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Blaszczak, D. 2007, September 28–29. Practical aspects of audio design for virtual environments. Paper presented at Audio Mostly 2007, Röntgenbau, Ilmenau.   
Added by: Mark Grimshaw-Aagaard 14/01/2009, 09:14
Calleja, G. (2014). Immersion in virtual worlds. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 222–236). New York: Oxford University Press.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:21
"while high-fidelity systems are an important part of enhancing the intensity of an experience, they do not themselves create a sense of presence."  
For incorporation to occur, the medium must "specifically acknowledge the player's presence and agency within the virtual world."  
Calleja's main bone of contention with concepts such as immersion and presence is that they imply that the user of a virtual environment is "merely a subjective consciousness being poured into the containing vessel of the virtual environment."  
Calleja favors the term incorporation over immersion or presence because the latter two "are defined by their discontinuity from the real physical world [whereas] incorporation occurs [when playing a computer game, for example] when the game world is present to the player while simultaneously the player is present, via an avatar, to the virtual environment."
Fencott, C. (1999). Presence and the content of virtual environments. Retrieved August 4, 2005, from http://web.onyxnet.co.u ... co.uk/pres99/pres99.htm    
Added by: Mark Grimshaw-Aagaard 04/08/2005, 14:24
"If presence is indeed primarily the perceptual result of appropriate content then a deeper understanding of the the way in which the human perceptual systems respond to VE generated content will be a major research area for the near future. It would also seem of great benefit to investigate the theoretical underpinnings of other disciplines, such as film and architecture, to support this activity."  
"...as presence is a mental state it is therefore a direct result of perception rather than sensation. In other words, the mental constructions that people build from stimuli are more important than the stimuli themselves."  
VE perceptual/content details that give rise to presence are in two symbiotic forms that both derive from the logic of virtual the environment:

  1. Cues -- predictable, mundane details.
  2. Surprises -- non-mundane and not predictable.

This is illustrated with a joke:
"My dog has no nose!
How does he smell?
Terrible!"

The first two lines are cues, the last a surprise. All three follow a logic with the last dependent on the preceeding logic.
Garner, T. A. (2024). The fundamental frequency: Extending sound perception theory to extended-reality collaborative environments. Computers & Education: X Reality, 5, 100080.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 09/09/2024, 07:14
Garner, T. A., & Grimshaw, M. (2014). Sonic virtuality: Understanding audio in a virtual world. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 364–377). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 18/01/2014, 11:55
Gonot, A., Natkin, S., Emerit, M., & Chateau, N. (2007). The roles of spatial auditory perception and cognition in the accessibility of a game map with a first person view. International Journal of Intelligent Games & Simulation, 4(2). Retrieved December 31, 2007, from http://ijigs.scit.wlv.ac.uk/AGonot.pdf    
Added by: Mark Grimshaw-Aagaard 09/02/2008, 14:39
The experiments comparing decontextualized and contextualized beacons for navigational effectiveness and efficiency proved inconclusive in the main. In neither case is the mental visual map improved through the use of such beacons -- possibly because the spatializing abilities of the human auditory system have been overestimated.  
The authors define two types of audio beacons used for navigating in virtual worlds.

A decontextualized audio beacon has an 'as the crow flies' route (the shortest path) from target to listener/player and so ignores walls and other natural sound barriers. Earlier game engines led to this type of beacon because of their inability to allow game audio to interact with the game's physical spaces.

A contextualized audio beacon accounts for physical sound barriers in the game world and so appears in later, more sophisticated game engines.

Because decontextualized audio beacons do not take account of the game's physical spaces and objects, they do not contribute to the formation of the visual map. A contextualized beacon does but, because it requires concentration to follow the path of the beacon, it imposes a greater cognitive load.
 
The authors refer to the creation of a cognitive map within the player's mind used as an aid to navigation and formed through a learning experience. This is called a visual map by Passini.

