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A peer-reviewed article of this preprint also exists.
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Submitted:
14 September 2023
Posted:
15 September 2023
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Auditory factors | QN | Questionnaire contents for evaluating auditory experiences |
Implementing the spatial properties of sound | 1 | Being able to distinguish places in a virtual world based on sound alone. (e.g., you can tell if you're in a library or a cave by the echoes of the sounds.) |
Three-dimensional perception of sound | 2 | You can orient yourself in a virtual world by listening to sounds. (e.g., I can tell forward/backward/left/right/up/down by the sounds I hear) |
The quality of the sound source | 3 | Less ‘bad sound’ in the virtual world (e.g. poor sound quality, cracking, tearing, reverberant, loud, harsh, etc.) |
How clear the sound is | 4 | Sound is clear in the virtual world. (e.g., crisp sound, clean sound) |
Focusing the metaverse Environment with Sound | 5 | Auditory backgrounds are immersive in virtual worlds. (e.g., background music, everyday noises, etc.) |
How distracting is the sound? | 6 | Different types of sounds can be turned on and off in the virtual world (on/off). (e.g., turn on and off notifications, button clicks, the other person's voice, background music, and more) |
Sound to match visual motion timing | 7 | The timing of motion and sound in the virtual world is correct. (e.g., in a hypothetical running situation, the sound of footsteps matches the motion of running) |
Sound experiences that live up to visual expectations | 8 | The virtual world plays music that matches the background. (e.g., grandiose music on a grandiose background, cutesy music on a cutesy background, etc.) |
Non-looping auditory experiences | 9 | Notice that the sound is looping in the virtual world. (e.g., when you notice the sound of waves repeating in an imaginary ocean.) |
Implementing Realistic Soundscapes in a metaverse Environment | 10 | The noise of everyday life is heard in the virtual world. (e.g., keyboard sounds, air conditioning blowing, copier sounds, etc. from a fictional office space.) |
Auditory cues to help you navigate | 11 | There are sounds that can help you navigate in virtual worlds. (e.g., if you're wandering around in a virtual world trying to find your school, look for the school in the direction of the bell.) |
12 | Hear notifications in the virtual world and know what to do. (e.g., message notifications, alert notifications, quest notifications, etc. and know what they are by just hearing them) |
|
How consistent the overall sound is in a sound variation situation | 13 | Just by listening to music or certain sounds in the virtual world, you can tell which company made it. |
ease of access to sound control' | 14 | When you need to adjust the volume in the virtual world, you can easily find the volume icon. |
Accessibility for those with sensory sensitivities | 15 | Adjust the effect of sounds in the virtual world (high, low, soft, ringing, etc.). |
Harmonize between digital and natural sounds | 16 | Artificial and natural sounds blend together in the virtual world (e.g., artificial music blends with the natural sound of the wind as you run through a virtual forest). |
Relating sounds to ideas | 17 | You can hear sounds and see images in the virtual world. (e.g., when you hear thunder, you think of rain.) |
Distribution of the sound range | 18 | Sound is offensive in virtual worlds. (e.g., during a relaxing playthrough, the sound suddenly gets louder) |
Sufficiency of Volume Size Control | 19 | When you adjust the volume (sound) in the virtual world, you can adjust it as much as you want. |
Willingness to return due to sound | 20 | The music and sounds of the virtual world are memorable and I want to play them again. |
Researchers | Definition of presence | Classification of presence |
Kim et al. (1997) [18] | Subjective sensations, such as being transported to a virtual space | A sense of transference and immersion in the virtual world |
Heeter (1992) [19] | ||
Witmer et al. (1998) [20] | The cognitive process of focus and engagement and the subjective experience of the receiver | |
Rizzo et al. (1998) [21] | How much the avatar's body identifies with the user | Similarity to real people |
Slater et al. (1997) [22] | The experience of feeling that a person exists in a virtual environment | |
Schubert et al. (2001) [23] | How much you feel connected to others | Similarity to social behavior |
Short et al. (1976) [24] | ||
Lemish et al. (1982) [25] | Recognizing virtual humans as social actors | |
Takiff (1993) [26] |
Type of questionnaire | Characteristics of presence evaluation questions | Auditory presence evaluation factors | Classification of presence |
PQ [20] | Sensory stimulation, engagement, immersion and interaction | Whether you focus on content due to hearing (QN 6) | Presence |
Identification of sounds (QN 15) | |||
location of the sound recognized (QN 16) | |||
