ABSTRACT
Audio consumer devices, such as headphones, are increasingly supporting spatial audio. This opens opportunities for UX designers to explore the design domain of audio-only Augmented Reality (AAR) experiences. The paper documents a hands-on approach to prototyping audio AR with a combination of game engine software, headphones, and a smartphone. The approach was delivered at SIGGRAPH2021 in the Labs session format.
Supplemental Material
- Wagner, D. 2019. Why is making good AR displays so hard? https://www.linkedin.com/pulse/why-making-good-ar-displays-so-hard-daniel-wagner/?trackingId=ak3AnPVYQCyTEzZq2F0bwg%3D%3DGoogle Scholar
- Tikander, M., Karjalainen, M., and Riikonen, V. 2008. An Augmented Reality Audio headset. https://pdfs.semanticscholar.org/a0fc/328594ef5116b113c3b24e2cf25a0bdf2926.pdfGoogle Scholar
- W. Gan, J. He, N. Hai, S. Peksi, R. Ranjan, B. S. Tan, and R. Gupta. 2018 An Immersive 3D Audio Headset for Virtual and Augmented Reality. https://sigport.org/documents/immersive-3d-audio-headset-virtual-and-augmented-realityGoogle Scholar
- Mariette N. 2013. Human Factors Research in Audio Augmented Reality. In: Huang W., Alem L., Livingston M. (eds) Human Factors in Augmented Reality Environments. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-4205-9_2Google Scholar
- Darkfield. 2018 https://www.darkfield.org/Google Scholar
- Playlines. 2019 https://www.playlines.net/showsGoogle Scholar
- BBC Research & Development. 2020. “Recommendations for Designing Audio Augmented Reality Experiences”. https://www.bbc.co.uk/rd/blog/2019-11-audio-augmented-reality-guide-tipsGoogle Scholar
- Jing Yang, and Friedemann Mattern. 2019. Audio Augmented Reality for Human-Object Interactions. In Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2019 International Symposium on Wearable Computers (UbiComp/ISWC ’19 Adjunct), September 9–13, 2019, London, United Kingdom. ACM, New York, NY, USA, 5 pages. https://doi.org/10.1145/3341162.3349302 Google Scholar
Digital Library
- Zhijian Yang, Yu-Lin Wei, Sheng Shen, and Romit Roy Choudhury. 2020. Ear-AR: Indoor Acoustic Augmented Reality on Earphones. In MobiCom 2020 (MobiCom’20), September 21–25, 2020, London, United Kingdom. ACM, New York, NY, USA, 14 pages. https://doi.org/10.1145/3372224.3419213 Google Scholar
Digital Library
- Jacuzzi, G. 2018. "Augmented Audio": An Overview of the Unique Tools and Features Required for Creating AR Audio Experiences. https://www.aes.org/e-lib/browse.cfm?elib=19688Google Scholar
- Lindeman, R., Noma, H., and Barros, P. 2007. Hear-Through and Mic-Through Augmented Reality: Using Bone Conduction to Display Spatialized Audio. 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality, 173-176. Google Scholar
Digital Library
Index Terms
Rapid prototyping approach for audio augmented reality user experiences
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