Submitted:
14 September 2023
Posted:
15 September 2023
You are already at the latest version
Abstract
Keywords:
1. Introduction
2. Literature Review
2.1. Presence and Auditory Characteristics of a Metaverse Environment
2.2. Auditory Evaluation Factors in the Presence Evaluation Questionnaire for a Metaverse Environment
2.3. Prior Research on Auditory Presence in a Metaverse Environment
2.4. Reflections on the Evaluation Factors of AUX for Products and Services
3. Methods
3.1. Step 1: Primary Expert Interviews for Grouping Auditory Eveluation Factors
3.2. Step 2: Secondary Expert Interviews to Create a Questionnaire to evaluate auditory experiences for Presence
3.3. Step 3: Survey and Statistical Analysis
4. Results and Discussion
4.1. Results of Grouping for Auditory Evaluation Factors
4.2. Creatinge an Auditory Experience Evaluation Questionnaire that Considers the Public Understanding of Presence
4.3. Results of the Survey and Statistical Analysis
5. Conclusion
Acknowledgments
Appendix A
| 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. |
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| 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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