SUS-PQ [28] | Comfort, naturalness, and immersion | No auditory presence factor | |
RJPQ [30] | Natural interactions | Auditory clarity (QN 4) | Realism |
Similarity to real-world sounds (QN 73) | Reality judgment | ||
Focus on content due to hearing (QN 76) | Presence | ||
IPQ [23] | Subjective experience, immersion, and interaction | No auditory presence factor | |
ITC-SOPI [31] | Appeal, naturalness, and credibility | No auditory presence factor | |
E2IQ [32] | Attractiveness, distraction, realism, consistency and immersion | Distractions from noise outside the metaverse environments (QN 2) | Distraction |
MEC-SPQ [33] | User state, behavior, and presence | No auditory presence factor |
Researchers | Contents of the study | Auditory presence evaluation factors | Classification of presence |
Hirose (1993) [34] | Theory and technology on the five senses that enhance the sense of reality in the metaverse environment | Implementing real-world sounds | Presence |
Creating a three-dimensional space for sound | |||
Sound source quality | |||
Serafin et al. (2004) [35] | The function and role of Soundscapes in a metaverse environment | Delivering the sound that you expect visually | Presence |
Auditory experiences that match motion but don't loop | |||
Recreating soundscapes | |||
Baharin et al. (2010) [36] | How everyday sounds affect the sense of presence in a metaverse home environment | Everyday soundscapes | Social presence |
Larsson et al. (2010) [12] | A conceptual framework for the relationship between sound and immersion, illusions of place, illusions of plausibility, and virtual body ownership in a metaverse environment | Spatial properties of sound | Presence |
Presence with and without auditory backgrounds | |||
Consistency between sounds | |||
Sound quality | |||
Lee et al. (2017) [37] | How sound matches the visual experience in a metaverse environment to create a sense of presence | Three-dimensional representation of sound | Immersion |
Ambience sounds to match the visual experience | Presence, immersion | ||
Hendrix et al. (1995) [38] | Elements of presence related to sight and sound in a metaverse environment | Spatialized sounds | Presence |
Hendrix et al. (1996) [39] | The role of visual and auditory cues in perceived presence in a metaverse environment | Spatialized sound sources | Realism |
Auditory cues to help you navigate | Presence | ||
Kiridoshi et al. (2022) [40] | How auditory spatial information affects users in a metaverse environment | Binary audio (spatial acoustics) | Social presence |
Researchers | Research summary | Evaluation factors for AUX | Research categories |
Boos et al. (2017) [48] | Deriving meaningful auditory attractiveness measures from UX | Loudness of sound | AUX Scale |
Unpleasantness of hearing | |||
Degree of sound echoing | |||
Degree of sound softness | |||
Tomlinson et al. (2018) [17] | Auditory interface proposal of UX scale (interpretation, meaning and enjoyment) | How much the sound helps | AUI Scale |
How interesting the sound is | |||
How good the sound is | |||
How easy it is to understand the sound | |||
Relevance of sound and ideas | |||
Matching sound and meaning | |||
How difficult it is to understand the sound being varied | |||
How pleasant the sound is to listen to | |||
How boring it is to hear the sound | |||
How confusing it is to hear the sound | |||
How easy it is to understand what the sound represents | |||
Aletta et al. (2019) [49] | Acoustic measurements and noise abatement in general using ISO standard (Method B of the ISO/TS 12913- 2:2018) | Loudness of sound | Soundscape evaluation |
Unpleasantness of sound | |||
Degree of harmony between surroundings and sound | |||
How likely you are to stay again | |||
Namkung (2019) [50] | Delivering consistent and differentiated experiences and value across products and services | Consistency between sounds within products and services | Sound identity structural diagram |
Seok et al. (2020) [51] | AUX evaluation factors for hearable type of glasses | Ease of access to sound control | AUX evaluation |
The right amount of sound resolution | |||
How clear the sound is | |||
How much is enough to resize the volume | |||
How rich the range of the sound is | |||
Blackburn et al. (2023) [52] | Interviewing an expert for designing AUX design in web or app environments | Accessibility for those with sensory sensitivities | AUX design guideline |
Blending the organic and digital | |||
Keeping sounds short and smooth | |||
Attracting attention without being distracting |
Participants | Gender | Age | Work experience | Activity industry | Profession/Occupation |
P1 | Male | 45 | 15 years | About AUX university labs | Professor and sound designer |
P2 | Male | 26 | 5 years | Game company | Sound designer |
P3 | Male | 30 | 10 years | Entertainment company | Service planning and sound designer |
Participants | Gender | Age | Work history | Activity industry | Profession/Occupation |
P4 | Male | 31 | 6 years | Doctoral graduate students | Music educator and sound designer |
