This paper is an introduction to pseudo-haptics; that is, the use of touch-based illusions created by cross-modal perceptual interactions. Many studies have shown that it is possible to use visual or auditory stimuli to simulate the experience of touch, movement, and force. Pseudo-haptics isis useful in many applications, particularly where the user may not have a haptic device available but where the sensation of haptic feedback is useful in providing information or creating a sense of presence. In this paper, we present an overview of the current state of the literature in pseudo-haptics.
Touch plays a fundamental role in our daily interactions, allowing us to interact with and perceive objects and their spatial properties. Despite its importance in the real-world, touch is often ignored in virtual environments. However, accurately simulating the sense of touch is difficult, requiring the use of high-fidelity haptic devices that are cost-prohibitive. Lower fidelity consumer-level haptic devices are becoming more widespread, yet are generally limited in perceived fidelity and the range of motion (degrees of freedom) required to realistically simulate many tasks. Studies into sound and vision suggest that the presence or absence of sound can influence task performance. Here, we explore whether the presence or absence of contextually relevant sound cues influences the performance of a simple haptic drilling task. Although the results of this study do not show any statistically significant difference in task performance with general (task-irrelevant) sound, we discuss how this is a necessary step in understanding the role of sound on haptic perception.
This paper introduces a framework for the creation and analysis of sonic spatialization and proxemics in audiovisual media. The authors apply the framework to three public service announcements to show how sonic proxemics can be used as a rhetorical device that may be used to strengthen political aims. ABSTRACT This paper introduces a framework for the creation and analysis of sonic spatialization and proxemics in audiovisual media. The authors apply the framework to three public service announcements to show how sonic proxemics can be used as a rhetorical device that may be used to strengthen political aims.
Using examples from Ratatouille, this article illustrates how sound can be used to create identification with characters through an auditory perspective. This auditory perspective is created through reinforcing or contradicting the on-screen image with microphone placement to create distance, loudspeaker positioning to create location, digital signal processing effects to create environments, and subjective perspectives that position us as an insider or outsider, and which illustrate the internal subjectivity of characters.
This article presents an overview of the use of binaural recording and experimental headphone mixing for a short film. Drawing loosely on theories of proxemics, the article illustrates how sound mixing can be used to create a unique subjective perspective. In particular, the authors sought to experiment with and to use the peculiarities of stereo headphone mixing and binaural sound to reinforce visual elements of a film designed for horizontal viewing on tablets.