Passini, R. 1992. "Wayfinding in Architecture". New York: van Nostrand Reinhold.
Grimshaw, M., Lindley, C. A., & Nacke, L. 2008, October 22–23. Sound and immersion in the first-person shooter: Mixed measurement of the player's sonic experience. Paper presented at Audio Mostly 2008, Piteå, Sweden.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Deleted user 31/07/2009, 16:58
Grimshaw, M., & Walther-Hansen, M. 2015, October 7–9. The sound of the smell of my shoes. Paper presented at The 10th Audio Mostly Conference, Thessaloniki.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 04/11/2015, 10:46
Gröhn, M. Localization, accuracy, and utilization of a spatial audio in virtual environments. Espoo, Finland: CSC- Scientific Computing Ltd.   
Added by: Mark Grimshaw-Aagaard 30/08/2005, 09:27
Gröhn, M., Lokki, T., Savioja, L., & Takala, T. 2001, January 22–23. Some aspects of role of audio in immersive visualization. Paper presented at Visual Data Exploration and Analysis VIII.    
Added by: Mark Grimshaw-Aagaard 16/02/2006, 07:30
"The cross-modal perception of auditory and visual stimuli is explored mostly with animals. ... little research have [sic] been done in the area of cognitive aspects of simultaneous visual and auditory stimuli in dynamic environments."  
Briefly suggest that there may be some potential in the separation of listening and viewing points.
Hahn, J. K., Fouad, H., Gritz, L., & Lee, J. W. (1998). Integrating sounds and motions in virtual environments. Presence: Teleoperators and Virtual Environments, 7(1), 67–77.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 30/07/2018, 12:44
"The characteristics of sounds are shaped by the characteristics of the objects and their motions. They reinforce each other to give a coherent perceptual experience." Additionally, the authors point out that the primary focus in VR sound research and design has been on sound localisation.
Harvey, T. S. (2014). Virtual worlds: An ethnomusicological perspective. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 378–391). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 18/01/2014, 12:05
Heim, M. R. Surfing virtual reality wave 3. In J. Gackenbach (Ed), Boundaries of Self and Reality Online. Elsevier.   
Added by: Mark Grimshaw-Aagaard 11/04/2016, 08:50
Hendrix, C., & Barfield, W. (1996). The sense of presence within auditory virtual environments. Presence: Teleoperators and Virtual Environments, 5(3), 290–301.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 27/07/2018, 08:52

Following Loomis, the authors describe the phenomenal world as the one we are perceptually aware of whereas the physical world is one that is inferred by observation and reasoning (Loomis 1992).

 
Auditory elements of virtual environments can be more susceptible to non-externalization than other elements such as visual, tactile etc. and this weakens presence.
Janz, B. B. (2019). Virtual place and virtualized place. In E. Champion (Ed), The Phenomenology of Real and Virtual Places. (pp. 60–75). London: Routledge.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 03/05/2026, 01:24
Larsson, P., Västfjäll, D., & Kleiner, M. 2001, October 4–5. Do we really live in a silent world? The (mis)use of audio in virtual environments. Paper presented at AVR II and CONVR 2001, Gothenburg, Sweden.    
Added by: Mark Grimshaw-Aagaard 31/08/2005, 12:16
The results of experiments showed that "[P]roviding aural semantic information increased the users' capability of remembering the environment."
Moll, J., Huang, Y., & Sallnäs, E.-L. (2010). Audio makes a difference in haptic collaborative virtual environments. Interacting with Computers, 22(5).   
Added by: Mark Grimshaw-Aagaard 29/06/2010, 02:37
Murphy, D., & Pitt, I. (2001). Spatial sound enhancing virtual story telling. Lecture Notes in Computer Science, 2197, 20–29.    
Added by: Mark Grimshaw-Aagaard 08/06/2012, 14:59
"Subjects appear more willing to explore a room or space if it has associated sound. However, there is also some evidence that a subject may curtail exploration of the current area if the sounds suggest that an adjacent area may be more interesting."  
"Sound and in particular spatial sound is a very powerful medium for conveying a sense of immersion within a virtual environment. The various attributes of spatial sound can affect the perception of an environment, the context of a communication, and alter the meaning of a message."  
Re. the use of head-tracking devices feeding back into a sound spatialization engine, these help give better sound directionality and assist in sound source externalization (i.e. not having the sound inside-the-head via headphones). In this sense, nutation is mimicked.  
Describes the use of environmental sounds to "lure" VE users to other locations. While these distant sounds are usually at a low level, they are occasionally amplified in an attempt to entice the user to explore in the direction of the sound. These sounds (or their sources) are never visually realised.
Nacke, L., Lindley, C. A., & Stellmach, S. 2008, October 20–21. Log who's playing: Psychophysiological game analysis made easy through event logging. Paper presented at Fun and Games, Berlin Heidelberg.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Deleted user 31/07/2009, 16:50
Nilsson, N. C., Nordahl, R., & Serafin, S. (2016). Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence. Human Technology, 12(2), 108–134.   
Added by: Mark Grimshaw-Aagaard 22/02/2018, 14:38
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