Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence
summary
Built a spatial audio Unity plugin that runs with Oculus Rift and uses an inverted compression model to render audio displaced from the visual object so perceived distances match a psychometric curve. A within-subjects 2AFC study shows a small but reliable effect: incongruent audio (audio pushed back) improves distance accuracy beyond 3 m while offering no benefit at close range; effect scales with visual noise and shows no dependence on prior VR or gaming experience. Code on GitHub.
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chapters (7)
- 0:00Introduction to distance compression
- 2:38Maximum Likelihood Integration theory
- 4:05Modeling distance compression mathematically
- 6:34Experimental design overview
- 8:03Results and data analysis
- 10:29Conclusions and limitations
- 11:55Open source tool and Q&A
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