P5 | Female | 33 | 3 years | Music therapy practice in the university hospital | Music therapist and composer |
P6 | Male | 32 | 7 years | Game company | Sound designer |
P7 | Female | 31 | 10 years | Healthcare company | Composer and sound designer |
P8 | Male | 26 | 3 years | Consumer electronics company | Composer and sound designer |
Grouped/ Non-grouped |
Grouping within an auditory presence factor | Grouping within AUX factors | Grouping between auditory presence and AUX |
Grouped factors | Focusing the metaverse environment with sound | - | - |
Implementing the spatial properties of sound | |||
Implementing realistic soundscapes in a metaverse environment | |||
Three-dimensional perception of sound | |||
- | Willingness to return due to sound | ||
- | The quality of the sound source | ||
How distracting the sound is | |||
Clarity of sound | |||
Sound experiences that live up to visual expectations | |||
How consistent the overall sound is in a sound variation situation | |||
Auditory cues to help you navigate | |||
Non-grouped factors | Sound to match visual motion timing* | - | - |
Non-looping auditory experiences*. | |||
- | Ease of access to sound control | ||
Relating sounds to ideas | |||
Harmonize between digital and natural sounds | |||
Accessibility for those with sensory sensitivities | |||
Distribution of the sound range | |||
Sufficiency of volume size control |
Interview question | Participants | Expert answers |
How do we define auditory presence in a metaverse environment? | P4 | Auditory stimuli that make you feel ‘real in space, time, and emotion in a virtual space. |
P5 | Make it feel like a real-world auditory experience. | |
P6 | Auditory stimuli in the virtual world that reflect the sounds or emotionally evocative elements that listeners expect in the real world. | |
P7 | To make a virtual environment sound and feel like it is real. | |
P8 | The emotional and socially relevant auditory experience of everyday life is embodied in a virtual world. |
Interview question | Participants | Expert answers |
What should we consider when asking the public about auditory presence and AUX factors in a metaverse environment? | P4 | Strongly open to subjective interpretation and should be explained with examples. |
P5 | Avoid technical terminology. | |
P6 | Use simple, intuitive terminology. | |
P7 | Reflects the words used to express sounds verbally. | |
P8 | Organize your survey questions so that they're clearly separated and don't look like the same thing. |
Interview question | Auditory evaluation factors | Expert answers | ||||
P4 | P5 | P6 | P7 | P8 | ||
Please create a terminology for the public to understand auditory presence and AUX metrics in a metaverse environment. | Implementing the spatial properties of sound | Location | Sound environment | Sense of space | Spatial awareness | Realism |
Three-dimensional perception of sound | Distance | Object location | Distance | Location | Source | |
The quality of the sound source | Broken | Bad | Torn | Sound quality | Reverberation | |
Clarity of sound | Mushy | Clean | Cloudy | No response | Frustrating | |
Focusing the metaverse environment with sound | Background music | Immersion | Background sounds | No response | Music | |
How distracting the sound is | Varies | Complexity | Select a sound | Recklessness | Sound control | |
Sounds that match visual motion timing | Matching | Gestures | Gaze | Movement | As it changes | |
Sound experiences that live up to visual expectations | Matching | Guess | Blending with the background | Fits the mood | Expectations | |
Non-looping auditory experiences | Naturalness | Regular | Constant | Repetitive | No response | |
Implementing realistic soundscapes in a metaverse environment | Natural sounds | Routine sounds | Daily sounds | Realistic sounds | Household Noise | |
Auditory cues to help you navigate | Environmental awareness | Situational judgment | Navigation help | When you need it | Intuitive | |
How consistent the overall sound is in a sound variation situation | Consistent | Content identity | Change of Scene | Change of mood | Sound identity | |
Ease of access to sound control | Volume sounds | Easy access | Volume icon | menu | Volume control | |
Accessibility for those with sensory sensitivities | Adjusting sound effects | Acoustic control | Specific sounds manipulation | Desired sound | Sound texture | |
Harmonize between digital and natural sounds | Artificial | Natural | Realistic | The actual | Created | |
Relating sounds to ideas | Imagined | No response | Thought-related | Image | Semantics | |
Distribution of the sound range | Contextualized | Suddenly getting bigger or smaller | No volume control | Negative pitch | All notes | |
Sufficiency of volume size control | Adjust at will | Max volume | The desired as many | Volume control | Volume size | |
Willingness to return due to sound | Memorable | No response | An impressive | Music, sound effects | Good memory |
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