The objective of this paper is to bring attention to the world of immersive technologies and in particular to those technologies that when put in system create the Cave Automatic Virtual Environment (CAVE) system, with the aim of including within the design of these systems, the sound component, and the interactivity connected to them. Different degrees of immersiveness and fruition systems can be identified among mixed reality and immersive reality technologies. Depending on the technologies employed, immersive digital experiences are on a spectrum ranging from Virtual Reality (VR), where the individual is totally immersed in a fictional reality, to Augmented Reality (AR), where the experience is of a hybrid reality characterized by the superimposition of digital and virtual content on the real environment. Within this spectrum, where at one extreme VR can be found, while at the other AR, CAVE systems are in a central position, definable as Augmented Virtuality. Research related to the development of such a system has, to date, privileged the visual and motion capture aspect, i.e., that which causes visual and virtual elements to be responsive to the movement of the individual, making it the main element of interaction. The purpose of the paper is to bring attention to a factor not yet central to the design of CAVE systems, namely that of the sound component, with the goal of making it a new interactive element, on par with the visual component, with the aim of increasing the degree of immersiveness of the experience. The integration of this new interaction makes it possible to create systems capable of generating sound outputs, based on the movements of the human being, and therefore motion reactive, thus relying on the same motion capture technology that underlies the visual component of CAVE, and it is believed that the inclusion of this new component can be used to increase the degree of immersiveness of the experience. the final output of the paper will be to propose design directions and tools useful to the 'integration of the sound reactive
Motion reactive sound generation system for Immersive cave environment: a design perspective
M. Bisson;S. Palmieri;A. Ianniello;
2023-01-01
Abstract
The objective of this paper is to bring attention to the world of immersive technologies and in particular to those technologies that when put in system create the Cave Automatic Virtual Environment (CAVE) system, with the aim of including within the design of these systems, the sound component, and the interactivity connected to them. Different degrees of immersiveness and fruition systems can be identified among mixed reality and immersive reality technologies. Depending on the technologies employed, immersive digital experiences are on a spectrum ranging from Virtual Reality (VR), where the individual is totally immersed in a fictional reality, to Augmented Reality (AR), where the experience is of a hybrid reality characterized by the superimposition of digital and virtual content on the real environment. Within this spectrum, where at one extreme VR can be found, while at the other AR, CAVE systems are in a central position, definable as Augmented Virtuality. Research related to the development of such a system has, to date, privileged the visual and motion capture aspect, i.e., that which causes visual and virtual elements to be responsive to the movement of the individual, making it the main element of interaction. The purpose of the paper is to bring attention to a factor not yet central to the design of CAVE systems, namely that of the sound component, with the goal of making it a new interactive element, on par with the visual component, with the aim of increasing the degree of immersiveness of the experience. The integration of this new interaction makes it possible to create systems capable of generating sound outputs, based on the movements of the human being, and therefore motion reactive, thus relying on the same motion capture technology that underlies the visual component of CAVE, and it is believed that the inclusion of this new component can be used to increase the degree of immersiveness of the experience. the final output of the paper will be to propose design directions and tools useful to the 'integration of the sound reactiveFile | Dimensione | Formato | |
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