowledge gathered in the experiment can provide guidelines to the design of virtual attractors in order to keep the attention of the user and avoid the "missing wall".
    • Correction
    • Source
    • Cite
    • Save
    • Machine Reading By IdeaReader
    12
    References
    6
    Citations
    NaN
    KQI
    []